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Thread: Visual animations you'd like in the final release

  1. #11

    Default Re: Visual animations you'd like in the final release

    Is there any sound in the burning and slicing death animations? I know that the acid death animation has a sizzling sound but I don't seem to remember any sound for the other two.

  2. #12

    Default Re: Visual animations you'd like in the final release

    The banshee needs to actually use her visor thing when she cloaks..the seperate portraits exist...






    I want the original SC2 marine back, he looks more realistic and a better representation of the Terran Marine core IMO




    Oh and change the ghost portrait...it's boring as hell...he's BUG MAN...
    Add some gender mix to it...picture explains everything..



    I know these are not visual animations, but close enough.
    For animations...
    *I want the marine firing to be buffed up a bit. They look lame as hell for some reason...I think theres a lack of a muzzzle flash from the rifle or something.
    *Battle cruiser destruction, I think smoking up and crashing to the ground would be sweet, depending on what killed it..etc..
    *THOR Combat animations....YAWN.....
    * Zealot/Marine/Zergling death animations should be varied, especially against each other. They are the most common units and everyone will see this. I know there exists animations for the marine...but the zealot turns him into some ash stickman and he collapses? I think it'd be cooler if he just fell apart..I don't understand how multiple psi blade slashing attacks will turn you into ash.
    Maybe the extreme heat, but don't you think some limbs would fall apart?
    * Uh right now, the siege tank firing animation is kinda lame. The cannon just moves back/forth, how about some dust movement or etc...that's much more realistic...
    Last edited by hyde; 06-30-2010 at 04:04 PM.

  3. #13
    Baneling's Avatar Junior Member
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    Default Re: Visual animations you'd like in the final release

    Quote Originally Posted by Caliban113 View Post
    I have to say, after all the changes to the

    While this would affect gameplay, would like it so the Hellion could jump off cliffs, but not up.
    This just seems so awesome. Coming to a custom map near you... I'm sure.

  4. #14
    Rezildur's Avatar Junior Member
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    Default Re: Visual animations you'd like in the final release

    Fix the damn hydralisk attack animation/sound. ugh.

  5. #15

    Default Re: Visual animations you'd like in the final release

    Varying 'idle' animations... maybe even inter-unit interaction, but they should it keep it simple (e.g. two marines bickering, zerglings trying to hump each other and stuff like that).

  6. #16

    Default Re: Visual animations you'd like in the final release

    Quote Originally Posted by ch_bing View Post
    Varying 'idle' animations... maybe even inter-unit interaction, but they should it keep it simple (e.g. two marines bickering, zerglings trying to hump each other and stuff like that).
    HELL YEAH THAT WOULD BE SO SEXY. we srsly gotta send these ideas to blizzard ;D

  7. #17

    Default Re: Visual animations you'd like in the final release

    I believe the Zerglings only use their wings to flutter when you upgrade their speed, but instead I think now and then one should just constantly fly a little off the ground while moving. Unless it has to turn or go into combat. Or if it's idle, just sitting or rolling over like a dog would be kinda fun.

  8. #18

    Default Re: Visual animations you'd like in the final release

    Quote Originally Posted by SonOfChaos View Post
    I say the same for the ultralisk. I mean if i saw a ultra running towards me I'd step to the side as quickly as possible
    Lol, that a "!" mark apears over lings head and move a little (quickly) when ultra is coming. Would be great :3

  9. #19

    Default Re: Visual animations you'd like in the final release

    what about marines opening up their helm to light a cigar?

  10. #20

    Default Re: Visual animations you'd like in the final release

    The problem with idle animations is if they go too long it'll look awkward when you start to move them mid-idle.

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