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Aesthetic and Sound Changes in SC2 - Page 3

Forum Index > SC2 General
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251
Profile Blog Joined March 2008
United States1401 Posts
March 01 2010 04:36 GMT
#41
I really hate how childish the new Ghost sounds (sounds like Raiden from MGS). Would definitely prefer for the gritty, almost sickly sound of the old one.
"If you can chill..........then chill."
onmach
Profile Blog Joined March 2009
United States1241 Posts
March 01 2010 05:19 GMT
#42
Oh my zerg. Most of the units are too timid, too quiet. They don't acknowledge when you select them very well.

They don't have good death sounds, like hydras, ultras, etc. They don't have good attack sounds, either, especially hydras. Hydras should make a different noise depending on what they are hitting. Shields should have a thud, metal a screech, etc.

Ultras have some sort of scythe swing and no other sound along with it, which is pretty terrible for such a potentially awesome unit.

Overlords now grunt. Lame.

None of the units that I'm aware of have different sounds for when they are on the attack. Like zerglings, if I'm not mistaken, used to chirp when you moved them and growl when you made them attack, which was so appropriate. I may be making that memory up, but it feels real.

The advisor is not bad, but her overlord, mineral, and gas sentences need to be less annoying and more brief, in my opinion. I gotta listen to those all game. On that note, it should check for supply before it checks for minerals and gas, because when you don't have enough supply for an ultra, you sit there waiting for enough minerals and gas then you have enough only to realize you have to spend the next minute building overlords, when you could have done it immediately while you were waiting and been better off.

The roach near attack animation is extremely misleading, as is the hydra. I can forgive the hydra, but roaches are so common it needs to change. I would rather they spit acid right in the face of whatever they are next and it just sort of splashes in every direction outward. That way we know it is still a ranged acid attack.

Hydras should just be given both a melee and a ranged attack. That way you can micro them near a unit or building to get more damage out of them. YOU'RE MISSING AN OBVIOUS MICRO POSSIBILITY BLIZZARD!!

The creep really really needs to be lighter. I would almost go with darkish pink. Make sure that all the units contrast with it. Load the fucker up with units and make it lighter until everything is easily visible. Also, make sure the first overlord does not spawn directly on top of the hatchery at the beginning. Sometimes I click the overlord and try to make a drone instead of the hatchery.

None of the zerg buildings bleed when they are injured, anymore. Both the other races have variants on burning, what's up with that? Sometimes I actually forget they are injured, causing me to lose them in the next attack.

I've never been a fan of flapping brood lords. But I don't care because it's gg 30 seconds after they reach the enemy's base.

I'm not a big fan of zergling wings, because it just doesn't look quite right to me, but I'm willing to let that slide. I guess a flying zergling would be a pretty terrifying spectacle from the ground.

The spire when you morph it to a greater spire, it slams down into another wart for the next minute before becoming greater. That building really deserves an upgrade animation.

Seige tank needs a louder seige attack. I actually think the unit itself has potential, and it is just that all the terrans suck right now. Many of the sounds are too dim, you can tell when they are right because battles actually feel like battles. Battlecruisers and hellions are perfect, sound wise. Marines could use a little more of a shocking sound per shot. Stim could be louder.

Everything looks so polished on the protoss side, you should remove commit access to that entire section of code and force the designers to focus on zerg now.
madsweepslol
Profile Joined February 2010
161 Posts
Last Edited: 2010-03-01 06:59:37
March 01 2010 06:57 GMT
#43
Personally I feel like the protoss unit voices should be redone. I don't think they're bad, it's just that they're kind of normal. Toss are supposed to be badass technologically advanced warrior philosophers, so I think their voices should be equally mysterious and intimidating in keeping that profile and helping with the atmosphere of the game. I think the original toss voices were great:







Now compare those to what the protoss sound like in SC2 beta. Luckily it's beta so hopefully they'll get changed. ^^

251
Profile Blog Joined March 2008
United States1401 Posts
March 01 2010 07:09 GMT
#44
it does seem like there's a lack of native protoss language in sc2 after going back and listening to the original zealot and dragoon... also why haven't they used the vocoder as much? they had such great effects on the originals
"If you can chill..........then chill."
sob3k
Profile Blog Joined August 2009
United States7572 Posts
March 01 2010 07:21 GMT
#45
Jesus, the filters they had for SC1 were SOOOOO COOL!

especially the one they used for kerrigan!!!! I almost jizz myself when she talks in briefings!!

what happened to them?
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Wolfpox
Profile Blog Joined March 2010
Canada164 Posts
March 15 2010 03:21 GMT
#46
I agree with the original poster, especially about the sound effects.

Things sound very squishy, weak and similar. The attack of the zergling especially used to sound 90% like hitting a snare drum. "smack! smack! smack!" But now it's just "plsh plsh plsh".

Also, I think that all projectiles need to be sped up greatly. The roach "stream" is so slow, are they worried that people won't see it? It's like they want to create a visual "line" to indicate who is shooting who, but it's so wide and lengthy that it looks like it's shooting underwater. In SC1 the hydralisk spit was instantaneous and had a good spitting sound effect, so that you couldn't even "track" a shot. This gave it the "impact" it needed. Roaches need to be the same way, as well as all projectiles. Just because it's 3D, doesn't mean you need to showcase the animation effects.

Obviously SC1 has influenced my thinking, but all of the animations were short and sweet. Zealot attacks are a good example, and I noticed that things like the Ultralisk "standby" animations are distracting. When I notice a unit move, my first reaction is "what are they doing?" Shaking your head like a stupid horse? It looks like some weird ability.

There are more examples, but the common denominator is that there are many times that it feels like the game has been made to be "showy" and "realistic" rather than designed around split-second decision making and satisfying impact.
[B] Butigroove wrote:[/B] Blizzard is double expanding to the natural gold base of our poor little nerd hearts.
Deviation
Profile Joined November 2009
United States134 Posts
Last Edited: 2010-03-18 01:47:47
March 18 2010 01:46 GMT
#47
List:

1. I'd like to see new models for: Hellion, Thor, Spore Crawler, Spine Crawler, Mothership.

2. I'd like to see a new weapon model for the Marauder.

3. I'd like to see unit collision sizes increased so battles are more readable.

4. I'd like the Zerg Creep lightened so I can see dark colored Zerg on it.

5. I'd like to see the Medivac model made smaller or something so I can more easily see the Terran Bio army in battle.

6. I'd like to hear a new Zerg advisor. The high-pitched "We require more minerALZZZZZZZZZZZZZ" is very annoying.

7. I'd like the Scythe Dark Templar model's scythe to only have a single sickle.

8. I'd like Zerg Buildings to bleed when they are severely damaged.
Retsukage
Profile Blog Joined February 2008
United States1002 Posts
March 18 2010 05:32 GMT
#48
I have to say Mass Recall on the Mothership needs an animation. Right now they just fade to a different color then disappear. I think its a stand in anim but it needs to look something like the BW recall animation.
To change is to improve, to change often is to be perfect - Winston Chruchill
Ryuu314
Profile Joined October 2009
United States12679 Posts
March 18 2010 06:19 GMT
#49
The biggest issue I have right now is the hydralisk. When they attacked in SC1 it was like a "OMG WTF HYDRA BUST". Now their attacks are invisible and it's more of a "wait...they're attacking? what?"
Doomgaze
Profile Joined March 2010
Sweden89 Posts
March 18 2010 07:25 GMT
#50
Maybe there is some setting that I have and you don't (or the other way around) but I dont find the zerg voice (which I believe is kerrigan) annoying at all. Compared to the overmind, which was too loud, kerrigan's a blessing.
heynes
Profile Joined July 2009
Germany201 Posts
March 18 2010 14:25 GMT
#51
My biggest concern is the the hydralisk, because they don`t shoot green spikes anymore.
I dont like them spitting little bones -.- Let them spit green acid again ! Also the sound is more like throwing then spitting. And i miss my overlords doing their crazy grunt thing "wao".
stenole
Profile Blog Joined April 2004
Norway869 Posts
March 18 2010 15:01 GMT
#52
I don't like the sound when the MULE self destructs. It always tricks me into thinking that I am under attack. It's not an important event. So maybe they could lower the sound volume or make the sound less threatening.
Icks
Profile Joined July 2009
France186 Posts
Last Edited: 2010-03-18 15:08:10
March 18 2010 15:07 GMT
#53
Even if i'm the only one, i'd say that i like the Hellion idea. A little bit sharper would be nice, but the buggy style and the flamethrower are fine for me...

I'm more concerned about the Roach, it looks like nothing.
And the Ultralisk, what's this big flat head? Not even the room for a brain. (ok, they dont need one... but anyway...)

(And maybe the Ghost, who wears a white pyjamas under his cloth, but you must zoom in to notice, so it doesnt matter...)


Read to learn.
Spook
Profile Joined May 2005
Romania72 Posts
March 18 2010 15:09 GMT
#54
The infestor doesn't really look like a spell caster. it should be a lot smaller and have some distinct graphical elements. Right now it looks like a blob.
The neural parasite animation is horrible too, it looks like some sort of tentacle rape
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
March 18 2010 15:18 GMT
#55
I realy don't like the concept of the infested terran ..not being a infested unit or produced from an infested building. Hope they change/scrap it..
There are three types of people in the universe: those who can count, and those who cant.
Velr
Profile Blog Joined July 2008
Switzerland10877 Posts
March 18 2010 15:32 GMT
#56
Uh what they have done to my beloved zerg.


Zerglings in SC1 were loveable and adorable for their sounds, quirckquirck, krkrkrkkk... adoreable. When you had a bunch of Crackling mauling a building you really heard these Hitpoints going down.
I have no idea why they changed them that much... I want my adorable little head butting attack dogs back .

Hydralisk... Splat, splat, splat, splat >>>>>>>> Ffft, fft, fft, fft, fft. And give them back the slime in the attack, I couldn't care less if I now actually see the spines or that the slime was illogical anyway... They just sounded way more badass.

Roach... I actually like the sounds, for sure better then Hydra and Zergling... But I think their model is bad, it's kinda hard to tell what's what on them.

Alltogether the untis are much more silent than in SC1...


Terran:
Hellion just don't fits? I like it's idea but the model?... So your gonna fight high tech psionic aliens and the brute force of forced evolution/assimilation of myriads of live forms with a beach buggy that has a flame thrower attached to it? Ballsy... No wonder you lost in SC/BW...

Marines: Sound effects again, kinda like on the Zergling... Marine fire in SC/BW sounded like a nailcannon-machinegun tearing shit up, now it sounds like a paintball gun or something else not badass...

Marauder: Pure hate for everything and anything this unit is... Except it's voice/lines.

Medivac: Is ugly?


Protoss:
I actually like most of these and have no major gripes about any of them.



Unit-Responses altogether seem to be less recognizable than in SC/BW and I don't know why... I played SC/BW only few times in the last 5-6 years but the sounds never felt "old" (the other stuff did feel like stone age, good stone age tho ).
da_head
Profile Blog Joined November 2008
Canada3350 Posts
Last Edited: 2010-03-18 15:35:35
March 18 2010 15:35 GMT
#57
graphics: hellion, spine crawler. ghost, zerg creep, increased unit collision size
sounds: zergling attack, hydra attack, ultra attack, "overmind"
When they see MC Probe, all the ladies disrobe.
Velr
Profile Blog Joined July 2008
Switzerland10877 Posts
March 18 2010 15:45 GMT
#58
What i really wonder about the Zerg speaker...

So they wanted a "Woman" or something like this because the Overmind (male) is dead and Kerrigan/Queens rule.
Fine and dandy... But Kerrigan in SC1 sounded awesome... The Speaker in SC2 sounds like a sick old granny that has some *physical* deficit...
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
March 18 2010 15:57 GMT
#59
It would be really nice to be able to choose from female and male voice.
There are three types of people in the universe: those who can count, and those who cant.
bluesoup
Profile Joined March 2009
Macedonia107 Posts
March 18 2010 16:01 GMT
#60
Terran building construction sounds really annoy me. I hear a lot of boom-bang-explosion etc and i cant see on the nowhere what is shooting at what... oh.. that was a depot being constructed... nevermind... It keeps getting me...

Also, i miss the recognizable DT sweep sound that was alert to scan. Right now i can only notice my units health dropping with no apparent reason... no DT waring sound, at least not one I can clearly distinguish... Now they are silent as well as invisible...

Zerg hydras shooting also is almost invisible and inaudible. I have to look at the hydra animation to see if they are shooting...

In general, unit attack sounds are several steps back from the original... Hope that these are only beta sounds...
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