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Anatomy of Starcraft - Page 18

Forum Index > SC2 General
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porygon361
Profile Joined August 2012
81 Posts
Last Edited: 2012-10-27 09:48:15
October 27 2012 07:07 GMT
#341
On October 23 2012 02:46 Ponera wrote:


LURKER IS DONE!! ^^


Regarding the use of the spines located on the knees and head-shield of the Lurker, they might be used to prevent enemies from pulling it out of the ground. I'm quite confident the spikes on the head-shield are used that way. However, the knee spikes seem counter-intuitive, as they point downwards, and increases the difficulty of burrowing for the Lurker.

[image loading]
Behold - The derp jaw!

This Lurker seems more accurate and more suited for its purpose, as you can see from the knee spikes pointed upwards and smaller spikes overall to improve movement in the ground. Since (I think) the Lurker burrows headfirst, the leg on its butt could help it to slowly reverse backwards should it hit a blockade, or also deter enemies trying to pull it out.

Edit: ...Still not sure what the spike on its head is for :\
"Sometimes life is like this dark tunnel. You can't always see the light at the end of the tunnel. But if you just keep moving, you will come to a better place."
Ponera
Profile Joined October 2011
Canada596 Posts
October 27 2012 09:11 GMT
#342
Speaking of derp jaw, gotta love that aberration hey? HURR

Anyways, yeah that design is far more practical.
You won't feel very "Plus" in TL+
NotoriousBig
Profile Blog Joined May 2012
Germany301 Posts
October 27 2012 09:20 GMT
#343
so great stuff, always interrestign to read, keep on!!
Ponera
Profile Joined October 2011
Canada596 Posts
October 27 2012 19:42 GMT
#344
Tonight at 9PM mountain I'll be on skype. Post here and let me know if you wanna chat about anatomy of sc2!
You won't feel very "Plus" in TL+
porygon361
Profile Joined August 2012
81 Posts
October 28 2012 07:31 GMT
#345
Hmm... How about you do the anatomy of the Queen next? I'm sure that would be interesting.
"Sometimes life is like this dark tunnel. You can't always see the light at the end of the tunnel. But if you just keep moving, you will come to a better place."
Ponera
Profile Joined October 2011
Canada596 Posts
October 28 2012 19:10 GMT
#346
Queen was already done.
You won't feel very "Plus" in TL+
ThomasjServo
Profile Blog Joined May 2012
15244 Posts
October 28 2012 19:19 GMT
#347
On October 29 2012 04:10 Ponera wrote:
Queen was already done.

It would be awesome if you linked to the posts in your OP. I have really enjoyed the series thus far, great bit of fun.
Ponera
Profile Joined October 2011
Canada596 Posts
October 28 2012 20:47 GMT
#348
Yeah I've been pretty lazy with that, sorry.



Here is the newest update. The viewer talk series, where Brutaxilos had a few words with me on skype about nerdy things. Check it out!
You won't feel very "Plus" in TL+
Ponera
Profile Joined October 2011
Canada596 Posts
October 29 2012 00:42 GMT
#349


Battle.net forum MVP Doncroft and I nerd out about Starcraft, talking about themes within the universe.
You won't feel very "Plus" in TL+
Brutaxilos
Profile Blog Joined July 2010
United States2629 Posts
October 29 2012 01:48 GMT
#350
At Ponera's insistence, I have decided to do a write up on the hydralisk!
[image loading]

WARNING: this post will be very image heavy.

The hydralisk has a very unique build that I have yet to see in any other sci fi creature or real life creature. But after breaking it down, I can find many real life inspirations for its different parts.

Let's start with Ponera's favorite: the derp face.

[image loading]

Although Ponera heavily dislikes this face, I believe that there is a real reason for such a face: protection.

+ Show Spoiler +
[image loading]


If you take a look at this drawing of the hydralisk's face, it is apparent that the outer lower jaws are made to perfectly cover the face of the hydralisk. Now, although, admittedly it doesn't cover much, it covers most of the face which is assumedly the most important part of a hydralisk's body.

Dual jaws are by no means impossible to find in nature. Moray eels, for example, possess a second pair of jaws within their throat known as pharyngeal jaws.

+ Show Spoiler +
[image loading]


These jaws are believed to have evolved from gill arches (the same way normal jaws are believed to have evolved. After millions of years of use (or the effect of Zerg bioengineering), I would imagine that they could definitely evolve into something similar to the StarCraft 1 Hydralisk, which could then evolve into a StarCraft 2 Hydralisk.

+ Show Spoiler +
[image loading]


It is also interesting to note that the outer lower jaws of a hydralisk are separated into halves. In real life, this can be observed in snakes which alternate each jaw when chewing to drag the food down their throat.
+ Show Spoiler +
[image loading]


Now let's move to the basic body structure.

It is well-known that the hydralisk was based off the slothien, "a peaceful, caterpillar like herbivore that lives in large nests." Judging by their name, it is safe to assume that they live a similar lifestyle to our modern sloths. This makes sense, because their long claws are perfectly evolved for holding onto tree branches or other platforms. Take a look at a sloth's hand.
+ Show Spoiler +
[image loading]

Now, this statement mainly refers to a StarCraft 1 hydralisk. If we assume that their old appearance is indeed canon and a less evolved strain, it is apparent that the new hydralisk merely evolved to gain more spikes on their arms through bioengineering and not any kind of natural selection (perhaps Zergling DNA may have been spliced for this). This adaptation could be somewhat useful for melee attacks (will need Ponera to confirm it for me).

For movement, the hydralisk rely mostly on their ventral scales (in essentially the exact same way as snakes). This could reflect on their lack of need for legs for their life in nests and foliage.

Now, lets move onto the most important part: the attack. Hydralisks have had different attacks in SC1, WC3, and SC2 but for this we will just focus on SC2. Take a look at this picture.
+ Show Spoiler +
[image loading]

When attacking, the hydralisk lowers its head, and raises its back. It opens up the flaps on its back and reveals an array of spikes that are subsequently fired at the target. According to the StarCraft wiki, this adaption evolved from the slothien's use of urticating hair which is basically stinging hairs found on stuff like tarantulas, caterpillars, and stinging nettle.
+ Show Spoiler +
[image loading]


Because hair is made of the same substance as horns (keratin), it is incredibly easy to change the hairs into sharp darts seen in this image.
+ Show Spoiler +
[image loading]


As for how they are fired, I believe that they are merely squeezed out by muscles (this would explain the huge neck of a hydralisk). After being fired, it is likely that the next spine is then shifted down in a cyclical pattern similar to how a shark loses and replaces teeth.
+ Show Spoiler +
[image loading]

This way, hydralisks can store hundreds of spines and can deploy them all at once without having to worry about growing new ones in time.

Well, that concludes my analysis of this killing machine. Please leave your thoughts. Thanks guys.
Jangbi favorite player. Forever~ CJ herO the King of IEM. BOMBERRRRRRRR. Sexy Boy Rogue. soO #1! Oliveira China Represent!
Ponera
Profile Joined October 2011
Canada596 Posts
Last Edited: 2012-10-29 02:22:24
October 29 2012 01:58 GMT
#351
Yeah extra claws are a failsafe for melee. So if they lose a claw, they have more and don't lose battle effectiveness.

I suspect that the projectiles are more than squeezed out, I think it likely has some powerful launcher mechanism, perhaps relying on the elasticity of tendon. If they are held serially, like a shark tooth row, it is feasible that they could fire multiples from each launcher before the need to make more.

Good work, saves me from having to write it up :p

One criticism: I find the Hydralisk to be rather..top heavy. I think this is a flaw in their design. Also, as far as grooved spines go: If you look at the canine tooth of a cat, they have a groove (as many mammalian predators do, as do monitors) to allow for blood to trickle down it. This prevents a vacuum from forming, easing the entry (and exit) of the tooth. I dunno about how it would impact aerodynamics but it could be a relic from the launching mechanism, perhaps the canal exists for an additional tendon or muscle, allowing for more surface area and therefore more force upon leaving the hydralisk.

Also what is your take on the hump on its back?
You won't feel very "Plus" in TL+
porygon361
Profile Joined August 2012
81 Posts
Last Edited: 2012-10-29 02:43:14
October 29 2012 02:38 GMT
#352
On October 29 2012 10:58 Ponera wrote:
Yeah extra claws are a failsafe for melee. So if they lose a claw, they have more and don't lose battle effectiveness.

I suspect that the projectiles are more than squeezed out, I think it likely has some powerful launcher mechanism, perhaps relying on the elasticity of tendon. If they are held serially, like a shark tooth row, it is feasible that they could fire multiples from each launcher before the need to make more.

Good work, saves me from having to write it up :p

One criticism: I find the Hydralisk to be rather..top heavy. I think this is a flaw in their design. Also, as far as grooved spines go: If you look at the canine tooth of a cat, they have a groove (as many mammalian predators do, as do monitors) to allow for blood to trickle down it. This prevents a vacuum from forming, easing the entry (and exit) of the tooth. I dunno about how it would impact aerodynamics but it could be a relic from the launching mechanism, perhaps the canal exists for an additional tendon or muscle, allowing for more surface area and therefore more force upon leaving the hydralisk.

Also what is your take on the hump on its back?


Hm... Maybe thats why hydralisks are so damned slow.

As for the hump, I have a decent explanation. As we all know, hydralisks have soft bodies ("caterpillar-like"). Thanks to their large head filled with hundreds of muscles and spikes, they put strain on their soft, soft bodies. Their heads bend forward as cobras do when they are showing off their patterns, hence forming the hump. KERRIGAN. PLEASE FIX IT THEIR SOFT SOFT BODIES. ITS CAUSING SO MANY PROBLEMS D:
"Sometimes life is like this dark tunnel. You can't always see the light at the end of the tunnel. But if you just keep moving, you will come to a better place."
Ponera
Profile Joined October 2011
Canada596 Posts
October 29 2012 02:45 GMT
#353
I suspect that the hump also has some substantial musculature to help keep the head up, as well add power to the downward striking method seen in their melee attack.
You won't feel very "Plus" in TL+
Ponera
Profile Joined October 2011
Canada596 Posts
October 29 2012 04:49 GMT
#354


episode 3

^^
You won't feel very "Plus" in TL+
porygon361
Profile Joined August 2012
81 Posts
October 29 2012 05:39 GMT
#355
On October 29 2012 13:49 Ponera wrote:
http://www.youtube.com/watch?v=KAlgaRPdkug&feature=youtu.be

episode 3

^^




This can be the baneling. Old termite workers have a 'backpack' of poisonous chemicals that they can detonate when attacked.
"Sometimes life is like this dark tunnel. You can't always see the light at the end of the tunnel. But if you just keep moving, you will come to a better place."
Ponera
Profile Joined October 2011
Canada596 Posts
October 29 2012 05:59 GMT
#356
Brut also pointed out this: http://news.discovery.com/animals/photo-shows-suicide-bomber-ant-self-detonating.html

Probably more relevant given that it's got acid in it! Still, I didn't know that about termites. This is why I am always trying to get helpers and contributors beyond me, as I don't know everything!

You won't feel very "Plus" in TL+
lunkfumble
Profile Joined October 2012
Brazil3 Posts
October 29 2012 15:35 GMT
#357
I'm loving your posts and videos, read them all, and I would like to add something to the zergling's behavior. As they come in pairs, I always thought that they could be twins, and instead of hunting in packs, they would have better coordination with their twin brother. This would allow commands being sent to a pair rather than a single zergling. A pair of twin zerglings would be better at killing a single marine than two non-twins. They could have some kind of relation, like the SEALS, having almost a sixth-sense where your twin would be.
porygon361
Profile Joined August 2012
81 Posts
October 29 2012 16:06 GMT
#358
On October 30 2012 00:35 lunkfumble wrote:
I'm loving your posts and videos, read them all, and I would like to add something to the zergling's behavior. As they come in pairs, I always thought that they could be twins, and instead of hunting in packs, they would have better coordination with their twin brother. This would allow commands being sent to a pair rather than a single zergling. A pair of twin zerglings would be better at killing a single marine than two non-twins. They could have some kind of relation, like the SEALS, having almost a sixth-sense where your twin would be.


I believe that Zerg units already have their minds linked in a psionic fashion with each other, and they can presumably read one another's thoughts (whatever they're thinking). However, the thought that Zerglings that hatch out from the same egg have a greater link with one another is interesting...
"Sometimes life is like this dark tunnel. You can't always see the light at the end of the tunnel. But if you just keep moving, you will come to a better place."
Sleet
Profile Joined January 2011
United States139 Posts
October 30 2012 22:43 GMT
#359
That was fun! Ponera, I would love your thoughts on the Viper next.
@SLeetscgames
Ponera
Profile Joined October 2011
Canada596 Posts
Last Edited: 2012-10-31 02:32:06
October 31 2012 02:24 GMT
#360


Here is the video featuring Toninator. I think baneling is next, but a few of us are going to do the Xenomorphs from aliens next.

Anyone who wants to participate, send me a PM and we can arrange it!
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