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Building Animation Guide

Forum Index > StarCraft 2 Strategy
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emeralddawn
Profile Joined January 2011
United States10 Posts
Last Edited: 2011-04-21 18:51:45
April 20 2011 23:50 GMT
#1
This write up will discus the animation of each building when it is producing units, or performing an upgrade. This information is highly valuable when scouting. Knowing your opponents upgrade timing will help you guess when your opponent will push next, and what his unit composition will be. Every building has an animation that can be distinguished. Sometimes the animation is very subtle. It can not be inferred by the animation witch upgrade or witch unit is being produced or researched. (with exception of the Stargate more on that later) I will try my best in this guide to hit upon every single building animation. If I miss one feel free to comment. Some animation break downs might seem monotonous to the seasoned veteran, but we were all once novices. So I write this guide for everybody, the lowly noob and the master leaguer that might learn a thing or two.

Protoss
+ Show Spoiler +
nexus: When a probe is being produced a light will shoot up the horse shoe shape on the front of the structure.
When a mother ship is being produced a column of light will shoot from the sky to the top of the building. [image loading] [image loading] [image loading]

Gateway: when a unit is being made two arms come out of the building, the crystal in the middle turns into a light that shines to the top of the building. When the gateway warps into a warpgate the top of the building folds down slowly and the crystal that was once in the middle turns into a ball of energy. [image loading] [image loading] [image loading]

Warpgate: A light flies out of the top of the structure when a unit is warped in somewere else on the map. [image loading]


Forge: There are some "blades" near the rear that begin to spin while an upgrade is being researched. Also a ball of light appears on the side while the front of the building folds up to reveal a spinning light. [image loading] [image loading]

Cybernetics Core: The middle of the building starts to spin, and the dials on the side twitch faster. The center and the dials also start to glow red. [image loading] [image loading]

Assimilator: The front of the assimilator pumps slightly when probes are mining from it. When the geyser is out of gas the assimilator will turn red. A red light crystal will also appear near the middle of the structure. [image loading] [image loading]

Robotics Facility: When producing a unit the building rears up and creates a large hologram in in the middle of the building. [image loading] [image loading]

Stargate: When the building is producing a unit the sides swell outward. A hologram also appears in the middle of the building depicting the unit that is being warped in. (If a void wray is being warped in you will see a void wray, if a phoenix is being warped you will see a phoenix ect.) [image loading] [image loading] [image loading]

Fleet beacon: The large globe in the middle will glow brightly when upgrading.
[image loading] [image loading]

Twilight Council: The three post in the middle of the building will move outward ever so slightly while upgrading. also the lights on the posts will start to shoot faster. [image loading] [image loading]

Templar Archives: When upgrading the middle of the building will raise up and glow red, while a white light blinks underneath the section. [image loading] [image loading]

Robotics Bay: When upgrading the arms on the outside will begin to move wildly while a bright light appears in the center. [image loading] [image loading]

A swirling blur will appear on a building that is being crono boosted by the nexus.
[image loading]

When a Protoss building becomes damaged electricity spurts out around the edges of the protoss building.
[image loading]

If a Protoss building still has shield it can be seen while being attacked.
[image loading]

Un-powered Protoss buildings lose their shinny gold paint job and trade it in for a dull brown. All animation on the building stops. Here is an un-powered gateway next to a shinny nexus.
[image loading]



This Tip is from mlgbx.
On the lowest "Shadows" setting, you can distinguish between similarly-sized Protoss buildings as they are warping in without clicking on them. Gateways do not have a shadow under the warp-in animation, but Stargates do. Dark Shrines do not have shadows, but Pylons do. There are also small differences in the heights of hit point bars: Stargate bars are higher than Gateway bars, and Dark Shrine bars are higher than Pylon bars.

dark shrine v pylon
[image loading]

Gateway right stargate left
[image loading]




Terran
+ Show Spoiler +
Command Center: When making an scv, lights in the main door will turn on and off while welding sparks shoot out of the door. Smaller lights on the top and side of the Command Center will begin to pulsate. This graphic remains the same whether the Command Center has been turned into an Orbital command or a Planetary fortress.
[image loading] [image loading]

When the Command Center is being morphed into a Planetary fortress or Orbital Command, you can tell, by the graphic which one it will be before the morphing is complete.[image loading] [image loading]

Barracks: When making units lights on the sides of the barrack begin to flicker, while steam emits from the top vent. [image loading]

Engineering Bay: The pistons on the side will start to pump, while lights flash when upgrades are being researched. [image loading] [image loading]

Bunker: When a bunker is occupied by one or more units the top of the bunker will sink down and a light will turn on inside. The door at the front of the bunker also closes.
[image loading] [image loading]

Reactor: The graphic is the same no matter witch building it is attached to. When a unit is being produced (even if only one unit is being produced from the building) the reactor will glow bright green, while the center spins. Small clamp looking devices on the sides will also start to slightly go in and out.
[image loading] [image loading]

Tech Lab: When in use the front fan will begin to spin and the rear piston will go out, becoming surrounded by a ball of green energy. The tech lab only becomes animated when an upgrade is being researched, and not when a unit is being produced.
[image loading]
[image loading]

When Tech labs and reactors are approximately 80% complete it can be told witch one it will be once construction is complete.
[image loading]

Factory: When units are in production, welding sparks will begin to shoot out of the front door, while lights turn on in off inside the door and on the out side of the building. The building begins to "bounce." The satellite will start to move back and forth, pistons on the roof will pump, and steam will come out of the side vent.
[image loading] [image loading]

Starport: When units are being created the structure will start slightly bouncing, the center landing zone will lower as sparks fly and lights flash from the landing area.
[image loading] [image loading]

Armoury: When the building is researching upgrades the circle in the center of the structure will start to spin rapidly.
[image loading]

Refinery: When scvs are mining from a refinery arms on the sides of the building will begin to take cans out of the geyser. When the geyser is out of gas the refinery will turn bright red and a red strobe light will start going off.
[image loading] [image loading] [image loading]

Ghost Academy: When a nuke is being made or an upgrade is being researched a bright red column of light will shine from the sky down into the middle of the building. The buildings animation will greatly quicken, and lights will flash all over the building. From what i can tell, it can not be told weather a nuke is being stored in the silo or not, but it can be seen being launched.
[image loading] [image loading] [image loading]


Fusion core: When upgrading the fusion cores cylinders will start moving up and down, while the center of the building raises up. [image loading] [image loading]

Supply Depots: Supply depots obviously have different graphics when raised, lowered and, supply dropped. [image loading]

Terran buildings smoke when damaged to yellow and burn when near the bottom of yellow and in red. [image loading]



Zerg
+ Show Spoiler +
With Zerg it is a little harder to tell especially with certain buildings. For the most part the swaying and breathing of the living Zerg building will quicken when something is going on.

Hatchery: When an upgrade is taken place the five claws at the top of the building move faster. (This goes for the lair and the hive too, all three structures have those five claws) the upgrade graphic is the same for when a queen is being produced. When a unit is being made an egg can be seen at the base of the building next to the larvae. [image loading]

When the queen has injected the building four large green balls appear on the structure.
[image loading]

The Hatchery and lair also get covered with tissue and beats rapidly when morphing up to the next tier. [image loading]

Spawning Pool: The breathing of the building quickens while the water in the pool trembles more violently, when upgrading. [image loading]

Evolution Chamber: Animation slightly quickens, appears to slightly "jiggle." (most noticeably around the pink spiked area.) [image loading]

Roach Warren: When upgrading the speed of animation quickens, while a small roach pops his head in and out of the tunnel opening. [image loading] [image loading]

Hydralisk Den: When the Hrydra Den is researching the tube that runs down the middle starts to buck while the mouth proceeds to chomp. [image loading]

Infestation Pit: When researching the animation will speed up while the center "mouth" glows red. [image loading] [image loading]

Baneling Nest: The building will straighten up when upgrading. The "legs" of the building will also start to twitch and fidget. [image loading]

Extractor: The extractor will turn bright red once all gas is mined from the geyser. [image loading]

Spire: The Spire appears to bob up and down once upgrades have started. The top of the spire will start to pulsate six bright red dots from underneath the skin. [image loading]
[image loading]

The Spire winds down while it morphs into a Greater Spire. [image loading]

Greater Spire: The Greater Spire appears to "breath" harder when researching upgrade. It also becomes brightly flushed underneath its horns. [image loading] [image loading]

Ultralisk Cavern: When upgrading the Ultralisk Cavern's green sacks begins to pump as it's side claws twitch quickly. The little mouth in the center of the building also begins to chomp open and shut. [image loading] [image loading]

Creep Tumors: Creep tumors lose their pink spot after they are used. They are replaced by small eyes that open from time to time.
[image loading]
[image loading]


Contaminated Buildings: When contaminated a building becomes covered in crusty goo.
[image loading]


Zerg buildings bleed when they are damaged, the more they are hurt the more they bleed. [image loading]



gavinashun
Profile Joined October 2010
101 Posts
April 21 2011 00:19 GMT
#2
awesome!
L3g3nd_
Profile Joined July 2010
New Zealand10461 Posts
April 21 2011 00:22 GMT
#3
quite basic stuff for some people here, but its the kind of thing people wont take the time to learn, should help a lot of people too! good work
https://twitter.com/#!/IrisAnother
Bobster
Profile Joined January 2011
Germany3075 Posts
Last Edited: 2011-04-21 00:50:12
April 21 2011 00:48 GMT
#4
That's cool stuff, I actually didn't know about some of the smaller easter eggs (Roach head poking out of the Warren for example). That's the Blizzard polish, what an amazing attention to detail.


The only missing effect I can think of right now is the look of a contamination? I confess to my great shame that I've sometimes confused it with an upgrading Hatch/Lair at first glance. >_>
HiredGoonThug
Profile Joined March 2011
United States72 Posts
April 21 2011 00:49 GMT
#5
One of the important ones here that one should look out for in matches is the hologram inside the stargate, you can see the unit he is making. (Just reiterating, I know you mentioned it)
asdfjh
Profile Joined August 2010
Canada230 Posts
April 21 2011 01:01 GMT
#6
Thanks! Never noticed all of the zerg animations.
DImported
Profile Joined October 2010
Australia149 Posts
April 21 2011 01:02 GMT
#7
Wow. I had no idea about the bunker graphic differences. I'll be sure to make use of that in my next games.
pat965
Profile Joined April 2009
Canada274 Posts
April 21 2011 01:03 GMT
#8
Not that I don't appreciate what you've done, but would it be possible to get a low-quality GIF made out of the animations instead? Seems like it'd be more useful
hi
iChau
Profile Joined December 2010
United States1210 Posts
April 21 2011 01:56 GMT
#9
Wow nice. :D

There's a lot of things you can abuse (the gateway thing for example). If I see no zealot being made (and no stalker), I just send my zealot straight in and kill him (ofc when it finishes).

Thanks~
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
emeralddawn
Profile Joined January 2011
United States10 Posts
April 21 2011 02:03 GMT
#10
Tx bobster. Contaminate is now added. I am expecting to miss 3 or 4. Any others?
Jumbled
Profile Joined September 2010
1543 Posts
April 21 2011 02:45 GMT
#11
Good stuff. Thanks for making this post. The only thing I can suggest adding is a section on identifying partially built structures by sight.
azn_dude1
Profile Joined October 2010
162 Posts
April 21 2011 02:47 GMT
#12
On April 21 2011 11:45 Jumbled wrote:
Good stuff. Thanks for making this post. The only thing I can suggest adding is a section on identifying partially built structures by sight.

Yeah that's what I was also expecting when I clicked on this thread. I'm not sure if there's that much difference between say a rax/fact/port building but it would be cool to know it, if it exists.
archangel2
Profile Joined March 2011
76 Posts
April 21 2011 02:59 GMT
#13
One more suggestion. Animated .gifs might be more useful than a series of pictures. Awesome effort tho. I only just found out about the zerg wiggle a couple of weeks ago, and it's SO useful.
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2011-04-21 03:18:34
April 21 2011 03:10 GMT
#14
Perhaps depowered toss buildings turning gray? It's pretty blindingly obvious, but since you've got contaminate as well it might be worth doing at least one or two. Some, like the shrine, are a little less blindingly obvious than others.

Might also be worth showing specific examples of the nix/vray/carrier warp in graphic.

Armoury doesn't appear to show an active version, and the engy bay is taken so quickly after starting an upgrade that I'm not sure it's any different to the inactive one.

Reactor and tech lab at 80% construction could be labelled as to which is which.

Actually, noob question that I've never bothered to work out for myself, is the tech lab's activity connected to researching an upgrade, and/or building a unit that requires the lab? If both, is there any way to tell? And while I'm here, does the hatchery do anything special when a queen is being made?

Also I'm pretty sure you can tell how close the larvae are to popping by how large the green sac things are. Unless I'm imagining things, it might be worth doing a 90% image as well.

"Before" pictures for the spawning pool, lisk den, evo and bling nest would also be useful. I appreciate that there might not be a lot of static difference on some Z buildings, but the bling nest at the very least should be noticeable.

I'd also second the request for mid-construction images - that's what I was expecting, too - and eventually the .gif displays, although that's obviously a huge amount of work. At the very least you could probably crop the pictures down further.
emeralddawn
Profile Joined January 2011
United States10 Posts
April 21 2011 04:01 GMT
#15
The tech lab is associated with the upgrade only.

Some of the buildings mentioned by belisarius (such as the hydra den, armoury, spawning pool, evo chamber) have literary no difference. The animation is just quickened. I posted picks of them anyway so you guys could see the features that I was talking about.

I didn't think that a before pic of the banleing nest was necessary because it is ever so slight.

For the engineering bay on one picture the piston on the front corner is in and on the other it is out.

I will see about putting un-powered protoss pics up latter on tonight. good call

I will check into mid construction images. I pretty sure for toss and for zerg they are all the same, and I know terrans are at least very similar but i will give it a look through. If there is a difference it would probably be easier just to click on it when playing.

As for gifs.....don't have the time or even the know how sorry. But that would be very useful.

Thanks for all the advice so far.


ScythedBlade
Profile Joined May 2010
308 Posts
April 21 2011 04:29 GMT
#16
How come Blizzard made Protoss so underpowered that Protoss is the only race that has TWO buildings that have different animations for what unit its building.

Seriously, it looks cool, but I feel like Protoss Air units deserve more disreprencies that people don't know which one is being made.
Chahta
Profile Joined February 2011
United States148 Posts
April 21 2011 04:52 GMT
#17
On April 21 2011 13:29 ScythedBlade wrote:
How come Blizzard made Protoss so underpowered that Protoss is the only race that has TWO buildings that have different animations for what unit its building.

Seriously, it looks cool, but I feel like Protoss Air units deserve more disreprencies that people don't know which one is being made.

Am I supposed to take this seriously?

Racks with no addon or reactor = marine
Factory with no addon or reactor = hellion
Zerg are simply predictable based on timings and building structures they have.

Besides it doesn't matter what Protoss is producing from a stargate, it's gonna wreck something
I accidentally whole f*cking base
ScythedBlade
Profile Joined May 2010
308 Posts
April 21 2011 05:22 GMT
#18
On April 21 2011 13:52 Chahta wrote:
Show nested quote +
On April 21 2011 13:29 ScythedBlade wrote:
How come Blizzard made Protoss so underpowered that Protoss is the only race that has TWO buildings that have different animations for what unit its building.

Seriously, it looks cool, but I feel like Protoss Air units deserve more disreprencies that people don't know which one is being made.

Am I supposed to take this seriously?

Racks with no addon or reactor = marine
Factory with no addon or reactor = hellion
Zerg are simply predictable based on timings and building structures they have.

Besides it doesn't matter what Protoss is producing from a stargate, it's gonna wreck something


Yes, but once you do have a tech lab, you don't know whether a siege tank or a thor is coming out. But with a Stargate, you always know if you're going phoenix, voidray, or carrier is coming out.

You can't scout zerg. I mean, yes it doesn't matter, but seriously, why can you see all of Toss' air units from stargates before they're created.

Yes, you're supposed to take it serious when you're response is pretty wrong.

With all the other races, you have to figure out. But with Toss air units, you already know.
laegoose
Profile Joined June 2010
Russian Federation325 Posts
April 21 2011 05:34 GMT
#19
When zerg buildings are in red, they start to convulse/shiver. Does spawning pool in red have research animation or it's the same? Sometimes it can be important (should be mentioned in this guide for sure)
mamuto
Profile Joined September 2010
United States88 Posts
April 21 2011 05:54 GMT
#20
this is awesome. Always hard to tell if ling speed is being researched, I have no idea when the building is "moving faster." Good to know I wasn't missing any trick.

The roach warren is awesome, I had no idea ^.^

Thanks for this, OP
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