TF2's Biggest Graphic Design Failure
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- Опубликовано: 8 июл 2022
- Though TF2 is certainly a well-stylized game with a lot of great design choices, the successes are often more remembered than the failures. The Alternate Class Icons, as the game calls them, are absolute blunders in every sense of the word, and I feel that people have either gotten too used to them or forgotten they exist entirely, depending on what settings they turned on 5 years ago. This video serves as a rundown as to what these icons are, why they're terrible, and why the game's original scoreboard icons (or even just class emblems) are significantly better. This is an experimental video, let me know what you think!
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i actually prefer the mask over a knife since it stands out a lot more compared to the rocket icon for example, if im in a hurry and check the board for a nanosecond i could mistake a knife for a rocket but no way will i confuse a mask for a rocket
that would also be fixed by leaving the soldier rocket going from bottom left to top right as it currently is and just making the knife go from bottom right to top left, but the mask is definitely the better solution, if icon consistency is not your goal
Personally, the knife is a faster transition in my brain to ‘playing spy’ because the knife is what I’m looking at while playing him.
Yeah it definitely leverages on the fact that faces are really fast to recognise (paradolia and such) so having one face silhouette as an icon is very affective
yup! and also they're goofy as fuck and cute
That's what I was thinking. Already having the wrench and the rocket, the knife would give us one too many shafts to have to tell apart at a moment's glance.
ping should be displayed as numbers only, in all games. the difference between crisp, overpowered 5 ping rockets and regular 40 ping soldier gaming is insane, absolutely insane. It's night and day.
it takes away readibility, unless the numbers, depending on where how high they are, get a different color scheme, i don't agree
@@Bnvnu The best possible outcome.
@@Bnvnu its a joke
Wait, you guys dont get an average of 70 ping?
B13nv3nu3 So because it isn't as easy to see at a glance, it's worth removing the information of determining whether someone is playing at 10 ping or 99 ping?
Ping is one of the things that _don't_ need to be read as quickly as possible, since it doesn't usually have as much of an effect on gameplay as, say, someone playing a certain class, and usually doesn't change drastically over a play session(which, again, playing a certain class can).
Though I agree that the numbers should be color coded the same way the bars are. Why pick and choose when you can have the benefits of both.
never really thought about how the class icons don't match the shoulder patches, that's really annoying
To be fair, the knife icon is barely readable in terms of icon clarity and it makes sense more as a class icon on clothes rather than in-game icons.
@@kerzid it also doesn't really look at all like the spy's knife. the big clip point, big guard, and curved grip make it look almost like a bowie knife, it could pass as a heavily simplified Bushwhacka. If it's gonna be for the spy, then maybe the handle should be unfolded a bit to clearly indicate it's a butterfly knife.
Nice pfp
Imagine seeing heavy's icon just a fist😂😂
Wtf valve unplayable!!
It’s weird because they’re not all equally rendered. The scout’s shoe is far more rendered and 3-D than the Spy’s for example. And then the Snipers is completely flat with no depth or rendering at all.
Those aren't renders, those are rasterized images.
Lore accurate: Sniper only uses one eye when scoping. Big brain play by valve.
@@RipDoveStudio render in a 2d art sense is to give lighting, shadows, and thus depth
I meant rendered more in art terms regarding the level of detail of some of the icons vs. others.
Yes, they are rasterized images.
@@MrMild-sv7is I don't think there's anything wrong with the level of detail. With my years of professional experience I can look at some of these icons and can tell a few things about them that are being overlooked.
First being that these are meant to emulate 1960s graphic design principles, which aren't just different from today's but follow a completely different set of ideas given that they would have needed to be printed using CMYK printing and passing.
Second thing that immediately stands out to me is that they're meant to look amateur in some areas. Things like Medic's logo having an impossible perspective to it, but demo's bomb is perfectly round is a huge tip-off to me. This I think fits with the idea of the game given that there's things like the hand-painted cows on 2fort.
Third thing that sticks out to me is the reason there's a gradient on Pyro's icon and none of the others is that the base of Pyro's flame is white and yellow. If you wanted to to do pass-thru printing, you'd do the base layer (the yellow circle) then print the red edge of the flame, then the orange, yellow, then white. The reason for that gradient visually is to break-up the color scheme a bit to imply light given off by the flame, but to also solidify the shape of the fire more without using an outline.
Fourth, sniper's icon is that of looking through a scope. If you think that it's lacking anything, you've never once in your life used a scope on a gun. The crosshair is a fixed element that's separate from the glass, there's no way any light could ever fall on a crosshair to cast a shadow. Ontop of this, it's clearly taking negative space as it's methods of portraying a crosshair. This means the actual "imagine" is implied via the yellow circle, not the crosshair itself. Like you can cut the shape of that crosshair out of the image and just be left with the yellow circle that now has a crosshair-shaped hole within it.
There's clear reasons why these icons weren't ultimately used, but each one was clearly made by a professional who knew what they were doing who was trying to emulate the look of an era most people have no knowledge about, while trying to make it look amateur.
I don’t think it would be a good idea to change demo’s icon to a sticky bomb, since those are team coloured. Having it be the colour of one of the teams would be weird, and having it be some other colour would be even worse and hurt the readability of the icon.
also stickybombs are way harder to recognize than an actual antique bomb. a very new player or just a person quickly skimming thru the scoreboard will recognize the bomb for the demoman way quicker than a sticky bomb
@@cakedon
Really? I mean sure the antique bomb may be more recognizable, but the Sticky Bomb is kinda basic level knowledge.
@@nadroji6549 If you haven't played Team Fortress 2 at all and just found it by browsing the Steam store, then yeah, you wouldn't know what they look like.
@@PlayerZeroStart
Well sure I guess, but you could kinda say the same for the rest. Besides wouldn't you play as each of the classes at least once to get accounted w/ what they do?
I dunno maybe it's speaking from personal experience & what I would do is clouding my thought process.
@@nadroji6549 But unless you pick Demoman first, you're gonna be in at least one match before you play Demoman so it's still important to be readable to new players.
I never saw the modernised class icons in-game as I started playing in 2016, and only learned about the scoreboard a year later when they had been long removed or shelved. Also I get this isn't the video's purpose but the small pieces of art advice are genuinely really nice.
I'm pretty sure they're still in game ypu just have to switch to them I think
@@_xnightwingx_8005 I know, he showed it at the start of the video (but why would I now lol)
Wait... you didn't use the scoreboard for a whole year or did I misunderstand?
@@Adski975 Yeah that's right. I actually found it while trying to access the community workshop from in-game.
I have to use the alt icons because the default ones are currently broken with the HUD that i use (they don't show up on the scoreboard).
I was unaware this was a thing but now I ALSO want to point and laugh at this. When the iconic class icons are so simple and distill the core of the class into a single image, sometimes even singular shapes, these colorful replications are a FAR CRY.
Also like... who asked for this, lmao? Why change something that isn't broken? NOBODY was complaining about decade-old icons. Game devs thinking everything has to be "modernized" when the old stuff works fine, if not better.
@@bugjams VAC: 💀
the demoman's symbol is kind of weird, as historically it's been ALL over the place.
before it used to be either that round cartoon bomb or a stick of dynamite (you can see these at lot in older Tf2 videos, both official and community) but at some point they gave the Demo the stickybomb patch.
Occasionally he's even used completely blank icons, such as in Meet The Demoman.
4:20 I absolutely agree, I’ve never understood why people use these huds. 95% of them just look like unfinished dev huds
Easier to read in combat. It’s for practical purposes.
Whether you use the vanilla HUD which looks outdated and was made for 4:3 aspect ratio monitors, or the exclusively function-over-form custom HUDs, neither seem to fit the rather difficult challenge of both looking attractive _and_ being functional for modern displays.
@@caramelldansen2204 The classic hud is completely usable. I think it's just people needing every tiny advantage they can get. I play on a 32 monitor, and I have no problem in the several thousand hours I've played.
It's just people needing every advantage they can get.
This is further proven by people that play stretch rez, even though it looks like absolute shit, and its not up for debate, people still use it to get an advantage.
@@nobleradical2158 the cartoonish silouette, the flashing red and the big font all makes it already easy to read during combat, there's also a "ping" which lets you know whenever an item has recharged
@@chandlerdrey6624 I personally find the vanilla HUD quite difficult if there's, for example, more than one counter or meter on-screen. Perhaps I should consider tweaking HUD scaling if I ever get back into TF2. It's by all means usable, but far from optimal.
at 5:38 dr doofenshmirtz turned Irish
My first thought upon seeing the icons was “These look like they’re from a flash game”
6:00 Just add a customizable range for each of them. So someone who is used to 30 ping can set red to be as low as 60 but someone used to 200 could put red as 400.
Me who has 200 ms
But then how do you know other people's ping?
@@zyler319 You don’t. It’s like a measurement (that’s why it’s a bar)
Honestly these icons remind me of something I would make in illustrator back in my graphic design class.
I actually like the Sniper’s icon, as while a basic color, it contrasts against the scoreboard and the game in the background, as well as contrasting significantly compared to the other class icons as its just white.
I feel like the simple change they could have made to the scoreboard class icons was to just draw them again in a higher resolution. Maybe add in shading if they really wanted that, but keep the silhouette the same.
Alternatively, it would have been better to just slap the shoulder patches on as the new icons. It obviously wouldn't be as readable as the old ones but it would at least be consistent.
As a custom hud developer I actually enjoy videos on the graphic design and UI of the game because it’s basically another “game mode” for me. I’d be very interested in hearing your thoughts on killfeed icons as well :)
Also as someone who has made a couple minimalist custom huds. The theory behind them tends to be readability>immersion (at least in my mind). So while they do break the immersion into the game’s cartoony universe, they try to build immersion by taking less brain power to go “wait what is my health”. In summary, I agree with your criticism of minimalist huds, ones that do it to “improve the look of the game” are sort of misguided, but there is a place for minimalist huds in the correct context.
I agree with you. For me, as long as the hud's font are TF2 fonts, it wouldn't feel out of place or not "fitting the artstyle" imo. ToonHUD is very customizable for this.
i know this is about TF2, but what you said reminds me of Metro. I always played the games on the hardest difficulty, not for the difficulty, but for the lack of HUD. With the Redux version and in Exodus you can turn the hud off without changing difficulty, but I still play them on Ranger Hardcore because it just feels right at this point. Having to pay attention to your watch and listen to your breathing for gas mask filter changes, keeping an eye on your magazine to ensure you have bullets left in the gun. Pulling up your clipboard to look at objectives and to also get a quick read of your inventory. Normally a game might say 30/300 in the corner of the screen, but in Metro you can see how many bullets are in your mag then holding the objective button will show you that you have 10 extra mags. As if your character were checking all of his pouches in that moment to feel which were empty
I like the stock hud personally, however I have to use those huds you dislike due to how small the numbers are on my screen. Plus, they are far distanced, so for me personally, its hard to see which is which when they're very small and at other sides of the screen. :c
Try PVhud
right? I use whatever hud Uncle Dane uses because the numbers for health and ammo are near the middle of the screen. Plus! He makes them available on his website so i don't need to make A config for myself.
Also PSA: the "mat_mip" command has been modified to allow levels lower than -1 in the latest patch. When set to -10 the games displays the textures closer to your player with much more resolution and with improved lighting.
Try "mat_mip -10" then load A map you will immediately see the difference.
TF2 needs better default settings!
@@Daun_2000 share a link
@@nullvoid3545 Ill look into it
Toonhud has been great for me since it mostly keeps the same aesthetic as tf2s default HUD but makes your health and ammo nearert to your crosshair so you don't have to constantly look away to see your condition
There is a mod in Gamebanana called "UI & HUD icon improvement pack" that makes the icons look like the emblems
FINALLY someone else that thinks all of the custom huds look completely out of place. Too many people use them in videos and it just seems off
Ikr everybody's like "USE A HUD" And I'm like "NYET DEFAULT IS FINE!"
@@EzekiesAcheron The only problem with the default hud is you have to dart your eyes all the way to the corners to see your HP or ammo count. They need to be pushed towards the centre just a bit.
@@flaregamer64 i don't get it, are people's monitors just thaat huge they have to look so far for the health bar? it takes like 0.2 seconds to take a look at how much health you have
@@TheRadicalJJJ optimization is what matters these days so I guess they really can't waste precious milliseconds
@@TheRadicalJJJ It's not really the time spent travelling the extra distance to the edge of the monitor, it's more about being able to keep an eye on the center of the screen while still reading your health. It makes more difference at higher resolutions, e.g. 1440p. The numbers are also a lot smaller than in most custom huds, so it's not as easy to quickly check your exact health at a glance.
As weird as that sounds I actually enable these icons sometimes, while I don't think they look great when I opened the score board the default icons can sometimes blend into the background for me as my sight isn't greatest, but the other ones are easy to notice but that's just me
You should just give the original icons a brightly colored circular background
@@galorchs8867 Or a thick stroke either in white or black. Just to up readability.
The spy's icon isnt his knife to differentiate from the soldier's rocket
I always thought on a redesign for The Heavy icon as a Shield with three vertical alligned bullets in the front to represent and indicate that he's a tank class because if i were a new player and saw the bullets on the scoreboard it would make me think that is another class that i didn't knew it existed something like "THE ASSAULTER" because bullets are also part of an assault rifle and The heavy class on his in game model has a fist as his icon, and by the way the fist icon if i were a new player would also confuse me on telling me information about what type of class is The Heavy when i see a fist as his icon it doesn't automatically tells me he is a tank class made to carry a heavy machine gun or minigun but instead tells me he is "THE PUNCHER"
That bomb's wick doesn't even come out of the middle of the cap, that makes me so irrationally angry
That friend he talks about in 7:33 is "Brickest Brick"
First thing I did when they updated this, I turned it off. The yellow actually fucked me up, and I couldn't tell the difference between a scout icon and a heavy icon and the bars are just not good for accurate ping judgements which I have used to find cheaters. With the bars me and the cheater are in the green, but the numbers don't lie, nobody has 5 ping on a valve server, not unless they are physically connected to it which would still be pretty suspect. The thing I'm glad about though, is that they made these an option, I can think of a few companies that would make it the only option and tell the players to suck it up.
these look like lego icons
2:43 this is actually a subtle hint as to how the class Sniper shouldn’t be in the game, bravo Vince.
4:21 THANK YOU for this, i also really dislike minimalistic huds, they all look the same.
Also some information like kill counts and meters love to overlap for some reason.
I think that's the point. As someone who used heavily custom huds playing shit like WoW years back, eventually your main goal is to put as much info on screen where you want it as you can in the most readable fashion. Changing your health bar from a very small UI element on the side of your screen to a dynamic element right up front, etc.
That being said... TF2's HUD wipes the floor with most. Including WoW's, so I really don't get it in the case of it. The info isn't really that much clearer.
0:25 looks like a icon for a turret in Bloons tower defence 1
I use the alt class icons because the yellow makes them more noticeable on the scoreboard when sometimes they may be greyed out if the player is dead. I guess I've just gotten used to them.
I totally like the idea of having alternate icons depending on what loadout you're using. However it could be problematic to new players learning the game and probably have no idea what the buff banner is, so they see a buff banner soldier icon and get confused whether it's another locked class, a skin or a gamemode thing, you really can't know for sure until you learn that certain loadouts change your icon. Another problem is how to implement it for the items, which ones to show, probably some overlap too.
I think the only ones worthy of that are Demoknight and Huntsman sniper, because they play the most differently from the stock ones.
@@Sasha-zw9ss late reply, but I think Kritzkrieg would also be important to know too in my opinion. I know the difference in Uber isn't as drastic as the different primaries for Sniper and Demo, but Kritzkrieg completely changes how you deal with a push when compared to default Uber, and said pushed are the most important thing to keep track of in a match.
@@metalandmagic1424 Ye, true. Then the same should be applied to Vaccinator imo, as it turns the gameplay from "one single push" to "continuously making the team stupidly tanky".
I used to main Vac but don't anymore because I feel unfair lol. But mostly because I don't have a strange one.
0:49 It's look like it from the Beta version of the game.
I've been playing since 2012 and didn't remember these at all and I was messing with setting and turned them on a month ago and my reaction was the exact same. I love the idea of some mvm icons being used in casual.
6:36 the greatest map in all of tf2
Yellow in the background is so vibrant that your eyes are drawn to it so it's hard to focus on the actual icon rather then the yellow in the background
I really appreciate the old icons, the sniper one could maybe be changed, but i cannot really think up of any better alternative tbh
Them shits look like CLIP ART
On the topic of your changes, I'd leave the demo's bomb alone, the icons are pretty tiny so a sticky bomb may be kind of hard to identify at a smaller scale and because the sticky bomb is also team colored it can't be universal and the icon's color for RED may overlap with the pyro's orange and the medic's red (who can get away with red colors since those symbols are naturally orange and red)
Seeing the thumbnail I thought the video was gonna be about how the heavy's ammo belt stretches like rubber with his animations.
Jarate or his hat & glasses are a couple icon ideas for the sniper that I think would be more visually consistent with the others. Honestly I never took a close enough look at the current icon to notice how different it is from the rest, but now that you've pointed it out I can't unsee it...
5:00omg yes this is genius it will take I little bit to get use to it in the score board instead of the mvm one but it will be a lot quicker cuz you're already familiar with the symbols and it would be a huge help
Of course if it depends on weapons in different slots in the same class it might break cuz the game doesn't know which one to pick but they will probably put a priority list like everything else like this
this is exactly what I thought when i saw them, they're horrible, if they removed the yellow background they'd be alot nicer. However, i think you're wrong on it not fitting aesthetically, the ones with the yellow backgrounds fit as they look to take after the 1960s painted americana poster look. Look at tf2's concept art then back to the yellow icons, they fit great compared to the more flat cartoony versions, but they were excecuted poorly because of the backgrounds
Oh my god your close to that 100k congrats great blue you definitely deserve it your tf2 content is out of this world!!
i remember turning on this setting and after trying to read my team's classes at a glance, immediately changing the icons back again. this yellow background really is hindering the ability to quickly decipher the class type
gonna be honest, i feel like not showing these icons in context to their use in-game kinda defeats the entire video, since without that i just think the yellow-background icons look perfectly fine
Except he shown it, during gameplay footage with the scoreboard. New icons were muddling the readability needlessly.
youre gonna have to point me to the timestamp, mang, because i didnt see it
@@Sonnakai Im 60% sure they meant 2:58
if they do then i feel its easy enough to say that thats not using the alt icons the video's about, which is what my comment is in relation to
Didn't expect to see you here lol
Some of those graphics makes Ps2 graphics look like Modern Art
I don't know which would be better
matching the hud icons to the class patch emblems, or vise versa.
both are iconic.
Nerdiness hit me when I saw some graph on screen and immediately knew what it was
Does anyone know the name of the song at 0:56 or what game it's from?
FYI, "Begging the question" does not mean "raises the question". It's a type of logical fallacy.
Bruh why do those icons look like they’re from a flash game like Bloons Tower Defense 3
Whoever uploaded the loop of I Am Bread’s Kitchen theme did a terrible job looping it and now whenever it appears in a video for longer than a few minutes I’m forced to hear the song stumble over itself like some kinda cruel torture
Clip art fire
This is truly a game breaking feature and I will be uninstalling tf2 now
😢
"We need to update the class icons"
*_"get the programming intern to do it, i wanna work on dota 2"_*
This ping pictures also remind me of green bars under maps when you queue for Casual. It's supposed to tell you how many servers with this map are running right now but because it's global, it always appear green even when there's not a single server running this map in your region.
I like the Bars on the Scoreboard, I think your own personal ping should only be displayed on your screen in the corner.
Tf2 not having a real update in like six years and the blatant bot/cheating problem do not actually matter.
Thank you for pointing out the real problem with tf2
shut the fuck up
it's been talked about ad nauseam
This is a video about graphics design what are you on about? This is like complaining that there are children dying of hunger in Africa when someone wants to talk about their favorite animals from there. Like any discussion on tf2 now supposed to be about bots or updates? Is the only thing people are allowed to talk now? I'm just confused by this comment
@@krocon chad
@@krocon he's just making a cheeky comment, you're confusion comes from being a moron.
I saw the thumbnail and my first thought was "oh, Heavy's bullet belt being part of his base model instead of a bodygroup? Yeah I agree"
Me, who never goes below 60ish ping:
oh
I'm so glad somebody feels the same way as I do about those super minimalist huds. It's as if people who install those huds have no object permanence, so they need to remove as much as they can, just so they can squeeze out a little more competitive edge.
As someone who has done graphic design work, I see none of these as actual issues and a lot of the complaints you bring up could be applied to the older icons too. You have great content, but this one just doesn't make a whole lot of sense to me.
1:28 The flickering on the fuse of Demo's bomb also goes out of the circle.
demo's scoreboard icon used to appear on his playermodel as seen in a trailer ages ago
i dont remember why they changed it but it was probably for readability
What's a reasonable ping is very subjective. I frequent a US server where I get around 250 ping and I'm usually near the top of the scoreboard.
TF2 has this magical thing called lag compensation. Lower ping is obviously better but 250 ping is fine for the most part.
Tell me you play pyro without telling me you play pyro
@@PikaPilot I play medic with this ping. Being a south African gamer is painful
Everyone else on the server hates you for your ping.
@@ziggle5000No one ever complains about my ping on that server. High ping is usually a disadvantage. Rarely an advantage.
The icons themselves have nothing wrong with them, save for Pyro's who's gradient looks nasty, since its black on yellow, but is needed because the fire would blend into the background otherwise. The artstyle is more in keeping with the 50's poster style the game is inspired by. The main problem with these is that they dont have an outline like the old ones, so it doesn't define the icon aswell and makes it less recognizable at a glance.
*whose
5:19 you have no idea how many times I've said the same thing (actually it's probably the same number of times you've said it). I generally pick my class around both what I want to play and what my team needs and thinking that the demoman role is being filled when it's actually not is so frustrating. Just so we're clear, I'm not saying having a demoknight on the team is a bad thing, but thinking you have a demoman when you actually have a demoknight is.
Good video. A few clips that show how a filled scoreboard looks like with new icons vs old icons, would have been useful to prove a point. Taking a quick glance at the scoreboard with new ones feels like ripple on the eyes.
Glad to see that you are very familiar with the concepts of good graphic design, even if ur weapon concept drawings are amaturist lol.
They're not too bad, but still the older ones are much much better
4:43 Prior to today, I didn't even know spy's mask had a proper name.
ive been playing with these on since they were added and i genuinely didnt even notice they were added at all
5:29 AMOGUS?
It's not that the sniper icon doesn't have shading, it's using negative space instead, because it's a scope crosshair. The pyro icon is using a gradient because the base of it is using a similar shade of yellow.
I've been a graphic designer for years and these look perfectly fine to me. It's pretty clear the medic symbol is off-looking to specifically look more hand-drawn.
The whole point of the look is to be like that of amateur 1960s graphic design, which fits in with the game's aesthetic quite a lot given there's hand-painted cows on 2-fort. These really don't clash like you're making them out to be.
Design means squat if function is sacrificed to make way. The scoreboard isn't an art exhibit, it's a primarily functional space where immediate information delivery rules all else; sacrificing that for something that might look nicer when compared on, say, a deviantart page, actively hinders gameplay... which is the whole point of the, y'know, _game!_
Also, they definitely look worse.
@@caramelldansen2204 Thank you for lending your years of graphic and game design knowledge to the discussion.
the new medic symbol on the left is slightly tilted but the right part of the cross is not
I assume the reason for the gradient on pyro is the yellow background, since the icon also uses yellow.
tf2 youtubers are losing their mind
You don't know the half of it
@@xflasz i have no memory watching this video ever
6:15 in latam 100 ping is nex level gaming and a dream
As a chilean, i agree🤝
You have no earthly idea how much I wish I had complaints about this video so that I could make an icon for them.
because otherwise the color would bleed into the background, if only there was a way to give similar colours background separation.
I remember watching you a long time ago
one thing i want for the bot icons is if the bot class is scout then it will show a picture of robotic scout, solider robotic solider, ect,
I only have an issue with the readability section. I'd argue having the yellow circle helps the icons within stand out. With no background, the icons sometimes blended into the semi transparent background. With the circles I dont have that issue anymore. Even at a quick glance i can tell what the classes are by recognizing the most basic shape within the circle. To me st a quick glance, scout is an triangle, heavy is a rectangle, sniper is a thin black cross, medic is a smaller but thicker red cross, demo is a circle, engineer is a "banana stick", spy is a face, and pyro is a crescent due to the gradient
Suggestion: Some variation on their most-likely/most-used kill icon, with an 'awesome-face' version of the class if they have no kills, no assists, and mostly taunt (frendlies)
i was today years old when realising that the gray part on scout's icon is not his leg but a wing
The new medic icon has a twist on the left-hand arm compared to the right side and it bothers me
Alright, this video is amaazing because as a graphic designer seeing the new icons I was disgusted frame one.
The "old" class icons may have flaws but as you said they fit tf2 better, it's very important to understand that when designing anything in general.
Btw what's the song that starts playing at 0:40? I have heard it before and it drives me nuts that I can't remember the name.
I like a combination of bars and numbers for ping
quick glance and detail information at the same time is ideal for something like that IMO
like you wouldn't just use a bar for health, and you wouldn't just use numbers either...
Unless you're a fighting game I guess but those guys are more interested in doing combos and directly watching the opponent than they are in actual damage calculation
im so glad yellow circle icon was not the wave
also:
0:08 whoa its me ((medic))
Class icon reskins have always been a strange case to me
You'll really hate the hud i use for sure
There’s another one
In the Bootcamp version of Mann vs Machine, if you find a large gap in the floorboards on that Wild West map (I forgot the name) and die, your ragdoll will fall through onto the rails underground
If you look up you can see places where the devs didn’t put textures and models
The boards you fell between are also invisible from below
I do kinda like that Leyendecker style you can really see it on the wrench
Why is everything 2d but the medic icon is a 3D image. Why are medic and sniper’s icons set at an angle while the rest are flat and head on?
The Medic one is the worst for me because it’s just so bad. The lines aren’t the same size, you can see the right one is clearly bigger than the left one, how did they even think that was acceptable it’s so simple to do.
I think they tried to simulate some sort of 3D effect like with sniper.
5:03 You know, this idea is actually very cool, although I doubt we'd agree what counts as subclass worthy, Knight and Huntsman do count, but Pyroshark and Fat scout ain't 💀
7:52 i love the pvz music at the end of the video
I'd like the bars if they represented connection health instead of ping, like how often a given person is missing packets or has unusually high interp, etc.
While we're talking about class symbols, the iconic team pose used as, among other things, the cover image of the game, uses old symbols for Heavy and Demo
As somebody who recently played TF2 for the first time in over 3.5 years, I didn't see any of these icons nor do I remember having to disable them.
Except the ping icon. I definitely rememeber that one. Very glad i just see a ping number now.
oh damn, i knew the ping used to be bars when i started playing. Totally forgot about the icons though