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Can tftv change back to old stream hud ?
1
#1
0 Frags +

I'm not really a big fan of the current hud it's kinda big

https://i.imgur.com/u994JV8.jpg

you could see much more of the action in the old hud

https://i.imgur.com/fnXJky4.jpg

while also easily keeping track of player deaths/uber/score/timer. can tftv change back to old hud ? it was more enjoyable to watch matches with it or make some edits to the current hud ? it looked like this in Dreamhack battle for the north

https://i.imgur.com/AwhQ4Eh.png

it still looked better that way than the current version.

I'm not really a big fan of the current hud it's kinda big [img]https://i.imgur.com/u994JV8.jpg[/img] you could see much more of the action in the old hud [img]https://i.imgur.com/fnXJky4.jpg[/img] while also easily keeping track of player deaths/uber/score/timer. can tftv change back to old hud ? it was more enjoyable to watch matches with it or make some edits to the current hud ? it looked like this in Dreamhack battle for the north [img]https://i.imgur.com/AwhQ4Eh.png[/img] it still looked better that way than the current version.
2
#2
4 Frags +

I agree but I also really like the black background of the new hud, the reason the DHS hud looked like that is because stream overlay was broken iirc

I agree but I also really like the black background of the new hud, the reason the DHS hud looked like that is because stream overlay was broken iirc
3
#3
9 Frags +

I see where you're coming from, but I disagree. With the new HUD I find it much easier to accurately gauge player and team health at a glance, which IMO is really useful and outweighs missing like 5% more action happening on the very edges of the screen.

I see where you're coming from, but I disagree. With the new HUD I find it much easier to accurately gauge player and team health at a glance, which IMO is really useful and outweighs missing like 5% more action happening on the very edges of the screen.
4
#4
27 Frags +

Results of previous maps have always been useful. If you tune in mid game, you don't need to ask which map is it (as in first, second etc.) or what were the results of the previous map.

Results of previous maps have always been useful. If you tune in mid game, you don't need to ask which map is it (as in first, second etc.) or what were the results of the previous map.
5
#5
4 Frags +

the dreamhack hud and current hud are the same, what's missing is the scoreboard overlay (the one that appears with a nice transition and keeps track of the score of the current map). the hud is made for the overlay and vice versa

the dreamhack hud and current hud are the same, what's missing is the scoreboard overlay (the one that appears with a nice transition and keeps track of the score of the current map). the hud is made for the overlay and vice versa
6
#6
54 Frags +

medigun info being next to each other is definitely better for processing advantages at a glance

medigun info being next to each other is definitely better for processing advantages at a glance
7
#7
0 Frags +

new hud just looks like a copy of the csgo spec hud, if u really want a bigger view of health like shears says make the tabs on one side bigger rather than covering up both sides like cs does

new hud just looks like a copy of the csgo spec hud, if u really want a bigger view of health like shears says make the tabs on one side bigger rather than covering up both sides like cs does
8
#8
1 Frags +

Couldn't we have the current scorebar and have the old player names/uber percentages.

Couldn't we have the current scorebar and have the old player names/uber percentages.
9
#9
10 Frags +

What happened to the old overall health total bars? I really liked them

What happened to the old overall health total bars? I really liked them
10
#10
3 Frags +

The Black bar on the new hud that says "Overhealed" takes up a lot of space and makes it harder to actaully keep track of health and who is alive on each team. It was also much better when the medigun percentages were right next to each other in my opinion.

The Black bar on the new hud that says "Overhealed" takes up a lot of space and makes it harder to actaully keep track of health and who is alive on each team. It was also much better when the medigun percentages were right next to each other in my opinion.
11
#11
9 Frags +
KiNGWhat happened to the old overall health total bars? I really liked them

for anyone new that didn't know about this

Show Content
Show Content
[quote=KiNG]What happened to the old overall health total bars? I really liked them[/quote]

for anyone new that didn't know about this
[spoiler] [img]https://i.imgur.com/GhRZaq5.png[/img] [/spoiler]
[spoiler] [img]https://i.imgur.com/18NujKR.png[/img] [/spoiler]
12
#12
5 Frags +

IMO the player status bars are so obtrusive on the new HUD it is easy to end up watching the player health instead of the actual game. It feels pretty hemmed in and cluttered compared to the clean look of the old one. Also, it looks like the goal is for a CSGO style layout, but keep in mind for CSGO the large HUD is necessary to see player buys for each round / grenades left, not for aesthetic value.

IMO the player status bars are so obtrusive on the new HUD it is easy to end up watching the player health instead of the actual game. It feels pretty hemmed in and cluttered compared to the clean look of the old one. Also, it looks like the goal is for a CSGO style layout, but keep in mind for CSGO the large HUD is necessary to see player buys for each round / grenades left, not for aesthetic value.
13
#13
20 Frags +
KiNGWhat happened to the old overall health total bars? I really liked them

Plugins broke

[quote=KiNG]What happened to the old overall health total bars? I really liked them[/quote]
Plugins broke
14
#14
0 Frags +
shorasResults of previous maps have always been useful. If you tune in mid game, you don't need to ask which map is it (as in first, second etc.) or what were the results of the previous map.

Technically these should be under the top bar in a cycling graphic, but it seems that it's not used often by the observers.

[quote=shoras]Results of previous maps have always been useful. If you tune in mid game, you don't need to ask which map is it (as in first, second etc.) or what were the results of the previous map.[/quote]

Technically these should be under the top bar in a cycling graphic, but it seems that it's not used often by the observers.
15
#15
5 Frags +

new hud is awful imo, would really like to see the old one back if possible

new hud is awful imo, would really like to see the old one back if possible
16
#16
-14 Frags +

please get some way to have damage numbers it's so aids having to look at hp to see how much damage people are taking

please get some way to have damage numbers it's so aids having to look at hp to see how much damage people are taking
17
#17
1 Frags +
bleghfarecshorasResults of previous maps have always been useful. If you tune in mid game, you don't need to ask which map is it (as in first, second etc.) or what were the results of the previous map.
Technically these should be under the top bar in a cycling graphic, but it seems that it's not used often by the observers.

there's limited space there at the moment. it basically alternates between 2 strings - a preset 'Best of #' where you can set the #, and a string which for EU is set to both map names which only just fit. imo i agree, showing past maps is something that could be improved but my understanding is that it's a pain to update the nodecg

[quote=bleghfarec][quote=shoras]Results of previous maps have always been useful. If you tune in mid game, you don't need to ask which map is it (as in first, second etc.) or what were the results of the previous map.[/quote]

Technically these should be under the top bar in a cycling graphic, but it seems that it's not used often by the observers.[/quote]

there's limited space there at the moment. it basically alternates between 2 strings - a preset 'Best of #' where you can set the #, and a string which for EU is set to both map names which only just fit. imo i agree, showing past maps is something that could be improved but my understanding is that it's a pain to update the nodecg
18
#18
4 Frags +
rocketslayplease get some way to have damage numbers it's so aids having to look at hp to see how much damage people are taking

I'm not an observer, so I cannot say that this is surely the reasoning. But I would assume that damage numbers are off for the sake of cleanliness on stream. It looks a lot cleaner and smoother to not have "-X" coming off players everywhere.

[quote=rocketslay]please get some way to have damage numbers it's so aids having to look at hp to see how much damage people are taking[/quote]


[b]I'm not an observer[/b], so I cannot say that this is surely the reasoning. But I would assume that damage numbers are off for the sake of cleanliness on stream. It looks a lot cleaner and smoother to not have "-X" coming off players everywhere.
19
#19
huds.tf
19 Frags +
ppaleunrocketslayplease get some way to have damage numbers it's so aids having to look at hp to see how much damage people are taking
I'm not an observer, so I cannot say that this is surely the reasoning. But I would assume that damage numbers are off for the sake of cleanliness on stream. It looks a lot cleaner and smoother to not have "-X" coming off players everywhere.

Also it can't be done through an STV so there you go

[quote=ppaleun][quote=rocketslay]please get some way to have damage numbers it's so aids having to look at hp to see how much damage people are taking[/quote]


[b]I'm not an observer[/b], so I cannot say that this is surely the reasoning. But I would assume that damage numbers are off for the sake of cleanliness on stream. It looks a lot cleaner and smoother to not have "-X" coming off players everywhere.[/quote]

Also it can't be done through an STV so there you go
20
#20
-1 Frags +

doesn't gotv have a feature where playermodels flash red when they take damage based on how much hp they have

doesn't gotv have a feature where playermodels flash red when they take damage based on how much hp they have
21
#21
CappingTV
-4 Frags +
rocketslaydoesn't gotv have a feature where playermodels flash red when they take damage based on how much hp they have

stv not gotv
And I think you need a plugin like casting essentials for that

[quote=rocketslay]doesn't gotv have a feature where playermodels flash red when they take damage based on how much hp they have[/quote]
stv not gotv
And I think you need a plugin like casting essentials for that
22
#22
4 Frags +

the dreamhack spec hud has larger health numbers that were moved to the other side of the player's name and closer to the middle of the screen, which looks a lot better.

as for the black 'overhealed' bar, the color could be changed to darker red/blue (depending on team) that turns black when the player dies.

lastly, i feel like everything should be scaled down a bit.

the dreamhack spec hud has larger health numbers that were moved to the other side of the player's name and closer to the middle of the screen, which looks a lot better.

as for the black 'overhealed' bar, the color could be changed to darker red/blue (depending on team) that turns black when the player dies.

lastly, i feel like everything should be scaled down a bit.
23
#23
4 Frags +
KiNGWhat happened to the old overall health total bars? I really liked them

I was instructed not to bother fixing them for CastingEssentials, but they could be re-added with relatively little effort

[quote=KiNG]What happened to the old overall health total bars? I really liked them[/quote]

I was instructed not to bother fixing them for CastingEssentials, but they could be re-added with relatively little effort
24
#24
16 Frags +

In my opinion, the new hud is overall a step up in a lot of ways (with a fair bit to improve) and the old hud isn't really that amazing. Don't get me wrong, it has great things about it; the class icon + health panel is a really great piece of nostalgia, it takes up less space than most other spec huds, and having all info on the same side makes it really easy to compare (especially ubers when they're next to eachother, as Kaidus said). In general I like the old hud, it's just not a step in the right direction to go back to it.

The new hud does some stuff that's way better than the old hud. There is more distinction between each player in the tournament spec panels which makes it easier to glance at a particular player. Similarly, I'm a fan of how the ubercharge meters are easily distinguishable from the players. The horizontal healthbars are useful for quickly gathering how healthy a player or team is, and doesn't feel out of place like the team healthbars, though I would like to see some slightly higher contrast on them (but that requires either a workaround, or a decreased saturation, so I understand why it is what it is). The game time is a lot more readable, both because it's a bigger font and because it's got a bg now (though it could be transparent and be just as good, without feeling as cluttered). Overheal numbers are easier to read too because you don't have white-on-light-green anymore, and even though the "OVERHEALED" label is too big it gets the job done and is just as easy as the old bg to tell how many people are overhealed with. It's down to opinion, and personally I prefer having them on one side if possible, but putting each team's spec panels on their own side balances things a lot better and means they're a lot less restricted in terms of vertical space.

As for making the new hud feel less cluttered, my suggestion would be to do something along the lines of

http://i.imgur.com/gX7VTci.png

There's plenty more to be done, and that's just a quick and dirty mockup, but imo that alone will make it feel a lot better. Could perhaps even reduce the margins between numbers slightly (not too much, but there's more than enough space to distinguish between name and health, which is the main concern) and cut the overall size down even further.

That and make the time bg / round overlay transparent and stop extending as far--most of it is wasted space and wherever the gradient starts would look equally stylish, so why not bring it closer (even starting the fade at the team name and finishing well before the screen ends would look nice imo). Could make the scores and team names smaller too. That and the spec panels are where basically all clutter comes from, and they could be pretty quickly and relatively easily reduced.

tldr: the new hud needs improvement and tweaking but it has potential, the old hud did things better but other things it can't compare and can't easily be made to either without pretty drastically changing everything.

In my opinion, the new hud is overall a step up in a lot of ways (with a fair bit to improve) and the old hud isn't really that amazing. Don't get me wrong, it has great things about it; the class icon + health panel is a really great piece of nostalgia, it takes up less space than most other spec huds, and having all info on the same side makes it really easy to compare (especially ubers when they're next to eachother, as Kaidus said). In general I like the old hud, it's just not a step in the right direction to go back to it.

The new hud does some stuff that's way better than the old hud. There is more distinction between each player in the tournament spec panels which makes it easier to glance at a particular player. Similarly, I'm a fan of how the ubercharge meters are easily distinguishable from the players. The horizontal healthbars are useful for quickly gathering how healthy a player or team is, and doesn't feel out of place like the team healthbars, though I would like to see some slightly higher contrast on them (but that requires either a workaround, or a decreased saturation, so I understand why it is what it is). The game time is a lot more readable, both because it's a bigger font and because it's got a bg now (though it could be transparent and be just as good, without feeling as cluttered). Overheal numbers are easier to read too because you don't have white-on-light-green anymore, and even though the "OVERHEALED" label is too big it gets the job done and is just as easy as the old bg to tell how many people are overhealed with. It's down to opinion, and personally I prefer having them on one side if possible, but putting each team's spec panels on their own side balances things a lot better and means they're a lot less restricted in terms of vertical space.

As for making the new hud feel less cluttered, my suggestion would be to do something along the lines of [img]http://i.imgur.com/gX7VTci.png[/img]There's plenty more to be done, and that's just a quick and dirty mockup, but imo that alone will make it feel a lot better. Could perhaps even reduce the margins between numbers slightly (not too much, but there's more than enough space to distinguish between name and health, which is the main concern) and cut the overall size down even further.

That and make the time bg / round overlay transparent and stop extending as far--most of it is wasted space and wherever the gradient starts would look equally stylish, so why not bring it closer (even starting the fade at the team name and finishing well before the screen ends would look nice imo). Could make the scores and team names smaller too. That and the spec panels are where basically all clutter comes from, and they could be pretty quickly and relatively easily reduced.

tldr: the new hud needs improvement and tweaking but it has potential, the old hud did things better but other things it can't compare and can't easily be made to either without pretty drastically changing everything.
25
#25
6 Frags +

Not that it matters but as a caster I absolutely love casting off the new hud

Not that it matters but as a caster I absolutely love casting off the new hud
26
#26
4 Frags +

https://i.imgur.com/GhRZaq5.png

this could actually work great here

http://i.imgur.com/peFmNfB.jpg

as something not as distracting as the old design

[img]https://i.imgur.com/GhRZaq5.png[/img]
this could actually work great here[img]http://i.imgur.com/peFmNfB.jpg[/img] as something not as distracting as the old design
27
#27
-1 Frags +

+1 for old hud here

+1 for old hud here
28
#28
0 Frags +

Like shoras already said, the thing that bothers me the most about the new hud is the missing results. With the old one you could immediately catch up and also see upcoming maps. Now you have to rely on someone in chat answering your questions between the meme copypastas

Like shoras already said, the thing that bothers me the most about the new hud is the missing results. With the old one you could immediately catch up and also see upcoming maps. Now you have to rely on someone in chat answering your questions between the meme copypastas
29
#29
huds.tf
6 Frags +
TheMackey5Like shoras already said, the thing that bothers me the most about the new hud is the missing results.

That's a stream overlay issue, not a HUD issue

[quote=TheMackey5]Like shoras already said, the thing that bothers me the most about the new hud is the missing results.[/quote]

That's a stream overlay issue, not a HUD issue
30
#30
-1 Frags +
omniThat's a stream overlay issue, not a HUD issue

True, I'd still like to have that one back again. Don't really understand why it got removed in the first place

[quote=omni]That's a stream overlay issue, not a HUD issue[/quote]

True, I'd still like to have that one back again. Don't really understand why it got removed in the first place
1 2
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