Aw, I don't know. Overall, it is a good cinematic, but nothing more.
-:
To slow. Text was not so good either.
Also, why the hell does he need an army, when he can just walk in to the enemy base under cloak and nuke it?
+:
I liked the Epic-looking Thors. They are really nicely made.
Terrain is not bad. The towers that are far away creates a feeling that you are really at the enemy beach.
Its rare to find an epic battle cinematic. I like the slow side scrolling style, the music fit perfectly. The only problems I've seen is the ground texture seems too flat and bare at some points.
Thats pretty cool, but you should have changed the walk speed on the spectre. You can change walk speed easily in the spectre actor events, there may be another easier spot to make that change. Also, I found myself not wanting to look at the spectre, I want to see the epic battle in the background. Maybe the spectre commanding / camera angle are an artistic thing, but I found myself wanting better + additional views of the epic battle going on.
- like progammer said, the ground is bare and flat at some points, just some bodys. Could add some sandbags, barrels, blockades, razorwire, even some bunkers maybe... dunno.
- the constant missile streams look awkward. If this should be missiles, reduce the interval and make them more randomized (like acquiring different targets and some random movement in the mover or sth)
However, if its meant to be machine gun projectiles, take another model. For example the lost viking standard missile scaled to 0.3- 0.5 looks quite nice as a bullet, or you can take the snipe beam maybe. And even then, let it shoot around the battlefield, not everything exactly on one unit. Looks strange and unreal.
-the spectre moves way too slow. You probably wanted to use this as an effect, but it is too much. let him move a little faster.
-apply the unload animation to the spectre at the start, probably looks better when he lands on the ground.
-make the nukes fall one after another, in quick succession, but not all at once.
Other than that it was kinda nice. I liked the music and especially the beginning, where the vikings stepped out the water and the hellions just drove on it :D (probably wrong english xD - dunno how to say it better)
There are good suggestions here. I'll keep them in my mind for my " probably " next idea.
I've made some tests on B.net and it's quite difficult (but interesting) to put a good balance between amount of details and general performance on most players computers.
I could simply add much more details on the ground and background but i wonder if anyone on B.net could watch it without seeing their fps lowered to <30.
Ground missiles were marauders ones. If i made missiles acquiring multiple targets, they would kill units easily, so i would have to raise unit numbers = trouble with performance balance.
" why the hell does he need an army, when he can just walk in to the enemy base under cloak and nuke it? "
An army is a good distraction to nuke without losing any comfort :D
Exactly like P. said, and it would be even more gruesome, amazing, or whatever you can call it, if explosion had impacts on the ground, like a siegetank firing on a marine target, would let down there blood, the corpse wouldn't desapear and a small black area.
Best parts: the beach with the water, love sc2 graphism! the tower are amazingly well placed, and the blue thors you fight.
4/5
''their fps lowered to <30''
no problems for me on that part, my fps is under 20 all way long! my comp sucks a bit...
but someday i'll have a top one :P
There were a lot of little things that bugged me. While does everybody think the best way to launch an attack is to trickle a couple of units in at a time? Why do they never act with any intelligence, by taking cover or something? Why are they marching infantry men right to the doorstep of a fortified fortress, and only bombard it afterwards?
However, I have an idea you weren't really trying to make it realistic in that sense, so those comments aren't really applicable. Besides what was already mentioned, I think you should have changed the view briefly at some points, like when the nukes land - they look worse from a side view IMO.
I think it went well with the music, and it was some fun carnage to watch. Good work!
There were a lot of little things that bugged me. While does everybody think the best way to launch an attack is to trickle a couple of units in at a time? Why do they never act with any intelligence, by taking cover or something? Why are they marching infantry men right to the doorstep of a fortified fortress, and only bombard it afterwards?
It's a cinematic production.
There isn't a cinematic production in the history of the universe that meets your criteria.
There isn't a cinematic production in the history of the universe that meets your criteria.
Some do. :P
Anyways, I didn't mean it should follow that down to the letter, just do a little better of a job at it. It can be improbable, impossible, and unrealistic. But the difference between good action movies and bad action movies is their ability to suspend your disbelief. There is a difference between comically-unrealistic and something plain dumb.
But really, I understand your point. It was really just my own little rant, and as I mentioned It only bugged me a little and I realized that my complaints weren't really applicable to this work.
Did you use "Follow Unit Group with Camera" to control the camera and keep it on the Spectre? If so, how did you set it up? I've been looking at that action recently and found that it's a bit more difficult to use with non-default angles that would be expected if you want to have it correctly pointed at your target.
Camera is just static
Move the camera arround pls. and try have more then 1 camera perspective.
change speed sometimes.
use music beat to cut scene
slowmotion should never be longer then 10 sec.
play some other model animation, i mean other then just run?
Did you use "Follow Unit Group with Camera" to control the camera and
keep it on the Spectre? If so, how did you set it up? I've been looking
at that action recently and found that it's a bit more difficult to use
with non-default angles that would be expected if you want to have it
correctly pointed at your target.
Basic static camera. Angle was chosen from the beginning. I made sure the green circle is surrounding the spectre.
Camera is just static Move the camera arround pls. and try have more
then 1 camera perspective. change speed sometimes. use music beat to cut
scene slowmotion should never be longer then 10 sec.
play some other model animation, i mean other then just run?
HF
As i already said, i cared about graphic performance and frame/sec. I'm working on my next cinematic (barely 50% done) : More cameras, new tests, new tricks, no performance limitations, etc.
Amazing vid, really liked it. Just one thing that isn't your fault it's blizzard. I was noticing the walk animation and it looks like the ankles break when he moves his leg forward and his foot is facing forward in the direction he is moving. I couldn't take my eyes off it.
As o3210 said, it's a good cinematic and nothing more.
The problem here is that you used a slow moving static camera, focused on a slow moving character, which breaks the sense of chaos that the background portraits. You can't combine slow and fast like that, it just doesn't work.
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Commander Shepard (the spectre) from Mass Effect is managing an army on Starcraft 2 universe.
Aw, I don't know. Overall, it is a good cinematic, but nothing more.
-:
To slow. Text was not so good either.
Also, why the hell does he need an army, when he can just walk in to the enemy base under cloak and nuke it?
+:
I liked the Epic-looking Thors. They are really nicely made.
Terrain is not bad. The towers that are far away creates a feeling that you are really at the enemy beach.
I would give it a 3/5 :S
@hentaiforeva: Go
That was epic. Gotta change my pants.
Its rare to find an epic battle cinematic. I like the slow side scrolling style, the music fit perfectly. The only problems I've seen is the ground texture seems too flat and bare at some points.
Thats pretty cool, but you should have changed the walk speed on the spectre. You can change walk speed easily in the spectre actor events, there may be another easier spot to make that change. Also, I found myself not wanting to look at the spectre, I want to see the epic battle in the background. Maybe the spectre commanding / camera angle are an artistic thing, but I found myself wanting better + additional views of the epic battle going on.
Quite a few things bugged me with this video
- like progammer said, the ground is bare and flat at some points, just some bodys. Could add some sandbags, barrels, blockades, razorwire, even some bunkers maybe... dunno.
- the constant missile streams look awkward. If this should be missiles, reduce the interval and make them more randomized (like acquiring different targets and some random movement in the mover or sth)
However, if its meant to be machine gun projectiles, take another model. For example the lost viking standard missile scaled to 0.3- 0.5 looks quite nice as a bullet, or you can take the snipe beam maybe. And even then, let it shoot around the battlefield, not everything exactly on one unit. Looks strange and unreal.
-the spectre moves way too slow. You probably wanted to use this as an effect, but it is too much. let him move a little faster.
-apply the unload animation to the spectre at the start, probably looks better when he lands on the ground.
-make the nukes fall one after another, in quick succession, but not all at once.
Other than that it was kinda nice. I liked the music and especially the beginning, where the vikings stepped out the water and the hellions just drove on it :D (probably wrong english xD - dunno how to say it better)
There are good suggestions here. I'll keep them in my mind for my " probably " next idea.
I've made some tests on B.net and it's quite difficult (but interesting) to put a good balance between amount of details and general performance on most players computers.
I could simply add much more details on the ground and background but i wonder if anyone on B.net could watch it without seeing their fps lowered to <30.
Ground missiles were marauders ones. If i made missiles acquiring multiple targets, they would kill units easily, so i would have to raise unit numbers = trouble with performance balance.
" why the hell does he need an army, when he can just walk in to the enemy base under cloak and nuke it? "
An army is a good distraction to nuke without losing any comfort :D
You needn't fear: Nothing of value was lost.
@progammer: Go
Exactly like P. said, and it would be even more gruesome, amazing, or whatever you can call it, if explosion had impacts on the ground, like a siegetank firing on a marine target, would let down there blood, the corpse wouldn't desapear and a small black area.
Best parts: the beach with the water, love sc2 graphism! the tower are amazingly well placed, and the blue thors you fight. 4/5
''their fps lowered to <30'' no problems for me on that part, my fps is under 20 all way long! my comp sucks a bit... but someday i'll have a top one :P
There were a lot of little things that bugged me. While does everybody think the best way to launch an attack is to trickle a couple of units in at a time? Why do they never act with any intelligence, by taking cover or something? Why are they marching infantry men right to the doorstep of a fortified fortress, and only bombard it afterwards?
However, I have an idea you weren't really trying to make it realistic in that sense, so those comments aren't really applicable. Besides what was already mentioned, I think you should have changed the view briefly at some points, like when the nukes land - they look worse from a side view IMO.
I think it went well with the music, and it was some fun carnage to watch. Good work!
Hi. Nice cinematic, very good work (Y). Did you use any song from Modern Warfare or Modern Warfare 2 soundtrack?
It's a cinematic production.
There isn't a cinematic production in the history of the universe that meets your criteria.
Some do. :P
Anyways, I didn't mean it should follow that down to the letter, just do a little better of a job at it. It can be improbable, impossible, and unrealistic. But the difference between good action movies and bad action movies is their ability to suspend your disbelief. There is a difference between comically-unrealistic and something plain dumb.
But really, I understand your point. It was really just my own little rant, and as I mentioned It only bugged me a little and I realized that my complaints weren't really applicable to this work.
@hentaiforeva: Go
Did you use "Follow Unit Group with Camera" to control the camera and keep it on the Spectre? If so, how did you set it up? I've been looking at that action recently and found that it's a bit more difficult to use with non-default angles that would be expected if you want to have it correctly pointed at your target.
Camera is just static Move the camera arround pls. and try have more then 1 camera perspective. change speed sometimes. use music beat to cut scene slowmotion should never be longer then 10 sec.
play some other model animation, i mean other then just run?
HF
Music was a mix of two Mw2 soundtracks : Main theme and N°17
Basic static camera. Angle was chosen from the beginning. I made sure the green circle is surrounding the spectre.
As i already said, i cared about graphic performance and frame/sec. I'm working on my next cinematic (barely 50% done) : More cameras, new tests, new tricks, no performance limitations, etc.
Amazing vid, really liked it. Just one thing that isn't your fault it's blizzard. I was noticing the walk animation and it looks like the ankles break when he moves his leg forward and his foot is facing forward in the direction he is moving. I couldn't take my eyes off it.
As o3210 said, it's a good cinematic and nothing more.
The problem here is that you used a slow moving static camera, focused on a slow moving character, which breaks the sense of chaos that the background portraits. You can't combine slow and fast like that, it just doesn't work.