• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:00
CEST 05:00
KST 12:00
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins Maestros of the Game 226ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon355.0.16 Hotfix (June 30) - Balance + Bug Fixes38Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)102
StarCraft 2
General
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon 5.0.16 patch for SC2 goes live (8 worker start) Weekly Cups (June 29-July 5): Solar Doubles Serral wins Maestros of the Game 2 ZOWIE DIVINA preview
Tourneys
HomeStory Cup 29 GSL CK #5 race war RSL Revival: Season 6 - Qualifiers and Main Event Vespene Cup #1 — $300+ USD, July 10 Douyu Cup 2026: $20,000 Legends Event (June 26-28)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
Snow On New ASL S22 Map, Zerg Nerf BW General Discussion ASL 22 Proposed Map Pool Farewell Beloved Starcraft (Youtube Videos) BGH Auto Balance -> http://bghmmr.eu/
Tourneys
CSLAN 4 is Coming! Escore Tournament StarCraft Season 2 The Casual Games of the Week Thread [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Summer Games Done Quick 2026! Nintendo Switch Thread ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Five o'clock TL Mafia NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
The HerO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Cricket [SPORT]
World Cup 2022
Tech Support
How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3838 users

[D] Colossus attack animation - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 Next All
WoodenSpider
Profile Joined April 2008
United States85 Posts
November 24 2008 21:44 GMT
#21
yeah, I think Doctorasul's animation thing looks pretty awsome. If you have to make the attack in a perpendicular line, that looks pretty awsome.
Ghastly
Profile Joined October 2008
United States32 Posts
November 25 2008 18:01 GMT
#22
Personally, I think the attack looks pretty good as is, and a horizontal sweep is pretty helpful in worker raids and with bunched up marines, especially if you can target a specific part on the ground.

If the beam damages friendly units, though, then I see a problem.
I'm such a Korean Protoss player fan, I read the first Halo book to make sure it wasn't about Mantoss
InRaged
Profile Joined February 2007
1047 Posts
November 25 2008 23:17 GMT
#23
boobooboobooBOOM
[image loading]


In game implementation:

- line splash damage very similar to current laser beam
- explosions should be very fast and clean
- colossus should have animation marking beginning of attack (recoil for example), so it's clear for player that bombs were thrown
- bombs should be clear but not overly expressive (much less than in gif)
Manit0u
Profile Blog Joined August 2004
Poland17783 Posts
November 25 2008 23:27 GMT
#24
I kinda like it. Could you change it though so we could see how it would look without the bomb animation and instead some 'splosion type thingie on the model (something to indicate it's firing) and leave the explosions the same (just like they would appear out of thin air)?
Time is precious. Waste it wisely.
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
Last Edited: 2008-11-26 00:39:40
November 26 2008 00:25 GMT
#25
Wow, that looks like you spent a lot of time on it!

It's definitely better than the lots-of-mini-rays animation, if only because bombs can be dodged and that means more micro to be done, but I'm still hoping for something that's as far away from multiple almost parallel tiny mini-anythings as possible. As with the many-rays, I keep getting the feeling that units between 2 bombs/rays should receive less damage than those with one landing right on their head and I think it doesn't look destructive enough, it looks more like a lot of smoke with no fire.

That said, I'm jealous of your animation skills. What programs did you use, how much time did it take you and how much experience do you have with this kind of thing?

Edit: Tomorrow I'll start working on Manitou's version of the wave ("What if you changed this a bit for the wave to have fade-over time effect and where it goes it produces the 'hot air' effect like from the explosions in SC.") but I'm a complete noob at this so any help is appreciated!
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
Ghastly
Profile Joined October 2008
United States32 Posts
November 26 2008 00:44 GMT
#26
On November 26 2008 09:25 Doctorasul wrote:
It's definitely better than the lots-of-mini-rays animation


Didn't they change that to the two beams swiping left-to-right?
I'm such a Korean Protoss player fan, I read the first Halo book to make sure it wasn't about Mantoss
Manit0u
Profile Blog Joined August 2004
Poland17783 Posts
November 26 2008 00:52 GMT
#27
On November 26 2008 09:44 Ghastly wrote:
Show nested quote +
On November 26 2008 09:25 Doctorasul wrote:
It's definitely better than the lots-of-mini-rays animation


Didn't they change that to the two beams swiping left-to-right?


They did.



And it still sucks.
Time is precious. Waste it wisely.
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
Last Edited: 2008-11-26 02:05:50
November 26 2008 01:48 GMT
#28
Yeah, the beams sweep one at a time and it looks really, really weak.

Alright, here's almost an hour's work.

[image loading]


It's just a primer of the animation and I figured this frame looks cooler than the other one. I'd love for the wave to leave trails like InRaged's bombs and maybe fade out completely about half way through to the ground, the only traces of it before the explosion being the "hot air effect" Manitou suggested (no explosion at all could work as well, just lots of units dieing at once). I have no idea how to start doing any of those things, so I'm hoping some of you animation gurus can chip in with some tips (or some really hard work ).
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
Last Edited: 2008-11-26 12:41:21
November 26 2008 12:39 GMT
#29
How about this attack animation:
[image loading]

As you can see the the Colossus fires four lanses that form a circle. The whole circle moves depending where the primary target moves and fires continuosly until the primary target is killed, any units surrounding the primary target within the AOE of the circle also take damage. The colossus re-fires only when the primary target is killed or when the player gives a different command, for example giving order to attack other target or when giving a move command!
Manit0u
Profile Blog Joined August 2004
Poland17783 Posts
Last Edited: 2008-11-26 13:00:45
November 26 2008 12:58 GMT
#30
Four lances that form a circle? I guess geometry wasn't your best feat in school
Besides, continuous attack is bad. It has already been changed to be faster but most of the ideas in this thread go towards making it even faster (the animation that is).

Beside, toss has way too many lances/beams/rays for now and not enough explosions imo.
Time is precious. Waste it wisely.
SlickR12345
Profile Blog Joined April 2008
Macedonia408 Posts
November 26 2008 18:06 GMT
#31
On November 26 2008 21:58 Manit0u wrote:
Four lances that form a circle? I guess geometry wasn't your best feat in school
Besides, continuous attack is bad. It has already been changed to be faster but most of the ideas in this thread go towards making it even faster (the animation that is).

Beside, toss has way too many lances/beams/rays for now and not enough explosions imo.

If you are looking at SC as realistic, then there is something very very wrong in the world.
4 lenses will fire forming a circle towards the end, only the circle sides would be seen, there won't be any color in the center if i may say it like that.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
November 26 2008 19:12 GMT
#32
ehhh.. can someone post a pic of what's so wrong with anime right now???
Manit0u
Profile Blog Joined August 2004
Poland17783 Posts
November 27 2008 00:02 GMT
#33


It starts at about 0:30.

Doesn't look too juicy, does it?
Time is precious. Waste it wisely.
Smurfz
Profile Joined May 2008
United States327 Posts
November 27 2008 01:11 GMT
#34
On November 26 2008 08:17 InRaged wrote:
boobooboobooBOOM
[image loading]


In game implementation:

- line splash damage very similar to current laser beam
- explosions should be very fast and clean
- colossus should have animation marking beginning of attack (recoil for example), so it's clear for player that bombs were thrown
- bombs should be clear but not overly expressive (much less than in gif)


Wow that actually looks really cool.
InRaged
Profile Joined February 2007
1047 Posts
November 28 2008 01:13 GMT
#35
[image loading]


I think bombs fit colossus' insectish look very well. Imagine this huge, scary mechanical... mantis looks down at you, and then suddenly all this tiny stuff ready to explode flies right on you. Very powerful image.

Gameplay-wise it could be made so bombs are pretty powerful, but stay on the ground for a second or even more before exploding, just to emphasis that they can and should be dodged and if not, would be damn devastating. And instead of current range upgrade (doesn't make sense anyway with this kind of weapon) give them upgradeable ability 'force attack' that will give player ability to force colossus to throw another row of bombs ignoring current cooldown, for the cost of increased cooldown after next attack, so at workers raid with proper micro one upgraded colossus will be worth of two not-upgraded, since it alone now could cover whole mineral line in no time, leaving less chance to run away. In battle this ability would be somewhat similar to the old phoenix' overcharge, that got scrapped for some reason.

On November 26 2008 08:27 Manit0u wrote:
I kinda like it. Could you change it though so we could see how it would look without the bomb animation and instead some 'splosion type thingie on the model (something to indicate it's firing) and leave the explosions the same (just like they would appear out of thin air)?

You mean like this?
[image loading]


It could be made more 'aggressive' rather than 'scared', but I hope you get an idea :3
There's definitely enough room to make colossus less blatant and much more unique and badass, and lasers here are just not the good choice. Hell knows why blizz stuck on it ;p

Doctorasul, you are way overestimating complexity of these gifs and my skills (:
They're pretty straightforward and doing them rather tedious than hard. As for soft, I use ImageReady, but only cause it just like photoshop and I don't wanna bother learning anything else for the sake of couple gifs, gotta be much more organized and careful than usual though - things here turn into complete mess very fast ;P
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
November 28 2008 02:02 GMT
#36
it looks pretty awesome, i can imagine the horror of lines of workers when the bombs are in mid air
I've got a point, and i'm ready to kill or die for it.
Manit0u
Profile Blog Joined August 2004
Poland17783 Posts
November 28 2008 03:06 GMT
#37
Please Blizzard read this thread
Awesome work InRaged.
Time is precious. Waste it wisely.
anotak
Profile Blog Joined March 2008
United States1537 Posts
November 28 2008 04:22 GMT
#38
yeah that would be absolutely awesome, it's like reaver + lurker
Star.Dj
Profile Joined August 2007
United States71 Posts
Last Edited: 2008-12-21 02:14:27
December 21 2008 02:11 GMT
#39
Liking the bomb animation, nice work.

Actually I kind of like that circle attack idea too. Something like the attack animation burning a circle into the enemy unit with lasers before disappearing or holding a constant circle over them (continually outlining the circle with its lasers) until target is destroyed or changed.
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
Last Edited: 2008-12-21 02:42:37
December 21 2008 02:42 GMT
#40
On November 28 2008 10:13 InRaged wrote:
Gameplay-wise it could be made so bombs are pretty powerful, but stay on the ground for a second or even more before exploding, just to emphasis that they can and should be dodged and if not, would be damn devastating. And instead of current range upgrade (doesn't make sense anyway with this kind of weapon) give them upgradeable ability 'force attack' that will give player ability to force colossus to throw another row of bombs ignoring current cooldown, for the cost of increased cooldown after next attack, so at workers raid with proper micro one upgraded colossus will be worth of two not-upgraded, since it alone now could cover whole mineral line in no time, leaving less chance to run away. In battle this ability would be somewhat similar to the old phoenix' overcharge, that got scrapped for some reason.

*snip*


I like the increased cooldown thingy, but it'd also have to imobilise the colossus as well, otherwise you could just shoot then run away, so you'd have to be selective about when you used it.
u gotta sk8
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
GSL CK #5 - Day 1
CranKy Ducklings137
EnkiAlexander 68
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JimRising 767
PiGStarcraft518
ProTech124
RuFF_SC2 120
FoxeR 58
ROOTCatZ 21
StarCraft: Brood War
GuemChi 4126
Rain 3812
Artosis 654
Noble 78
Bale 42
NaDa 38
Dota 2
NeuroSwarm181
LuMiX0
League of Legends
Doublelift464
Counter-Strike
summit1g11140
taco 306
Super Smash Bros
hungrybox512
Other Games
C9.Mang0518
Day[9].tv439
Maynarde137
kaitlyn42
Organizations
Other Games
gamesdonequick33320
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 92
• davetesta14
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• intothetv
• IndyKCrew
• Kozan
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Scarra2251
• Lourlo1006
• Rush387
• Stunt112
Other Games
• Day9tv439
Upcoming Events
WardiTV Weekly
8h
PiGosaur Cup
21h
The PondCast
1d 7h
Replay Cast
2 days
CrankTV Team League
2 days
OSC
2 days
Replay Cast
2 days
Replay Cast
3 days
CrankTV Team League
3 days
OSC
3 days
[ Show More ]
Replay Cast
3 days
RSL Revival
4 days
Serral vs Bunny
ByuN vs GgMaChine
CranKy Ducklings
4 days
Afreeca Starleague
4 days
Snow vs Jaedong
YSC vs hero
RSL Revival
5 days
Solar vs Rogue
Maru vs NightMare
Sparkling Tuna Cup
5 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL Season 21: Qualifier 2
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W2
ASL Season 22: Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.