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GameHeart Overlay 2.0 - Page 26

Forum Index > SC2 General
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Ahli
Profile Joined May 2012
Germany355 Posts
May 18 2013 00:36 GMT
#501
On May 18 2013 04:36 Ichabod wrote:
Would it be possible to default the GameHeart game speed to "fastest" to ensure that accidents aren't made? (Like in GSL, potentially)

I am not sure if this is entirely independent of map, but if it can be done, I think it could be helpful for consistency.


The lobby settings in the GameHeart maps are currently set to hide the speed option (as far as I know). Thus the user can't change the game speed.
Unless the default speed setting of the map itself was set wrong, the speed will be "faster". If you ever encounter that problem in a gameheart map, please let us know immediately. You can verify the speed in the gameplay options of SC2.

It is possible to alter the game speed with triggers. We can hardcode fastest speed usage in triggers, but you shouldn't be able to alter the speed anyway. So, this is not really required, but we might add that one line of code.
There was a rare bug after patch 1.5 or during 1.5 arcade beta where games could start with normal speed ignoring the lobby's speed value. But this has been fixed a long time ago.

In the GSL incident, a normal map was used in addition to an observer interface.The problem was likely to be caused by a referee pressing the hotkey that slows down the game speed. By default it's set to the Minus button on the Numpad.

Gameheart cannot use referees and spectators in the sc2 lobby due to the way we have to do parts of the UI and special features like the zoom. Thus, this hotkey functionality is impossible to work in gameheart.

-> So, GSL can avoid that mistake, if they unbind that button on the accounts that play as referees ingame.

-> Blizzard could improve the transparency of this by making the gamespeed changes visible on the viewer's screen as a chat message to all spectators ("Game Speed set to fast."). So, at least the casters and other viewers can alarm a referee to correct this, if this was accidentally caused by a referee. Alternatively they could just disallow referees to alter the game speed ingame.

Also, "fastest" only exists in Broodwar. SC2 labeled the fastest speed "faster".

I'm amazed how gameheart is pretty fast blamed for everything that goes wrong...
The only time we screwed up was the blue icon for the broodlings afaIk. This was caused by not filtering out the "Broodling (Escort)" unit created by the arming ability of the Broodlord.
Carrier and Ghost Academy use these types of abilities, too, and the nuke construction has to be displayed, so we had to filter a few things out and missed the "Broodling (Escort)" unit. Not filtering that case out made the engine use an image file that didn't exist in the created text tag resulting in a blueish image. That image is used in SC2's engine as a fallback image.
This problem was only visual and couldn't alter the game for the playing players.


A little talk about observer maps: challenges, solutions and problems (spoiler because it is really long.):
+ Show Spoiler +
The way these observer maps works can potentially screw up a lot, if not handled, created and tested carefully, as it is an arcade map. I build a diablo map, so you can see how much you can actually change... pretty damn much. But we can't do everything we would like to.

To make the observers have special features, we are required to execute code for them to let them interact with the game.
Sadly this means that we can't use the observer features SC2 grants as those are only available to real observers which cannot interact with the game state (anymore since WoL patch 2.0.4 fixed it).

We would use the real observer's features, if we could. But there are no trigger actions existing that provide that possibility. I would love to see Blizzard adding a way for triggers to control a few aspects of it like the fog information. But I will come to that in a little bit.

So, every observer map has to simulate all observing features using real players acting as fake observers. This means that we had to manually try to rebuild all features with the tools the editor provides.
Well, the truth is that we can't simulate everything because a few aspects might be impossible and simulating a few aspects would make the game unplayable because the workaround would cost huge amounts of performance.
Let me list what comes to my mind right now:

Fog:
- Fog doesn't change when you "switch into a player's vision". You might notice that on stream when the creep stays visible in the fog, even if the player shouldn't have seen it. You are still watching through the fake observer player's eyes. Also, the light gray fog areas aren't updated to become dark fog areas when the player didn't scout that fog in the game. So, you are always using your own fog data and not the data the other player's use.
- "Snapshots", images that a building generates for a player when it is covered in fog after being scouted, aren't loaded when you switch into player's view. At least Ryan came up with the genius idea to mark the buildings that a player saw, allowing us to hide all non-marked buildings when you change "to a player's view" (= receive shared vision with player; unshare with all other players).

Referee/Observer chat and pauses:
- Referees, we can't make a player a referee. Referees are observers that can alter the game state a bit. They can pause/unpause the game unlimited times and alter the game speed. It's not possible to alter the count of pauses for our fake observers. Thus we can't use unlimited pauses. Luckily it seems that this isn't a huge problem. Before I feared that this would be a big deal, but it seems that the tournaments are fine right now.
- Normal spectators can pause games. Normal spectators can write text visible to all.
- These chat "problems" could be fixed via using another chat instead of the default chat panel (= fake chat). But this means that we would need to sacrifice the ability for teamchat and referees would need to write a few special chars to be able to talk to all. The problem is that it's not possible to differentiate between team chat and global chat. Thus, we can't mirror the message into that fake chat. But we would be able to display icons, etc, into the chat, if we would use a fake chat.

Referee speed changes:
- Since we can't use referees, they can't alter the game speed with their sc2 hotkeys anymore. Well, this fixes the problem with the accidental speed changes as it seemed to have occurred during a GSL match. But it would be possible to simulate that and give notices to the other fake observers. But this is something that really doesn't need to be in this map as you would always want to play on "faster" in sc2.

Team colors:
- Team colors tint both players yellow because that's what the function does, if used as a player.

Critter explosions:
- Fake observers can blow up critters via spamming clicks on them (common Easter-egg in Blizzard's RTS games). Real observers cannot blow them up. I removed the behavior in my own observer mod, but Ryan didn't alter anything with that so far as he wasn't aware of this until now. So I might "fix" that in future. I don't know of any caster actually exploiting that. Are there even critters in the maps gameheart provides?


There have been a few challenges we solved, too. Well, mainly all observer features that you experience and the following one:

- The production queue and rally points are visible to the fake observer because the fake observer shares control with the player (!). This sounds like a major problem, but with a few other settings, the observer can't do anything with the units of a player.
But there was one bug/problem we had to fix. Due to the balance change in WoL beta that disallowed the injection of a hatchery via the unit panel, if you had queens and hatcheries selected, the transport UI (bunker/medivac/...) wasn't included in those types anymore. At least I assume that the problem in the engine started back then.
So, this means that observers were actually able to unload units via clicking onto the wireframe in the UI. We fixed this in GameHeart via making these unit's buttons unclickable with an invisible frame in front of that after receiving knowledge of this problem. The trigger API provided by Blizzard is lacking that one command type and thus it was/is a problem on Blizzard's site. We can't know every engine bug or missing aspects before experiencing these. =/


I hope you appreciate that I wrote this down to give you all more insights in observer mods. Also, I hope Blizzard reads this as they can improve the engine on their end for these types of mods, if they want. But currently they are all buried under work, afaIk. Also, I wanted to educate them because they weren't aware of the way we need to do things to make this even happen.

Please note that I didn't write this to scare tournament away from using these observer mods. Basically I want to show you that observer mods have small problems, but we do our best to solve them. I just want to play with open cards and present the facts and the current state.

Observer mods open up a few new features, but they always contain a risk because we aren't the ones that update sc2. Each patch could break something. There is always a risk and it's impossible to avoid that. But we do our best to keep the risk as tiny as possible.

It will always be a trade-off between security and more functionality if you don't use a default map. But if you don't encounter problems, it's likely that everything is fine. Well, a lot of software that you use might have security holes and you use it. Well, if you can read this you are already risking something because your device is/was connected to the internet.

Since this is only an observer mod, the things that are most likely to break are only aspects of the mod for the observers. We don't alter crucial game data.
Well, the only game data that is changed are small additions for the stronger team colors. Due to the way sc2 adds code to the actors, there is a chance that this can bug the visual representation of a unit in some way.
Also, Blizzard started to warn us, if they alter a few things that can cause bugs in maps (as seen here). So it really is unlikely that something will break, but it's impossible to guarantee that it won't. Well, even Blizzard breaks a lot of things with their patches within their engine, so the default game isn't safe.

In the past 3 years, triggers didn't break and this mod uses triggers for pretty much everything like all the crucial parts to make observers work.
So, in the end I think that it's fairly safe to use it.

If something breaks, you will either notice it the first time you use it after it broke or you won't even notice it at all because it's just a tiny detail. Well, after each patch we will test the mod for problems, too, so you might never encounter obvious problems.

In any way, if something breaks, we might not be aware of that problem. So, please notify us, give us a replay and the name of the player that used that and we can fix/work around the problems as fast as we can (as we did before).

Also, keep in mind that not every problem is created by us. For example, there was a problem that a caster had with following a unit. In the end this was a user error because it's a functionality of sc2 that we cannot alter/break. Also, things don't randomly break. New problems will most likely occur due to major patches (which appear maybe once a year), but usually these big things have a beta phase where mods can be tested and converted and I assume that I've a big chance to receive beta access due to the amount of work I did in the editor.


Thanks for reading.


As a little extra:
I think that I will release the observer interface with the gameheart UI soon.

I taught the leaderpanel to only show levelable upgrades, but I can't move that out of the default leaderpanel into its own leaderpanel. This was possible a few patches ago.
I hope that this will be made possible by Blizzard again, since this allows gameheart's weapon/armor upgrades visible on the UI, if I can create a second leaderpanel and make the upgrades frame always visible.

Since I don't know any more features to add to the UI, I should release it.
This interface should be used for non-gameheart maps/replays to give you the same UI. Also, I hope to create a standard in the interfaces with it. For example, I used the message log window to display the hotkeys. Atm, you can only toggle the replay/observer toolbar, but I assume I will add more in future versions. I suggested Blizzard to add a way for us to put that information into a frame displayed when the F10 game menu is shown as that is the hotkey everyone knows, so the most intuitive place to put it would be there.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Tabashi
Profile Joined June 2011
Belgium129 Posts
May 30 2013 13:07 GMT
#502
If Blizzard ever approaches you, could you please tell them we want Stronger Team Colors back?
Your mod/maps are amazing! We can see you put a lot of effort into this and it is greatly appreciated. Thank you very much! :D
"I'll be the hero you deserve." - HerO, aKa the Batman Protoss
Vexatious
Profile Joined April 2013
United States35 Posts
May 31 2013 22:52 GMT
#503
I have solved the issue. It was silly, honestly. It was an issue of hitting "Play" instead of "Create game."
Frightening issue never existed!

I cannot wait for the new ladder map releases to be updated. I would have loved to use it in my tournament today haha;
Also, I hope to find a donate button/link soon.
"You ask, what if. I ask, why if?"
Deleted User 261926
Profile Joined April 2012
960 Posts
June 15 2013 16:16 GMT
#504
Sorry if this has already been asked: Do I see the strong team colors while I play with this mod on?
Dreadwolf
Profile Joined July 2010
Canada220 Posts
June 15 2013 16:46 GMT
#505
Omg stronger team collor so good for watching ZvZ tank you so much for this.
digmouse
Profile Blog Joined November 2010
China6328 Posts
June 15 2013 16:48 GMT
#506
On June 16 2013 01:16 Karpfen wrote:
Sorry if this has already been asked: Do I see the strong team colors while I play with this mod on?

Yes it's included in Game Heart, as you just saw in DreamHack.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
GameHeart
Profile Blog Joined February 2012
286 Posts
June 16 2013 05:02 GMT
#507
Oh cool DH was using STC? Does anyone have a link to a vod with it or know which game it was? Thanks.
Gameheart
Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2013-07-09 01:43:37
July 09 2013 00:13 GMT
#508
I need a caster?!

I created a new GameHeart observer interface (= GameHeart map's UI usable for replays/live observing on normal maps/ladder).

I would love to release it having a video and a caster presenting it and toying around with it.

On a special note: it's the first interface that shows the weapon/armor upgrades on the UI similar to the GameHeart maps.

Teaser screenshot:
[image loading]
To make it clear, this UI can be used in every map/replay (like WCS or Blizzard's UI).


PM me (Ahli), if you would like to present it in a timely fashion.
If you know a caster and want him/her to cast using this, make that person contact me.

edit:
Duckevillelol will try it out and make a video with it as he offered his help.

So, this will be publicly released in a few hours.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Stitch
Profile Blog Joined January 2011
Hong Kong134 Posts
July 09 2013 00:37 GMT
#509
GameHeart is amazing.
Head Production Director of NDTV - No Dice Gaming - Twitter: @StitchHK
Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2013-09-27 01:02:22
July 09 2013 05:34 GMT
#510
>>> Download GameHeart 1vs1 Observer Interface v.1.62 <<<

Features:
  • GameHeart map's UI looks and layout
  • Worker & army supply always on screen
  • Attack and armor upgrades always on screen !!! (No other observer interface had this feature before.)
  • A panel that is visible when no unit is selected displaying income, resources lost and current APM
  • Toggleable observer and replay tools
  • Bottom area of the UI can be hidden
  • List of commands in the message log window (F11)
  • Bigger hitpoints, energy labels and bigger behavior icons
  • Units lost panel displaying which units a player lost with which quantity.
  • Possibility to replace a fully transparent file within the interface to display a sponsor above the bottom right stats area when no unit is selected.


Duckvillelol made a video with this interface:



Installation:
1. Put it into the Interface folder in your OS's documents folder like this one:
"C:\Users\yourUsername\Documents\StarCraft II\Interfaces"
You might have to create the "Interfaces" folder.

2. Pick the "GameHeart 1vs1" interface in the gameplay options of SC2.

3. Play any map as observer or watch a replay.


Please note:
  • The interface works/looks properly with a resolution 1920x1080. Lower resolutions might look awful.
  • The message log F11 contains information about the shortcuts the interface uses.



Tips:
  • Bind the deselection of units to the right mouse button. This allows you to easily switch back to the second score panel behind the unit info. SC2's default button for this is ESC.



Changelog:
+ Show Spoiler +

v.1.62
- added pips to the upgrade icons. Special thanks to the MIT Game Lab who assisted us by creating a font.

v.1.61
- fixed the "Units lost" unit type count label not being able to properly display 3-digit long numbers

v.1.6
- added compatibility with 2.0.10's new features
- removed chat's help label that appears when the first chat message in a game is displayed
- polished vertical position of the speed label (replays) and the player's map score
- fixed team color of gradient image behind the player name being able to be bugged (Blizzard fixed all other frames that were buggy before)
- Units Lost panel is now displaying the units lost
- added toggleable clan tags (Control + Shift + C)

v.1.52
- fixed the vertical position of the harvester amount in the leader panel displaying the income
- improved constant names in the code for the leader panel offsets (change if you want to alter the position)

v.1.51
- fixed issues with the armor/weapon upgrade display on the bottom panel. It should work without errors in every resolution
- fixed issues with map score labels not being displayed in several resolutions

v.1.5
- altered tooltip colors
- added control groups (initially hidden), moved observer tools above the control groups
- ctrl + alt + w won't be able to hide the minimap and the unit info panel anymore (use ctrl+w instead)
- changed worker's tooltip to display workers killed instead of workers lost
- units lost panel won't throw error messages anymore, if more the player has more than 10 different unit types
- removed rank information on units, removed "Unload" and "Cancel" prefix on button tooltips
- added map score in front of the player names (ctrl + shift + S)
- shift/ctrl + 1/2/3... will set the upper/lower player's score to 1/2/3...
- ctrl + shift + 1/3/5... will set the image to best of 1/3/5...
- added more constants for initial settings in the interface. You can alter them in the editor (-> UI module) to change your initial settings and hotkeys. But the texts in the F11 menu won't update automatically.
- new look for the leaderpanel
- the leaderpanel's pulldown button is now considered a part of the observer/replay toolbar will be hidden, too
- long map names and player names don't bug the interface anymore
- ctrl + shift + R can now hide/show the player race icons next to the names
- general polish of the UI

v.1.41
- fixed missing strings in the non-US locales

v.1.4
- altered tooltip colors
- added control groups (initially hidden) [hotkey: Ctrl + Shift + G]
- removed "take command" button as SC2 forbids to take command with an observer UI
- fixed the existence of an area around the replay progress slider that eats up mouse clicks onto the 3D world
- observer tools are now at the top of the screen next to the leaderpanel's button
- added tooltip to resources lost score that displays minerals and gas worth of lost army units per player
- added tooltip to the APM values that displays average APM

v.1.3
- fixed race icon of Terran and Protoss showing a wrong icon

v.1.2
- fixed race icon always showing Protoss

v.1.1
- fixed missing locales (-> fixed all non-enUS locales)

v.1.0
- initial release




Other Versions:
  • 16x10 version not displaying army supply


Enjoy!

my reddit for verification
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
ETisME
Profile Blog Joined April 2011
12363 Posts
July 09 2013 05:46 GMT
#511
video is not available!
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Ahli
Profile Joined May 2012
Germany355 Posts
July 09 2013 05:49 GMT
#512
On July 09 2013 14:46 ETisME wrote:
video is not available!

Thanks. I fixed the link.
Also, I assume that the video will come up with a better quality than 360p after a while as the video just became available.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
graNite
Profile Blog Joined December 2010
Germany4434 Posts
Last Edited: 2013-07-09 05:53:32
July 09 2013 05:52 GMT
#513
Doenst work properly for me:
[image loading]
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Duckvillelol
Profile Blog Joined July 2009
Australia1240 Posts
July 09 2013 06:01 GMT
#514
On July 09 2013 14:49 Ahli wrote:
Show nested quote +
On July 09 2013 14:46 ETisME wrote:
video is not available!

Thanks. I fixed the link.
Also, I assume that the video will come up with a better quality than 360p after a while as the video just became available.


Yep it should be in high qual shortly.
Former SC2 commentator. youtube.com/duckvillelol
Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2013-07-09 06:04:24
July 09 2013 06:02 GMT
#515
On July 09 2013 14:52 graNite wrote:
Doenst work properly for me:
[image loading]

Alright, thanks for reporting that. Then interfaces need to be localized in every language. The interface you loaded will only work in enUS.
I guess the interface uses the locale the map uses. I will fix it right now, hang on...

Updated the file with duplicated locales within the map which should fix the problem.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
graNite
Profile Blog Joined December 2010
Germany4434 Posts
July 09 2013 06:09 GMT
#516
The units lost panel shows the units that are on the map, not the ones that went down.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Ahli
Profile Joined May 2012
Germany355 Posts
July 09 2013 06:10 GMT
#517
On July 09 2013 15:09 graNite wrote:
The units lost panel shows the units that are on the map, not the ones that went down.

That is a feature that hasn't been fully added by Blizzard, yet. They implemented it into their UI files already and so did I. It will work properly one day in future.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
graNite
Profile Blog Joined December 2010
Germany4434 Posts
July 09 2013 06:14 GMT
#518
Ah ok. Is it possible to zoom out with this overlay?
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Ahli
Profile Joined May 2012
Germany355 Posts
Last Edited: 2013-07-09 06:18:22
July 09 2013 06:16 GMT
#519
On July 09 2013 15:14 graNite wrote:
Ah ok. Is it possible to zoom out with this overlay?

Overlays can't zoom out. Camera data belongs to the data module. Interfaces can only alter the UI and text module. This is currently impossible for interfaces to achieve. But I really hope Blizzard adds a zooming feature for observers one day.

So, zoom is something that you can only experience in the gameheart maps.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
graNite
Profile Blog Joined December 2010
Germany4434 Posts
July 09 2013 06:28 GMT
#520
Thats too bad because the huge zoomout was one of the best things...
Are you still working on the look of the UI? The right selection box looks boring to me, it is just a black rectangle
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
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