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On June 20 2014 08:47 TotalBiscuit wrote:Show nested quote +On June 20 2014 08:31 Stress wrote: I can't stand the stronger team colors. Was it GameHeart that was used at the most recent DreamHack? I thought the interface information was way too small (units, production, upgrades, etc..) I really hope I don't have to stare at that again. No accounting for taste. Strong colours should be standard across the board, particularly good for casters, not to mention allowing viewers to more easily distinguish units on screen, particularly on lower-res streams.
When strong colors was introduced there was many people, myself included, that didn't like it and thought it went over the top. As for the UI, you want to reduce screen clutter from all the information (supply, production, upgrades, etc..) but what DreamHack just recently used was way to tiny in my opinion. You shouldn't have to strain to see the information when in fullscreen mode. I have nothing against the layout of the UI my main concerns are the size and stronger colors.
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Sweet
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So happy to see this finally happen!
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SoCal, USA3955 Posts
FInallllllyyyy took them long enough. ><
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great news 
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Very good new ! Looking forward to the WCS Overlays !
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On June 20 2014 09:37 Stress wrote:Show nested quote +On June 20 2014 08:47 TotalBiscuit wrote:On June 20 2014 08:31 Stress wrote: I can't stand the stronger team colors. Was it GameHeart that was used at the most recent DreamHack? I thought the interface information was way too small (units, production, upgrades, etc..) I really hope I don't have to stare at that again. No accounting for taste. Strong colours should be standard across the board, particularly good for casters, not to mention allowing viewers to more easily distinguish units on screen, particularly on lower-res streams. When strong colors was introduced there was many people, myself included, that didn't like it and thought it went over the top. As for the UI, you want to reduce screen clutter from all the information (supply, production, upgrades, etc..) but what DreamHack just recently used was way to tiny in my opinion. You shouldn't have to strain to see the information when in fullscreen mode. I have nothing against the layout of the UI my main concerns are the size and stronger colors.
Dreamhacks setup is non-standard, that's up to their designers to sort out. The Gameheart 1v1 interface which everyone else uses is nothing like that and the sizing is absolutely fine.
As for strong colours, they aren't going anywhere and thank god for that, they're really important for viewability.
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United States7483 Posts
On June 20 2014 10:10 TotalBiscuit wrote:Show nested quote +On June 20 2014 09:37 Stress wrote:On June 20 2014 08:47 TotalBiscuit wrote:On June 20 2014 08:31 Stress wrote: I can't stand the stronger team colors. Was it GameHeart that was used at the most recent DreamHack? I thought the interface information was way too small (units, production, upgrades, etc..) I really hope I don't have to stare at that again. No accounting for taste. Strong colours should be standard across the board, particularly good for casters, not to mention allowing viewers to more easily distinguish units on screen, particularly on lower-res streams. When strong colors was introduced there was many people, myself included, that didn't like it and thought it went over the top. As for the UI, you want to reduce screen clutter from all the information (supply, production, upgrades, etc..) but what DreamHack just recently used was way to tiny in my opinion. You shouldn't have to strain to see the information when in fullscreen mode. I have nothing against the layout of the UI my main concerns are the size and stronger colors. Dreamhacks setup is non-standard, that's up to their designers to sort out. The Gameheart 1v1 interface which everyone else uses is nothing like that and the sizing is absolutely fine. As for strong colours, they aren't going anywhere and thank god for that, they're really important for viewability.
They could be implemented better on certain units. I very much like them on banelings, for example, but on other units (like the colossus) I just don't like how it looks.
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I remember seeing a banner at the bottom of the UI while watching the DH games where logos such as Monster, Need for Seat, etc were displayed 100% of the time.
While I do understand that sponsors are vital, having them in front of your face while you're watching Starcraft is annoying. We have the same single ad being played over and over, constant plugs from casters and product placement everywhere. We even have custom decals built onto the maps, and now banners built into the interface?
Just wait until they start saying that TaeJa is making Monster® Marines or when casters talk about Jaedong's Hyper X® Ling micro.
I'd rather go back to the basic UI if it means they cant put a 30 font Monster logo in the center bottom of the screen 100% of the time.
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yay good news, but please put the ressorces on top again :x
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I hope GSL continue to use whatever they're using. It's by far the best IMO. Resources/supply in the right place, army supply, workers and mineral/gas income are also visible at all times.
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Congrats! It's a big step to be recognized by Blizzard in such a way (imo).
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United States97274 Posts
jeez finally. I was so spoiled by GameHeart tournament it was getting hard to go back to other UIs
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On June 20 2014 10:31 GiveMeCake wrote: While I do understand that sponsors are vital, having them in front of your face while you're watching Starcraft is annoying. We have the same single ad being played over and over, constant plugs from casters and product placement everywhere. We even have custom decals built onto the maps, and now banners built into the interface? That's usually added during the after-production of the game's captured screen image and are not build into the interface nor into the extension mod. It's the same as the whole UI was modified in streams before observer interfaces were added to the game engine.
Therefore, the stream production has full control over that and you would need to talk with the tournaments about that. But they rely on advertisement money to be able to run the whole show, so I don't necessarily blame them until the advertisements are unbearable. Do you remember what has been done before? advertisements left and right to the unit info panel, above the portrait and above the command card (= the ability buttons) and above the observer controls. If you compare that to the modern interfaces, it's still a big difference.
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On June 20 2014 10:31 GiveMeCake wrote: I remember seeing a banner at the bottom of the UI while watching the DH games where logos such as Monster, Need for Seat, etc were displayed 100% of the time.
While I do understand that sponsors are vital, having them in front of your face while you're watching Starcraft is annoying. We have the same single ad being played over and over, constant plugs from casters and product placement everywhere. We even have custom decals built onto the maps, and now banners built into the interface?
Just wait until they start saying that TaeJa is making Monster® Marines or when casters talk about Jaedong's Hyper X® Ling micro.
I'd rather go back to the basic UI if it means they cant put a 30 font Monster logo in the center bottom of the screen 100% of the time.
I much rather have visual ads than have the casters plug shit non-stop.
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Awesome! I hope they offer him a job!
As for the stronger team colors debate, unfortunately I doubt blizzard is going to approve it for WCS. At best we might get things like the com scan graphic being player-colored instead of generic yellow. This collaboration is more likely about things like the recent workers killed pop up and upgrades about to finish pop up.
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I like stronger team colors because I have poor vision, and being able to clearly tell a player's units apart from those of their opponent can be a challenge in mirror matchups, especially when the map's tileset is on the darker side.
More importantly, congrats to Ryan Schutter. Demonstrating once again that hard work can pay off.
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Alright glad we got this one sorted out. Love me some WCS and Gameheart
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