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The Can't Unsee Thread

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 10 11 12 Next All
Sable
Profile Joined March 2011
5 Posts
Last Edited: 2011-04-07 06:01:19
March 30 2011 04:41 GMT
#1
When warping in a High Templar, you can briefly observe a more elaborate cape texture, only for it to escape you.

[image loading]

When converting a Gateway to a Warp Gate, the right side of the arc begins to open before the other.

[image loading]

The status portrait for the Warp Gate displays the front and rear arcs in an erect position; this is never represented in-game. [Edit: Not to be construed into the case of the Gateway - probably my fault]

[image loading]

When a Gateway warps in, you can briefly see an older rendition of its crystal.

[image loading]

The Protoss color palette has many incongruencies: notably, the color and quality of Khaydarin crystals with wildly contrasting hues of blue and sometimes being team colored. They become increasingly wuutt when powered and unpowered variations are compared. Also, Protoss structures that do not require Pylon power flip on like a light switch instead of smoothly transitioning into a powered state.

[image loading]

When a Warp Gate loses power, the void never dissipates; likewise, the globe in the Fleet Beacon remains visible.

[image loading]

The decals on the Robotics Bay retain an unusual luminance after the structure has lost power.

[image loading]

Protoss air units undergo a warp-in animation script upon completion when spawned from a Nexus, Robotics Facility, or Stargate. Ground units lack this script when spawned from a Nexus, Gateway, Robotics Facility, or Warp Prism.

[image loading]

When the Command Center upgrades, Its flaps open to allow the construction barricade to erect. However, when the Command Center is under construction and the same case is true, the flaps are not visible, and revealed to be in the closed position when the barricade recedes.

[image loading]

The Factory is the only Terran structure to have its window lights on before completing the construction animation.

[image loading]

Both Vespene Geyser models unnecessarily clip through the Extractor while it is mutating.

[image loading]

Gas barrels emit light for a very wide radius, gas cubes even less so, and gas sacks don't glow at all.

[image loading]

The luminance and texture of the gas barrel shown at the refinery and the model carried by workers do not match.

[image loading]

In Starcraft 2, armor names are homogenized for all units that belong to that school; because some units possess more than one standard attack, attacks are given individual names. The reason this is relevant is because I'm trying to establish congruency rules for armor names that attack names do not adhere to. When an armor name doesn't match its upgrade, it's something to talk about, unlike attack names which have a valid exclusion.

[image loading]

Zerg Building armor is the only structure armor to not have a unique icon, instead it shares the same icon as Ground Carapace Level 1.

None of the unit armor schools for Protoss share the same naming scheme for both the upgrade title and armor title; the same is true for shields.

The 'Protoss Plating' armor title is used for both Protoss structures and Protoss air units.

The incremental icon set for Protoss Plating (air units) and its upgrades is not congruent in form, nor is it congruent in color scheme when compared against Protoss Armor (ground units).

Protoss Plating (structures) Is the only first tier icon with a colored aura; assuming Zerg Building Armor is in error.

The Baneling's attack icon does not match the Melee Attacks school, despite belonging to it and honoring its upgrades.

The Spore Crawler's attack icon does match the Missile Attacks school, despite not belonging to it nor honoring its upgrades.

[image loading]

Most racial status verbs that were present in the original Starcraft are not present in Starcraft 2's UI (Opening Warp Gate, Evolving, etc) regardless of what race or UI you are using.

-----------------------------------------------------UPDATE---------------------------------------------------------------

The Command Center/Orbital Command door closes in a different fashion and to a greater degree when lifted off than it does while upgrading.

[image loading]

Dropping an SCV from a flying Command Center does not utilize the Terran drop animation used by Medivacs (Pictured Below); instead, the SCV just appears as if spawned.

[image loading]

The Command Center's destruction is of a lower fidelity when compared with other Terran/Protoss production and research structures - it is also the only structure of those kinds to not leave behind large gibs.

[image loading]

The same can be said, more or less, for the Nexus. It's only large gib is identical to the base of a Gateway/Warp Gate.

[image loading]

When an unpowered Robotics Facility is destroyed, the animation's first frame immediately begins with the canopy in a reclined position. This is the only in-game method that I have found to produce this. Because it lacks a decal and is similar to the Robotics Bay's unpowered state, it can be assumed that it once served that very same purpose, but was later changed. I can't prove it, but I actually remember it looking like that in the beta.

[image loading]

Completed Protoss structures in the absence of pylon power introduce some interesting results.

- They begin and remain bronze
- The power-up aura occurs
- The power-up animation occurs if applicable, and lights are turned on

At this point, one of 2 courses is taken, depending on the scripts used for that structure

- The power-down animation occurs, lights are turned off, and spinning parts continue if present
- Lights remain on (pictured below)

[image loading]

The Roach almost doesn't have a crumbled trail during burrowed movement, this particular frame is generous.

[image loading]

When the Spore Crawler roots, it lacks the additional thorny collar that the Spine Crawler acquires.

[image loading]

The base of the Greater Spire is actually an Infestation Pit.
[Edit: Sorry guys, I noticed this in unit tester v0.92, and double checked it in a standard melee game and found out it isn't true. I'm going to leave the entry up so no one will read posts pertaining to this and wonder if they are missing something.]

[image loading]

Don't ask how this wire connects or something bad might just happen to you.

[image loading]

-------------------------------------------------------UPDATE 2-----------------------------------------------------------

As of Patch 1.3.1, both the Zerg and Protoss UIs are using the Terran gas barrel next to the gas count. I'm going to guess this was recently broken with 1.3.0's new interface features.

[image loading]

When multiple units are selected with the Zerg UI, orange aliasing is visible around the status portraits. [Please squint]

[image loading]

The status portraits of all units with visible upgrades (Zerglings, Marines, Bunkers, etc) reflect said upgrades within the portrait, except for the Battlecruiser, which remains unchanged after researching Weapon Refit.

All units face south-east in their production icons.
All units also face south-east in their status portraits; the only exceptions being the units pictured below, which face south-west. Related or not, they are all Terran.

[image loading]


During alpha phase, the Zerg cocoon had really nice caustics and a fluid swimming animation; warping-in structures had a wisp that would orbit the void. I don't know if the omission of either was deliberate, but you can see both of them in action by digging up Battle Report 3.

[image loading]

Like the Factory and Starport, the Barracks does pump when producing units; however, the animation is so slow and subtle that it took me a year and a whole thread about it to notice. It also has unused lights that haven't been active since early alpha. Ironically, the one light the barracks does use isn't on the model itself, as pictured.

[image loading]

The Baneling production icon is miscolored and no longer matches the unit after the texture change during late beta.

[image loading]

The Spine Crawler production icon is actually a depiction of the alpha Spine Crawler.

[image loading]

All Protoss units and structures with shining veins do so passively, with the exception being the Nexus, which only pulses while producing units.

[image loading]

Some tooltips in the game use the term 'supply' to refer to 'psi' and 'control'. Also, the first argument offered from the supply count tooltip is false for all three races.

[image loading]

I'm not going to decide what qualifies as inconsistent verb usage for all cases; here's one of many(as described earlier, and even in the image above) that makes a safe suspect.

[image loading]

FinestHour
Profile Joined August 2010
United States18466 Posts
March 30 2011 04:47 GMT
#2
what did i just read
thug life.                                                       MVP/ex-
StuBob
Profile Joined March 2010
United States373 Posts
Last Edited: 2011-03-30 04:47:59
March 30 2011 04:47 GMT
#3
interesting... Thanks for sharing ^^
I play RANDOM!
Maero
Profile Joined December 2007
349 Posts
March 30 2011 04:47 GMT
#4
Wow, pretty cool thread, and you obviously put a lot of work into it.

Is that upgrades picture chart yours? It's awesome :D
PackofHighly
Profile Blog Joined August 2010
United States153 Posts
March 30 2011 04:49 GMT
#5
I consider my self an observant person but you've really delivered an interesting analysis of SC2. It will be interesting to see what practical use this data will have.
THIS was your PLAN?
Magni
Profile Joined September 2010
Canada40 Posts
March 30 2011 04:51 GMT
#6
It's always stuck out to me that Zerg and Terran T3 upgrades have an orange hue, while Protoss has a blue hue. While T1 is a pretty consistent green, and T2 is a different color for each race, only T3 Protoss is unique.
The Infernal Pre-Igniter.
Kujawa
Profile Blog Joined November 2010
United States137 Posts
March 30 2011 04:53 GMT
#7
wow......um you have some spare time.
get the fuck out ball- hot_bid
Char711
Profile Blog Joined October 2010
United States862 Posts
March 30 2011 04:53 GMT
#8
Wow, interesting! Definitely a lot of stuff that I hadn't noticed before! I have seen some of the small things like the gas barrels and upgrade names, but other things like the crystals are something that completely escaped me (mind you, I'm not playing on high graphics settings, either)!
"If you can chill, chill." -Liquid`Tyler "Special tactics." -White-Ra
IchibanBaka
Profile Joined January 2011
United States12 Posts
March 30 2011 04:56 GMT
#9
how about the photon cannon weapon being called "photon cannon"
kagemucha
Profile Joined August 2010
United States326 Posts
March 30 2011 04:56 GMT
#10
waiting for unseen penises
Frobert
Profile Blog Joined March 2010
Canada113 Posts
March 30 2011 04:57 GMT
#11
One practical use for the data would be for the devs to fix all of these little incongruencies to make a finished product. But we've known for a long time that SC2 was released before it was finished.

Great work OP, I'm sure many will appreciate the effort you put into this.
elmizzt
Profile Joined February 2010
United States3309 Posts
March 30 2011 04:57 GMT
#12
Holy shit, you must be amazing at Where's Waldo...
d=(^_^)z
azn_dude1
Profile Joined October 2010
162 Posts
March 30 2011 05:00 GMT
#13
Woah this is unique. I found this really interesting. Did you find all this yourself or did you just pull from other places?
peekn
Profile Blog Joined June 2010
United States1152 Posts
March 30 2011 05:00 GMT
#14
Very cool and nice work on the post didn't notice most of those little things.
cascades
Profile Blog Joined October 2009
Singapore6122 Posts
March 30 2011 05:03 GMT
#15
Good read, interesting details I have never noticed. Also how abt the...
SEntry?
HS: cascades#1595 || LoL: stoppin
waffling1
Profile Blog Joined May 2010
599 Posts
Last Edited: 2011-03-30 05:06:52
March 30 2011 05:05 GMT
#16
i would never care for such things like this. animation is cool, but does it really affect anything? if the answer is no, i tend to gloss over things.

That's probably why i have bad handwriting. At a certain point in 2nd grade, filling out an entire sheet seemed really pointless, and that if it's recognizables, it's "good enough". and that's how many handwriting went down the drain.

yeah, like art is cool, but u can't realllly compare it with other arts, like you can compare, say, the efficiency of a build order with another, or the cost effectiveness of income... Something with an objective measurement for something better "better" according to whatever dimension or aspect. Then the scale of "better-ness" and possibility for "improvement" becomes undefined and ur sort of lost. I'm not wired the way most people in the arts are.
trifecta
Profile Joined April 2010
United States6795 Posts
March 30 2011 05:05 GMT
#17
it's always annoyed me that there is no real animation from larva --> egg
Deyster
Profile Blog Joined April 2010
Jordan579 Posts
March 30 2011 05:06 GMT
#18
Wow, I didn't know that templars have such weird hair. I think I need to take a better look at the small things in game.
This post is good, I specially liked what you noticed in vaspene gas collection animation.
Watch the minimap.
LITTLEHEAD
Profile Joined September 2010
United States79 Posts
March 30 2011 05:10 GMT
#19
On March 30 2011 13:57 elmizzt wrote:
Holy shit, you must be amazing at Where's Waldo...


LOL, i saw this and couldn't agree more ^_^
Kryptonite
Profile Joined June 2010
United States155 Posts
March 30 2011 05:10 GMT
#20
Pretty funny stuff. How did you notice all this???? Did you actively search for it or do you just naturally notice these incongruencies?
http://www.sc2ranks.com/us/299590/fLcKrypt
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