UTXMP HUD

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NRK

Nercury
Apr 20, 2004
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OMG how many discussions about the HUD. Well, its the thing you will see everytime playing XMP :). But it is also the HUD everyone will see in screenshots.

Actually i think that first HUD looks better in screenshots, and, having in mind that it involved lots of work to make, maybe its possible to leave two HUD's here. I know that would have some issues with overall style, like other menus not being similar...
 

Bleeder

Co-Founder, U2XMP [Ч] Clan
Feb 26, 2004
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teh Intarweb, duh
The way all these designs look, it looks like no room for maps with more than 4 artis... I thought that limitation was going to be fixed.
 

Sir_Brizz

Administrator
Staff member
Feb 3, 2000
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L0cky said:
Nice :)

Tho I think moving the health/shield to top left would still be a good idea. No point putting it somewhere different just to be different. $0.02

Overall gj
It's "nearly" the same place where they are in UT2004, which will be 99.9% of the userbase (coming from 2k4).
 

Zaknafein

XMP Beta Tester
Oct 2, 2003
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The Jackal-XMP said:
i definatly like this one the best. a few changes VERY SMALL movements of things, and TBH it would be perfect.

I don't like the look of the bottom right of Skatcher's screen.

Looks ... off.

Especially when you consider maps with more then 4 energy sources. Indian's design allows a very smooth scaleing in energy sources without loosing any visual appeal.

However, Indian's original design is 'off' in the bottom left corner ... something that Trogetta's simple modification seemed to have solved.

I think its because I don't like the open corners. To me, it looks better when it fits snug as possible. /shrug.
 

Mantik

Master Beta
Apr 2, 2004
1,029
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I also agree that the radar could stand to be in the bottom middle again, as this new hud seems to be favoring the other alternative HUD that some people use in u2xmp more than the original, and having the radar in a centralized location is easier on the twitch glancing. Keeps it uniform. You'd be glancing at your upper right hand corner (assuming you use the radar alot) a little bit too much, and there's nothing in the upper left corner to balance out the glance. Would just get annoying over time, especially to those people who watch the radar 40% of the time they are playing/moving to tell the movement trends in the enemy based on colorizations of deploys and whether or not vehicles are viewable if you hear one near you (signifying enemy) etc. The radar being moved just kind of throws it all off balance.

Otherwise, everything else about the hud as far as contrasting colors, position, and visibaility and labelization is fool proof. Very gw.
 

Sir_Brizz

Administrator
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Feb 3, 2000
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I'm telling all of you, the closer it is to UT2004 the more people are going to play and stay playing the game.
 

iddQd

Yours truly
Dec 26, 2001
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Well make it configurable then, default upper right and option lower central. I like games with lots of options :p
 

[Lithium]

New Member
Aug 19, 2004
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I like the new designs much more than the original proposed for UTXMP. The old one was cool looking but too much of hud was usless and blocking your view. The HUD IndianPsycho proposed is very nice. I would like it better if the time and score readouts were a little smaller and if there were icons used for the artifacts and the gens, rather than just blocks of red or blue.
 

Zaknafein

XMP Beta Tester
Oct 2, 2003
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What about something like this...

[Screenshot]http://home.comcast.net/~j.massa/Pics/HUD_V2_7.GIF[/Screenshot]

I regrouped some of the displays so that 'like' things were closer together.

Weapon info (Upper Left) , Map/Location/Points Info (Upper Right)
Personal info (Lower Left), General Info/Team Info (Lower Right)

I also edited the shape of the windows so that they seemed more symetrical.
 
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Xaero

Who Dey!
Oct 11, 2003
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Bleeder said:
The way all these designs look, it looks like no room for maps with more than 4 artis... I thought that limitation was going to be fixed.

mappers that think its necessary or cool to add more artys than that shouldn't be allowed to map. :)

Again, I tend to agree with Brizz on the radar issue.
 

Audellah

New Member
Sep 3, 2004
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i think that a simple redesign of the original U2xmp HUD, leaving things where they are, would be the better option: it was easily readable, well designed by legend's graphic designers and, after all, we're all used to it... IMO, i would add a HUD for deploy points and not only for energy sources, that's the only thing i would change.

designers here, remember that energy sources vary in number depending on the map, so make that section of the HUD modular!
 

NRK

Nercury
Apr 20, 2004
240
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Lithuania
Audellah said:
...and, after all, we're all used to it...
New players from UT2k4 ARE NOT used to it.

Audellah said:
designers here, remember that energy sources vary in number depending on the map, so make that section of the HUD modular!
Well, i think FMI is not stupid :lol:
 

Origim

New Member
Aug 18, 2004
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The bars (Health, Ammo, shield etc) are too colorful and don't fit into the theme IMO. I suggest using a Variation of Blue (Dark, light), along with some dark-yellow.
 

NRK

Nercury
Apr 20, 2004
240
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Lithuania
Origim said:
The bars (Health, Ammo, shield etc) are too colorful and don't fit into the theme IMO. I suggest using a Variation of Blue (Dark, light), along with some dark-yellow.
You are returning to the first HUD version :rolleyes:
 

Sir_Brizz

Administrator
Staff member
Feb 3, 2000
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NRK said:
New players from UT2k4 ARE NOT used to it.
!!!!!!!! Can't you people read????? NEW PLAYERS FROM UT2k4 (99.9% of the userbase) WILL NOT BE USED TO AN XMP-TYPE HUD!!!
 
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