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Starcraft 2's angle

Forum Index > SC2 General
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1 2 Next All
himurakenshin
Profile Blog Joined April 2006
Canada1845 Posts
July 19 2007 04:36 GMT
#1
Does anyone else think that the angle of view of the gameplay is too high? It feels almost like a bird's eye view, whereas Broodwar had a sort of 45 degree angle. Maybe not 45 degree, but I felt it was lower than Starcraft 2's. I prefer the angle to be lower, because then we get to see more of the unit, compared to a Bird's eye view.
ShAsTa
Profile Joined November 2002
Belgium2841 Posts
July 19 2007 04:37 GMT
#2
You can probably adjust that.
If we hit that bull's eye, the rest of the dominoes will fall like a house of cards. Checkmate.
gLyo
Profile Blog Joined May 2004
United States2410 Posts
July 19 2007 04:43 GMT
#3
Since it's 3D, a lower angle would allow more units to be hidden behind terrain and other units. Though you could probably change it, a higher angle is better for game play.
http://benisonline.com
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2007-07-19 04:46:48
July 19 2007 04:46 GMT
#4
It apears adjustable from the gamplay demo, the camera was rotated several times without the "return to normal position right after releasing the key" effect that's present in wc3
I'll call Nada.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
July 19 2007 04:48 GMT
#5
It would be cool if you could set one angle as your default tho, so you can get back to it with a keypress instead of having to tinker around
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Konni
Profile Blog Joined February 2003
Germany3044 Posts
July 19 2007 04:48 GMT
#6
i hope its not as limited as it is in w3. at least i need to zoom out further
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 19 2007 04:59 GMT
#7
On July 19 2007 13:43 gLyo wrote:
Since it's 3D, a lower angle would allow more units to be hidden behind terrain and other units. Though you could probably change it, a higher angle is better for game play.


Yeah, I liked the old BW view... but this is 3d so we gotta learn to live with it for better or worse. or worse.
oshibori_probe
Profile Blog Joined July 2006
United States2933 Posts
July 19 2007 05:12 GMT
#8
whats so wrong with 3d?
Fuck KeSPA.
Scorpion
Profile Blog Joined April 2006
United States1974 Posts
July 19 2007 05:15 GMT
#9
On July 19 2007 14:12 oshibori_probe wrote:
whats so wrong with 3d?


Nothing. Everyone is just use to 9 years of sprites.

We're moving on to Sprite remix!
Mango @ U.S.East!
Tiku
Profile Joined May 2007
18 Posts
July 19 2007 07:06 GMT
#10
There's more to the BW way of showing the battlefield than it just being sprites. The terrain is essentially shown from a 90 degree view, but with the graphics drawn as if it's shown in about 45 degrees. This way it's harder for units to get hidden behind other bigger units. Especially those that are high up on the screen.

I wonder if a 3D engine without the perspective bit would look good... Sort of how you can turn perspective on and off in Diablo 2, only in a real 3D engine.
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
July 19 2007 10:00 GMT
#11
ummm o crap
This is definetly gonna kill the lift barracks trick and kinda every other trick that abuses the fact that starcraft is 2d
im deaf
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
July 19 2007 10:21 GMT
#12
nothing wrong with a nice birds-eye view
Oh no
nofAcedAgent
Profile Blog Joined July 2007
United States952 Posts
July 19 2007 10:34 GMT
#13
On July 19 2007 19:00 imBLIND wrote:
ummm o crap
This is definetly gonna kill the lift barracks trick and kinda every other trick that abuses the fact that starcraft is 2d


Haha good thinking.. You gota also imagine that areial units will move through space differently too..Im not saying this will have an affect on gameplay but it will look cool non the less ;p.
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 19 2007 21:46 GMT
#14
Short answer for this thread is what gLyo said.
--------------
Long answer for 2-d vs 3-d.

For me 2-d just looks more detailed even when it's not. Some people have summed up some good reasons... some below:

3-d tries to look more real, but it fails b/c polygons cause things to be warped and 3-d things move in an unnatural way that bothers me. Once you get a super high polygon count, you are then so realistic that you can't make any mistakes or it looks plastic/fake. Even with no mistakes, the sheen and brightness makes it look plastic.

2-d, even with less details, overall it looks more appealing to the eye because it's more cartoonish(?) and cartoons can move in an unnatural way that still looks natural and smooth for some reason. Maybe b/c they have less realistic detail?? I think 2-d appeals to the imagination more b/c of this.

3-d makes me think of an artist who is good at painting skin color and muscles and stuff... but the muscles aren't in the right place and the eyes are too far apart. Or something like that.

2-d makes me think of a comic book artist... stylistic in a way that looks better than reality.

Also, 2-d just seems better for precision/accuracy because it's more simple. At least in all the games I've played a lot, I can pintpoint and react very exactly with older 2d games. The newer the game, usually the less accurate it feels to me. I guess this is getting better over time though.




Fedaykin
Profile Joined February 2003
Netherlands2003 Posts
July 19 2007 23:59 GMT
#15
On July 19 2007 19:34 nofAcedAgent wrote:
Show nested quote +
On July 19 2007 19:00 imBLIND wrote:
ummm o crap
This is definetly gonna kill the lift barracks trick and kinda every other trick that abuses the fact that starcraft is 2d


Haha good thinking.. You gota also imagine that areial units will move through space differently too..Im not saying this will have an affect on gameplay but it will look cool non the less ;p.

You can probably still do this in some way... at least from what I've seen from SC2 is you're able to look from one angle, so unless you can rotate, units can still hide behind stuff, rather than underneath it (even if you can rotate it might give you some time to micro, or whatever, while the other if trying to target the unit in question)
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
Last Edited: 2007-07-20 00:22:14
July 20 2007 00:21 GMT
#16
On July 20 2007 08:59 Fedaykin wrote:
Show nested quote +
On July 19 2007 19:34 nofAcedAgent wrote:
On July 19 2007 19:00 imBLIND wrote:
ummm o crap
This is definetly gonna kill the lift barracks trick and kinda every other trick that abuses the fact that starcraft is 2d


Haha good thinking.. You gota also imagine that areial units will move through space differently too..Im not saying this will have an affect on gameplay but it will look cool non the less ;p.

You can probably still do this in some way... at least from what I've seen from SC2 is you're able to look from one angle, so unless you can rotate, units can still hide behind stuff, rather than underneath it (even if you can rotate it might give you some time to micro, or whatever, while the other if trying to target the unit in question)


hehe i imagine that sc2 progamers are practicing for an important match.
one of the players somehow gets the other's default angle... and will exploit it with a cheese unit hiding strategy! omg :D
And all is illuminated.
NoNameLoser
Profile Blog Joined December 2002
United States1508 Posts
Last Edited: 2007-07-20 00:44:57
July 20 2007 00:43 GMT
#17
its the argument of realism (through new tech) vs efficient strategical environment.

Take real life admirals, they command huge armies of battleships, etc. have the technology to have real life satelite observation, and yet they use simple 2d representations to plan/execute attack.

Eventually after you play the game a lot, you could careless how big/shiny/ugly a unit looks or what it's attack looks like, all you care about is its life, location, range and damage.

2d makes a good compromise between these, however, i do not feel confident that 3d could do the same. Just look at war3...


So maybe it could be practical to have "expandable minimap". There would not be any flashy graphics just the important info. To make things more interesting, say you could only control units there, not build anything.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
July 20 2007 01:10 GMT
#18
On July 19 2007 13:48 Konni wrote:
i hope its not as limited as it is in w3. at least i need to zoom out further


It'll be so awesome if we can play command mode with super zoomed out angles!
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
caution.slip
Profile Blog Joined June 2007
United States775 Posts
July 20 2007 01:25 GMT
#19
On July 20 2007 09:43 NoNameLoser wrote:
its the argument of realism (through new tech) vs efficient strategical environment.

Take real life admirals, they command huge armies of battleships, etc. have the technology to have real life satelite observation, and yet they use simple 2d representations to plan/execute attack.

Eventually after you play the game a lot, you could careless how big/shiny/ugly a unit looks or what it's attack looks like, all you care about is its life, location, range and damage.

2d makes a good compromise between these, however, i do not feel confident that 3d could do the same. Just look at war3...


So maybe it could be practical to have "expandable minimap". There would not be any flashy graphics just the important info. To make things more interesting, say you could only control units there, not build anything.


the tactical map from supcom?

or the really really zoomed out map from homeworld?

i'm not a fan of that system for starcraft 2, don't really have any reasons yet. SC is too fast paced for something like this. If you look at SupCom and homeworld everything moves really really slowly
Live, laugh, love
NoNameLoser
Profile Blog Joined December 2002
United States1508 Posts
July 20 2007 02:18 GMT
#20
i havent played any of those but you are right, it would not be very practical in a very fast paced environment.

Yet i think it would still be usefull to have some kind of ability to take all the visual 3d-crap out to micro/set up an army, my hunch tells me that errors due to visual unclearness is gonna be a much much bigger factor than it is now.
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