Brood War LD starts where BWSD left off. Introducing brand new Low Definition graphics for your favourite game. Why settle for 32 bit artwork when you can enjoy 16 bit instead?
Screenshots
Interview
We caught up with the Marketing team to get some juicy details about gameplay, features and to gain insight about the creative process behind this remix.
Q: Hi, we are very excited about this new artwork. Lets just explode with a bunch of random fun questions we are dying to know the answer to! Is it 2d? 3d? Who are the artists? What style of art are you going for? And are there going to be new tilesets? A: Thankyou for opening this dialogue.
Q: No worries. So continuing on… A: We take it onboard and will discuss this further internally.
Q: Oh er, OK? If we aren’t going to talk about anything what shall we do then? A: We will take steps accordingly.
Q: On another topic, robots fascinate me. If its considered polite, may I inquire what model are you? A: Your contributions enable us to improve our execution of delivering high quality entertainment.
Q: Would you like to hire me? A: We don’t like Higher definition, we prefer lower definition.
Q: No. Look. Ah nevermind. Whats your favourite pizza? A: Going forward we will continue to iterate on our products to ensure a level of satisfaction.
Q: I don’t feel like we are really getting anywhere so lets wrap it up with Any Last Words to your fans? A: A spotty intern will be assigned to monitor developments and report if someone posts a message in all caps. Also, thankyou for supporting me. I will practice hard and try to show better games in the future. -------------------------------------------------------------- -------------------------------------------------------------- Card note: I just want to be absolutely clear, this post does not have a hidden agenda. It's purely for fun.
Dont look in this spoiler if you want to guess/work out what the 2 maps are + Show Spoiler +
I don't understand why Blizzard releases a LD version before releasing HD? Also the maps are ridiculously imbalanced towards Terran (just look at top right of latin quarter). Anyways, this only shows that Blizzard cares more about Terran than the other races.
Ok, they say they will take the appropiate steps and discuss further internally. But I don't believe this. I mean, they even admit it by saying they assigned an intern.
Also I never get any beta-invites. Screw Blizzard for not involving the community in this!
The tileset is made from scratch, pixel by pixel. It’s a work in progress but you get a taste. Ofcourse its heavily inspired by Pokemon 3rd gen, Zelda, Mario etc and I used them as reference. The tree is similar to Zelda Minish Cap for example.
This is a brand new tileset though. New patterns, new transition edges, new palette. Making sure all the edges of the tiles match up properly with smooth transitions is quite tricky. Im using less colours overall as well. I could have done it in a different style; indeed Ive studied many different games. But I chose to do it like this because its attractive, timeless, space efficient/information dense, and readable from a ‘hella tight gameplay’/esport point of view. Infact Ive tried to push that last point a lot while hopefully still retaining some aesthetic qualities.
For example; Ive designed the tileset so that a scene can be rotated upside down or sideways and you could then refresh the visuals and the map would still function which is not how the other tilesets work. They have a lot of tiles where different things overlap (which looks great but only works from one angle). And they have tiles where you can walk but you wouldn’t be able to if it was inverted. So Ive tried to make that clearer without falling back on invisible walls or anything. The original style could work in a multiplayer game where it was always left vs right spawns and in a game where you cant manipulate terrain. But I want the tiles to work even if its top vs bottom spawns and in games where players can manipulate the terrain (think 2d Minecraft). Note the house tiles are just included in here for show (they are my own palette but the style isnt compatible with fully player buildable terrain necessarily). Also the paving tiles are not very different from the originals in terms of pattern.
Another example; if you look at the fencing on the second picture you can see its very versatile. The pokemon tileset cant do complex configurations like this as they only made the basic directional change tiles. Also its vertical fence lines are offcentre which creates problems. Overall it means the pokemon fence tiles only work if you use simple fixed shapes that the player cant alter ingame.
The colours that are currently being used are very high saturation and will probably need a revisit.
On August 15 2016 16:07 Deleuze wrote: Should have posted the actual first screen shots of SC vanilla
I'm surprised that nobody has made an "Orcs in Space" mod for Warcraft 2 recreating those first screenshots, but then again I only did 10 seconds of Googling to try finding that.
On August 16 2016 09:40 CardinalAllin wrote: The tileset is made from scratch, pixel by pixel. It’s a work in progress but you get a taste. Ofcourse its heavily inspired by Pokemon 3rd gen, Zelda, Mario etc and I used them as reference. The tree is similar to Zelda Minish Cap for example.
This is a brand new tileset though. New patterns, new transition edges, new palette. Making sure all the edges of the tiles match up properly with smooth transitions is quite tricky. Im using less colours overall as well. I could have done it in a different style; indeed Ive studied many different games. But I chose to do it like this because its attractive, timeless, space efficient/information dense, and readable from a ‘hella tight gameplay’/esport point of view. Infact Ive tried to push that last point a lot while hopefully still retaining some aesthetic qualities.
For example; Ive designed the tileset so that a scene can be rotated upside down or sideways and you could then refresh the visuals and the map would still function which is not how the other tilesets work. They have a lot of tiles where different things overlap (which looks great but only works from one angle). And they have tiles where you can walk but you wouldn’t be able to if it was inverted. So Ive tried to make that clearer without falling back on invisible walls or anything. The original style could work in a multiplayer game where it was always left vs right spawns and in a game where you cant manipulate terrain. But I want the tiles to work even if its top vs bottom spawns and in games where players can manipulate the terrain (think 2d Minecraft). Note the house tiles are just included in here for show (they are my own palette but the style isnt compatible with fully player buildable terrain necessarily). Also the paving tiles are not very different from the originals in terms of pattern.
Another example; if you look at the fencing on the second picture you can see its very versatile. The pokemon tileset cant do complex configurations like this as they only made the basic directional change tiles. Also its vertical fence lines are offcentre which creates problems. Overall it means the pokemon fence tiles only work if you use simple fixed shapes that the player cant alter ingame.
The colours that are currently being used are very high saturation and will probably need a revisit.
You are clearly insane. Who would put so much effort into something like that??