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Starcraft 2's angle

Forum Index > SC2 General
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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 States2932 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.
SK.Testie
Profile Blog Joined January 2007
Canada11084 Posts
July 20 2007 03:19 GMT
#21
3d fucks up unit control.
Hope they find a way around that. Or, give the option of an "overview" view.
Social Justice is a fools errand. May all the adherents at its church be thwarted. Of all the religions I have come across, it is by far the most detestable.
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
July 20 2007 03:33 GMT
#22
On July 19 2007 13:46 lololol wrote:
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


Haha watch as some guy was holding like 8 keys while doing the demo to change the view without releasing.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 20 2007 04:33 GMT
#23
On July 20 2007 12:19 MYM.Testie wrote:
3d fucks up unit control.
Hope they find a way around that. Or, give the option of an "overview" view.


Yeah. Come to think of it... even judging distances up and down becomes harder due to the perspective changing.

http://www.gamechosun.co.kr/site/data/img_dir/2007/07/20/2007072000001143.gif

Like in that pict, the pylons are at different angles as they are further away from the viewer. I imagine that'll make casting AOE spells harder. If they implement the AOE "green box" or whatever like in War3 it'll fix it, but it'll also take out the skills of casting and estimating won't it. =[
garmule2
Profile Joined March 2006
United States376 Posts
July 20 2007 04:48 GMT
#24
I, too, am extremely disillusioned in regards to 3D RTS engines. The only thing I really want to see on that battlefield is hard information. I need to know what units I have, what units they have, and everything possibly related to the battle, and I need to know it as close to instantaneously as possible. I do NOT need to see the anime rave concert that game developers think is 'cool'. If I wanted to see ridiculously oversized explosions amidst a million lasers and rockets and REALLY BIG AWESOME ROBOTS, I'd watch Gundam Wing. Or Transformers. Or Robotech. Or Neon Genesis Evangelion. Or that one episode of Trigun, that had that huge guy who could shoot his fist. Or Eureka 7. Or... wait, wtf, any anime ever made.

SC2 isn't anime. It's a GAME. I am already disappointed with the overly glitzy and information-obfuscating graphics. I just hope they don't make it worse...

Suggestion: I'd really like a 'flat mode', where the camera is locked at SC1's angle and ALL effects are turned off other than firing animations and impact animations. That's all I need to see.
The dangers of poor typing skills can be evinced by the dire parable about the hungry boy who accidentally ate a luscious red Yamato, and promptly died.
Seelys
Profile Joined July 2007
France104 Posts
July 20 2007 05:20 GMT
#25
So explain to me why cliking and hotkeying at amazing speed is more valuable as a skill than understanding a warfare situation at first glance in a complex environnement ? Both can be improved by training (and tell me whether psy storms, dark swarm, flying barracks and didn't clut BW screens ?)

A game is both challenge and fun. The visual experience contributes to the latter.
Element)LoGiC
Profile Joined July 2003
Canada1143 Posts
July 20 2007 05:30 GMT
#26
On July 20 2007 14:20 Seelys wrote:
So explain to me why cliking and hotkeying at amazing speed is more valuable as a skill than understanding a warfare situation at first glance in a complex environnement ? Both can be improved by training (and tell me whether psy storms, dark swarm, flying barracks and didn't clut BW screens ?)

A game is both challenge and fun. The visual experience contributes to the latter.


Go play supreme commander
Seelys
Profile Joined July 2007
France104 Posts
Last Edited: 2007-07-20 05:57:54
July 20 2007 05:57 GMT
#27
In supcom, you end ultimately to look at flat coloured billboards on a extra zoomed out map. The only noticeable visual effect is this everlasting nuke/commander explosion. Try again.
garmule2
Profile Joined March 2006
United States376 Posts
July 20 2007 06:09 GMT
#28
(and tell me whether psy storms, dark swarm, flying barracks and didn't clut BW screens ?)

Actually, they didn't, because each effect was clear, dark, and easy to see colors, and well-defined. SC2 screenshots have glowing crap all over the place; lights, doodads, shiny buildings, shiny units, and everything colored nearly the same. I honestly have no clue what's happening in alot of the SC2 screenshots, and I doubt you do, either.
The dangers of poor typing skills can be evinced by the dire parable about the hungry boy who accidentally ate a luscious red Yamato, and promptly died.
Element)LoGiC
Profile Joined July 2003
Canada1143 Posts
July 20 2007 06:16 GMT
#29
On July 20 2007 14:57 Seelys wrote:
In supcom, you end ultimately to look at flat coloured billboards on a extra zoomed out map. The only noticeable visual effect is this everlasting nuke/commander explosion. Try again.


Yeah, that's what I was implying
Seelys
Profile Joined July 2007
France104 Posts
Last Edited: 2007-07-20 06:21:42
July 20 2007 06:19 GMT
#30
Most screenshots are taken in the middle of explosive action. Beams aside, most shelling, explosive deaths and warping process are short effects, and do participate to the general comprehension. Speaking of supreme commander, by instance, all laser effects are so pale you can't even understand who is being shot at an average distance. In BW, only marines and goliaths attacks were nearly invisibile. Tanks shells, corsairs splatch attacks etc were distinctive and helped guess immediatly what was going on, even in the middle of an aircraft clutted screen. My point is : motion is the key to comprehension of on screen action, and for the time being I felt no particular issue with the videos of the game. When I was speaking of BW effects, it was not the effects themselves but understanding what was happening under them.

One thing I look forward to know is the way they intend to handle the cloaked units issue. Invisible aircraft worked quite well in BW, but DT on creep were a real pain to spot for the Protoss player itself.



ggfobster
Profile Joined April 2007
United States298 Posts
July 20 2007 06:19 GMT
#31
Everything looks fine to me, even in 3d. All of your cries against a 3d SC2 will fall on deaf ears.

Keep playing BW forever...
lololol
Profile Joined February 2006
5198 Posts
July 20 2007 06:25 GMT
#32
On July 20 2007 15:09 garmule2 wrote:
Show nested quote +
(and tell me whether psy storms, dark swarm, flying barracks and didn't clut BW screens ?)

Actually, they didn't, because each effect was clear, dark, and easy to see colors, and well-defined. SC2 screenshots have glowing crap all over the place; lights, doodads, shiny buildings, shiny units, and everything colored nearly the same. I honestly have no clue what's happening in alot of the SC2 screenshots, and I doubt you do, either.


That's what a new player could say about BW.
I'll call Nada.
Seelys
Profile Joined July 2007
France104 Posts
July 20 2007 06:35 GMT
#33
Remember we have been knowing SC for 9 years. We learned to associated the tiniest sound and visual sequence to its cause in an instant. Sc 2 won't be different.
dronefromhell
Profile Joined May 2007
Canada199 Posts
July 20 2007 07:51 GMT
#34
just use sc angle, nothing else beats it. the game pace is fast and u aint got time to look and change angles. plus changing angles is not gonna make anything better, it makes everything worse.
caution.slip
Profile Blog Joined June 2007
United States775 Posts
July 20 2007 16:11 GMT
#35
On July 20 2007 15:09 garmule2 wrote:
Show nested quote +
(and tell me whether psy storms, dark swarm, flying barracks and didn't clut BW screens ?)

Actually, they didn't, because each effect was clear, dark, and easy to see colors, and well-defined. SC2 screenshots have glowing crap all over the place; lights, doodads, shiny buildings, shiny units, and everything colored nearly the same. I honestly have no clue what's happening in alot of the SC2 screenshots, and I doubt you do, either.


theres more to it than that.

1) you haven't played SC2, you've been looking at SC for a couple of years now and you're USED to it. Its FAMILIAR. Don't tell me the first time you saw SC you knew exactly wtf was happening

2)How is everything colored the same when a large complaint is that blizzard is too team color oriented?

3)Screenshots are STILLS. You cant judge whats happening adequately from a STILL. In a game situation, you know what happens before the screenshot, what happens during, and what happens after. All of which enable you to hold a picture in your head of what is happening on the screen

Keep in mind that when you play the game, these large explosions that you see on the screen will only be on screen for a split second, its not like you'll be walking with a shroud of explosions over your units at all times
Live, laugh, love
BatTheMan
Profile Joined July 2005
Canada759 Posts
July 20 2007 22:42 GMT
#36
On July 19 2007 13:37 ShAsTa wrote:
You can probably adjust that.
aka RichardNPL (RichardNamPhong@Azeroth)
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