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[Spoilers] Xel'naga Style Guide

Forum Index > StarCraft 2 HotS
Post a Reply
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2013-01-06 00:51:06
January 06 2013 00:49 GMT
#1
The Xel'naga Style Guide



Purpose of this Guide
No one should have to explain to anyone here what a Zerg looks like, spines, slime, etc... I could hold up a never-before-seen HOTS unit and instantly someone could tell me if it was a Terran, Zerg or Protoss. This is because these races have such clearly defined racial identity. Less clear is the Xel’naga racial identity. Still it would serve Starcraft well to have clearly defined Xel’naga racial identity and this artistic guide hopes to help that.

Starcraft 1 and BroodWar
The portrayal of Xel’naga in Starcraft 1 gives a good example for why it is important to have a cohesive and distinct racial identity for the Xel’naga. The Xel’naga identity frequently collided with the Protoss identity. This is unsurprising as both are advanced and ancient races (indeed with one constantly following in the former’s footprints). The best example of this overlap is found in the Xel’naga warpgate which, with its elaborate golden curves, appears for all intents and purposes as belonging to the Firstborn. The Xel’naga Temple is only moderately better. Although the base of the Xel’naga Temple looks similar to SC2’s depiction of the Xel’naga, the golden arch-like extensions hint that Protoss influence may have played a role in its creation. Even odder is the curious placement of “beetle” statues.

[image loading]
Xel’naga Temple

[image loading]
Xel’naga Warpgate


Colors
The palette of a race plays a fundamental role in establishing racial identity. Zerg units are characterized by blood red, deadly purple, sickly orange and acid green on a background of mottled brown. Terran units feature stark red, yellow, white and blue against a steel base. And Protoss are traditionally majestic blue and green over gold and silver. So what are the Xel’naga colors? Looking at the Xel’naga Archives we can see that the ancient builders favor stone grey with an eerie green underglow. The Xel’naga Device features obsidian black inlaid with mysterious blue. This color scheme clearly conveys the duality of the Xel’naga. Grey and black speak to the ages these monuments have withstood while the green and blue betrays the power dwelling inside.

[image loading]
Xel'naga Library

[image loading]
Xel'naga Device


Shapes
Next let us examine the way that Xel’naga constructed their monuments Like the ancient Mayans, Greeks and Egyptians they believed beauty and functionality both stemmed from mathematical geometry. Their structures emphasis straight lines and angles. The Xel’naga Temple is a perfect example of this with broad, sturdy buttress supporting a dark ziggurat. The image is at once alien and familiar. One wonders whether the similarity with our own ancestor’s creations is coincidence or evidence of connection. It is universal, elemental, timeless....perfect.

When the Wanderers do use curves it is in the form of simple circles. The Rip-Field Generator gives a good example of how Xel’naga employ curves. Notice that these basic curves are different from the elegant and extravagant curves of the Protoss. They are much more algebraic. Indeed the Xel’naga’s “universal code” is the same as our Golden Ratio or Fibonacci Sequence (Source: http://starcraft.wikia.com/wiki/Xel'naga)

[image loading]
Xel'naga Temple

[image loading]
Xel’naga Rip-field Generator


Animation
Another way that the artists convey the character of Xel’naga is in animation. Here the artists of Wings of LIberty should really be commended for devising a unique theme to perfectly capture the nature of a Xel’naga building. The Xel’naga Watchtower is in its natural state a derelict ruin. However, in the presence of a sentient race these segments coalesce into their original form. Free floating and held together by energy bindings they are hum with latent power undiminished from thousands of years of disuse. The Xel’naga Shrine too, once activated by Zeratul, reveals its dark secrets.

[image loading]
Xel’naga Watchtower

[image loading]
Xel'naga Shrine


Character and Influences
If the Protoss display an almost Elvish character the Xel’naga way appears more Dwarven. The Protoss favor the thin and tall, flowing fabrics entwined with precious metals and cut polished jewels. The Xel’naga use metals of a much baser nature, their crystals are rawer, and their structures, wide and short, are built to last the test of time. They make heavy use of stone as a building material. Many of their most sacred sites are often found in the depths of the earth. Even the Worldship that Raynor boards to recover a piece of the Xel’naga device appears to be attached to a portion of the asteroid belt.

One can find many other sci-fi sources that may have inspired the Xel’naga...and vice versa. Among them is Halo universe’s Forerunners, the long forgotten race whose lasting legacy includes massive free floating metallic relics capable of galactic annihilation. Another great example is Warhammer 40K’s Necrons, a race of long slumbering machines whose imagery, black stone with arcs of green lightning, borrows heavily from egyptian mythos.

[image loading]
Forerunner Shield World

[image loading]
Necrons


Suggestions
So what is my point in writing all this up? In the Heart of the Swarm Beta Editor we can catch a glimpse of the Xel'naga Healing Shrine. This is a new Xel'naga structure that heals any biological and mechanical structures that walk over it. We can see most of the Xel'naga style elements here but one key element is missing. Unlike the Watchtower, the Healing Shrine is not a decayed structure that animates when controlled. I feel this is a mistake for three reasons. Animation of a crumbled Healing Shrine would:

1) Better signify this as a Xel'naga building
2) Better unify the Xel'naga theme giving a sense of race identity
3) Clearly identify for gameplay when the Healing Shrine is activated and being used


[image loading]
Xel’naga Healing Shrine


The second concern I have would be to further differentiate Xel’naga and Dark Templar imagery. Both make heavy use of a dark palette on archaic metal accompanied by a grim green aura. Purple and silver should be kept firmly on the Dark Templar side. Obsidian black and other stonework should remain exclusively in the Xel’naga camp. Likewise, straight edges should be reserved for Xel’naga subjects and not used by followers of the Nerazim or the Khalai.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Leviance
Profile Joined November 2009
Germany4079 Posts
Last Edited: 2013-01-07 17:11:48
January 07 2013 17:07 GMT
#2
On January 06 2013 09:49 Archerofaiur wrote:
Less clear is the Xel’naga racial identity.


I think Blizzard has a pretty clear idea of what Xel'Naga structures ought to look like since they are working on SC2. And the healing shrine - if it stays in the game - will have an animation, don't worry. I think we can all recognize Xel'Naga structures in SC2.

If you showed a picture of the shrine to SC2 fans and they would have to chose what race it most probably belong to (Zerg, Terran, Protoss, Xel'Naga), my guess is Xel'Naga would be the #1 answer.

btw why the spoilers? Isn't this the HotS forum?
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
Vertitto
Profile Joined January 2012
Poland750 Posts
January 07 2013 17:15 GMT
#3
i guess Xel'Naga will play a minor-backgroud role in HoTS. imo The Xel'Naga problem will be the main theme in LoV and the Protoss campain part in Wings is some kind of Prolog, a scheme of what LoV will be about
FISH MAKE BLUB BLUB
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 07 2013 17:26 GMT
#4
This would actually be a good idea to give a strong defender advantage over an area
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
January 07 2013 17:39 GMT
#5
On January 08 2013 02:26 Superouman wrote:
This would actually be a good idea to give a strong defender advantage over an area

What?
Knowing is half the battle... the other half is lasers.
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 07 2013 17:59 GMT
#6
If it's used in multi, you place this healing device behind a choke so the defender's units will be able to take more damage
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
voltaic
Profile Blog Joined November 2010
1071 Posts
January 07 2013 18:25 GMT
#7
oh praise the lordney if we will be able to hold off balance-discussions for more than 2 hours.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
January 08 2013 01:14 GMT
#8
On January 08 2013 03:25 Denda Reloaded wrote:
oh praise the lordney if we will be able to hold off balance-discussions for more than 2 hours.


Indeed I find it very curious that balance comes up so quickly in a thread about neutral buildings.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
gronnelg
Profile Joined December 2010
Norway354 Posts
January 08 2013 07:20 GMT
#9
Good writeup man! You know your stuff
Lulzez || My stream: http://www.twitch.tv/gronnelg
Archerofaiur
Profile Joined August 2008
United States4101 Posts
January 10 2013 04:03 GMT
#10
On January 08 2013 16:20 gronnelg wrote:
Good writeup man! You know your stuff

Thanks man!
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
MateShade
Profile Joined July 2011
Australia736 Posts
January 10 2013 05:14 GMT
#11
On January 08 2013 02:26 Superouman wrote:
This would actually be a good idea to give a strong defender advantage over an area

Gogogogogogogogo
Archerofaiur
Profile Joined August 2008
United States4101 Posts
January 13 2013 00:19 GMT
#12
On January 10 2013 14:14 MateShade wrote:
Show nested quote +
On January 08 2013 02:26 Superouman wrote:
This would actually be a good idea to give a strong defender advantage over an area

Gogogogogogogogo


?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
ElusoryX
Profile Blog Joined December 2010
Singapore2047 Posts
January 13 2013 00:40 GMT
#13
I'm just laughing at people who obviously didn't read this and think it's a multi-player related building, and then whine about balance.
xd
moskonia
Profile Joined January 2011
Israel1448 Posts
January 13 2013 22:00 GMT
#14
For all I know this is a multi player building, but the balance of it is not related to the thread, I am sure it will be put to good use by the experienced and talented map makers.

About the subject, I agree, I think that having a racial difference from the Protoss is important, but that difference should not be too big, cause after all the Protoss tried to copy the Xel'Naga on many things, so it makes sense for the Protoss structures to be a slightly less advanced, but newer Xel'Naga structures, at least looks wise.

I think the current design is very good, and I am sure it will be used for the healing pad as well, you have to remember that this version is not final and it could very well be a placeholder, or they simply did not yet finish the animation. Of course they might not thought about making an animation for it, and in that case it is important to remind them

This feature could be really cool to use and to watch being used in the multi player, so I hope it will get implanted on maps used by tournaments and on the ladder. Its always cool to have an environment that you can use and not simply look good.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
January 13 2013 22:24 GMT
#15
It's most definitely a single-player building. Think about it. We're getting Kerrigan as a hero unit in most, if not all, of the missions, some of which are probably commando-style missions with a limited set of units. As a result, there needs to be some sort of quick healing mechanic to help with the pacing of these missions since passive regeneration and transfuse may not be good-enough healing mechanics to rely on in some of these missions. Maybe a Xel'Naga Healing Shrine can provide some quick healing right before a huge engagement or a boss fight in these special types of missions.
ㅇㅅㅌㅅ
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 13 2013 22:41 GMT
#16
On January 08 2013 02:26 Superouman wrote:
This would actually be a good idea to give a strong defender advantage over an area

Where ya been? t_t
Comprehensive strategic intention: DNE
moskonia
Profile Joined January 2011
Israel1448 Posts
January 13 2013 23:23 GMT
#17
On January 14 2013 07:24 eviltomahawk wrote:
It's most definitely a single-player building. Think about it. We're getting Kerrigan as a hero unit in most, if not all, of the missions, some of which are probably commando-style missions with a limited set of units. As a result, there needs to be some sort of quick healing mechanic to help with the pacing of these missions since passive regeneration and transfuse may not be good-enough healing mechanics to rely on in some of these missions. Maybe a Xel'Naga Healing Shrine can provide some quick healing right before a huge engagement or a boss fight in these special types of missions.

Check this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=385655
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