How can you be sure that mission 6 doesn't have any dark templar? Every square of the map that you don't currently have detection on is filled with densely-packed dark templar at all times.
The Zerg know where the Dark Templar are at all times. They know this because they know where Dark Templar are not. By subtracting where they are from where they are not, or where they aren't from where they are (whichever is greater), it obtains a difference, or deviation. The hivemind uses deviations to generate corrective commands to drive the Zerg from a position where they are to a position where they are not, and arriving at a position where they weren't, they now are.
Grant still being concerned his building placement interfering with the dragoon pathfinding is so funny. I have long since just accepted that if the building is anywhere on the map, it will somehow block a dragoon at some point. The dragoon does not need to be anywhere close to the building for that to happen.
Yeah but red Zerg color is illegal. Since the zerg being red was the only way to tell the difference between normal zerg and the super overpowered special units
@@RancorSnp from what I recall of the SC1 editor those units can be any color and are just configured to give control of them to the player without changing their color (by setting control of the faction associated with that color to "Rescuable" meaning that when the player goes near their stuff it gives control of it). Red (Zerg) and Teal (Terran/Protoss) is simply a convention they used in the campaign.
@@Dullstar2XQT yeah, it's a convention they used, because otherwise the players wouldn't know which units are special. Making Zerg red colored messes up with the players for no reason. It's kinda like we have red yellow and green lights. It's only a convention used, but we don't want someone to go "red looks cool though, so on my lights red means go"
lmao, Grant being blind to hatcheries at 28:00 Renegade Zerg destroyed. "I don't have perfect information, it could be anyone" *as he steps over the destroyed structures of orange to claim his expansion*
On the zerg mission if you kill all Hatcheries/Lairs/Hives it neutralizes that zerg. You can see it when you kill Teal the spore colony stops attacking you. Also when you see the message about a zerg being neutralize the color of the text is the color that was destroyed.
@@Raizan-IO For orange there was still a hatchery left alive after the hive was taken out, and purple was the cerebrate player which is an exception to that rule. There's text onscreen at 19:11 that explains it.
True. Orange wasn't deactivated when the hive was dead because there was a hatchery left. Grant's ultralisk soloed it (28:38) and when it was dead Orange was deactivated for good. Grant just didn't notice it because remaining building were destroyed shortly after and he turned to see this part of the map only after all buildings were dead, making him mistake for them being eliminated without any map triggers.
@@knpark2025 You could technically see the player go neutral on the minimap, but well can't blame him for missing a short blip on the minimap. (Though asking who was neutralized was pretty silly of him ^^)
I love how the writing of both Kerrigan and Zasz flag the fact that Tassadar's attack was a diversion (he seems weak / something strange about that templar). It's the type of more understated flagging that just doesn't happen in modern writing, where either NOTHING gets flagged or you just get told everything obviously ahead of time. It's not like it's some masterclass of writing, but it still just feels like it respects the intelligence of the reader in a way modern writing far too often does not.
I understood a lot about post WoW Blizzard when I played SC2 in my native language, Polish. And we have 3 different translations types: for kids, for teenagers and for adults. SC2 had "for kids" translation type, pre 10 yo kids where the main audience. Original SC on the other hand had "for teenagers" translation. Majority of writing in games nowadays is done with 10 yo in mind. Which is kinda weird considering that adults are quite damn big gamers group, much bigger than it was during 2000s.
@@andrzejnadgirl2029 it's not even a gaming thing alone though. Modern TV shows and movies are obsessed with telling the audience everything that's about to happen to avoid anyone ever getting confused, and it just flattens the experience so much. That's really interesting though. It makes sense though. Look at any Zeratul dialogue and the difference is painfully obvious.
@@MythrilZenithI find that it's the opposite, look at the difference between old detective novels and new detective tv shows. In the old novels you followed along and received the same clues as the main character. This results in either you being impressed that the main character solved it, and you didn't. Or you solving the case as well and having this "oh shit!!! I was right!!!"-moment. Now with the TV-shows they'll just make the character go "oh but I solved the case because..." and then they make up some new info that was never given to the viewers. Because they're scared that you might solve the case before the main character does. It's insulting and it takes away the fun of trying to figure it out along the way.
The way the culling was done is fucking INSPIRED I love it having zasz's feral hives fighting each other as well as needing to contend with the cerebrate's hive
It's not that deep, unfortunately. The insane AI script, which purple was using, attacks in order of zerglings - hydras - muta - muta guardian - ultra - ultra guardian (pretty sure) and then it repeats the later ones. Something like that.
In mission 7 Zaasz didn't die; the Overmind basically threw him into a battle royale arena so the surviving gigachad Zaasz brood will lay waste on everything.
I agree that mission 7 is insanely cool!! Very cool from a lore perspective to be in a free for all! Way more fun (and probably more balanced) than playing all the non-brood Zerg and just rushing them or at least being allied with them.
Who needs Dark Templars when Dragoons seem perfect enough to kill the Zerg. Looks like the Nerazim had a smart idea creating the Stalker, the power of the Dragoon with DT energy, the perfect unit. Now if only they did that with Reavers, that'll make for a fun unit.
it's really cool that because the AI zerg is super active with overlords, the queen gets so much value from parasitic. Makes it a legit thing you may want to go for with the insane scouting value you get from it, permanent eyes on the entire enemy base. The only way I see the second mission being any better than the free for all total deathmatch it is, is by adding some structure like "cerebrate husk" or something like that with 2-5k hp, on each base, that makes that base/brood an allie once destroied. That way it would feel like you are retaking control of the brood.
that first mission intro reminds me about how tassadar is dead, but kerrigan lives into SC2 so she can be turned human again and turned back in to a zerg, but its fine because it was necessary for defeating the reapers.
Scenario 4 and scenario 6 "The Dark Templar", not to be confused with a missing scenario 5 "The Slightly Brighter Dark Templar"? Edit: Grant happy about a 8 player skirmish/custom offline AI match was actually wholesome to me (with built bases of courses) as it was the only thing I played on SC1 as a kid after the campaign. It actually would be fun to see a match with nightmare-esque AI and dark archons worker stealing from Grant, despite how much SC1 bores me nowadays due to the small unit selection size.
Man... I know Zerg's main thing is the ability to build up and build back fast but my god its wild to see in real time just how rapidly they can make, lose, and remake armies. It really is something and really gives them that swarmy feel they're so famous for.
I straight up can't get over how jazzed this guy is to be playing StarCraft. I'd have probably bounced by now if it weren't for how much damn fun this dude is having.
if you burrow a control group of zerg ground units, you can quickly double click another group as it counts as a different type of unit for that purpose.
I remember one time I was playing The Dark Templar where the protoss was amassing a fleet of Scouts, which they had rally them over one of my expansion but never attacked the expansion. Just kept giving the Scouts a move command.
27:46 you checked an overlord and saw it had 8 lings, then you grabbed an different (empty) overlord, sent it away (still empty), checked the first overlord again and said " This must be full as well, perfect" , haha. You unload 'all' at 28:28
You can fit 4, 8 or 10 unit-tight gateways around a single pylon if you place the gateway above the pylon and align the left edge of the gateway with the left edge of the pylon. You then do the same thing in a clockwise fashion (rotated 90 degrees each time) around the pylon for a total of 4. You can expand that to 8 the same way, or even ten (but only horizontally b/c pylons generate asymmetrical fields)
i was always a tiny bit dissapointed that the feral zerg on zerus in SC2 were only ever depicted as in-fighting as a piece of set dressing for Crucible, a mission where u never need to leave your base and only once for the bonus i made a modded version of the awful lava mining map from sc2 by just plopping versus mode AI into the map, one for every hatchery then recolored them all to purple so u cant tell they're seperate AI i also removed the stupid mining objective that makes the map unfun to play & replaced all the weird mineral patches with mineral pickups only the player can grab so you still play the map the same way by sending reapers to clear the fog but now its in support of you surviving against 4 AI, and put the mineral blockers that need to be destroyed from the co-op mutator over most of the mineral pickups so you can't just get 8,000 on a single shift-queued move order you actually have to stop to break them but i made them count as structures so reapers still excel at it, then gave 2/3rds of the blocked pickups so much HP/armor and and then 2/3rds of those life regen if u get interupted so that you really need a critical mass of reapers to be able to bust out all the mineral blocks & can't sweep the map on ur first go with 2-4 or a couple marines it did require putting AI pathing blockers on the ramps that are disabled at start, painting the highground with regions, once the lava timer starts taking control of units away if they aren't on their base highground & toggling the pathing blockers to the bases so no more will leave & giving a manual attack-move (later overridden with a move order right before the lava hits that then gets replaced with an attack-move order again if the move order fails so they cant be cheesed as easily) to all units on lowground, & then once on the highground giving them a manual attack-move order to the nearest player asset if they aren't alone on the highground, then giving them back to the AI once the lava recedes. all to make the whole thing work with the lava gimmick, but frankly it wasnt that hard and the map plays pretty well as a weird skirmish map now if only someone would finish the SC2 AI and make it able to build units to counter the player's instead of just randomly rolling dice for a set unit comp & then never straying from it, there would be a strong case for doing that to the whole campaign....
When I did this mission I took all the bases except for blue which purple took. I then just tried to bash my way in the front instead of your strat of taking out production. Purple created several maxed out armies of hydras, and while Muta/Ling is good against Hydras, I could just couldn't catch up with his production. Eventually, after trading out a few 100 supply armies, I created two full groups of guardians and made 5 hatches outside his base and forced my way in. My stats showed 846 killed 373 lost and purple had 380 killed 657 lost.
Duran for sure isnt lore accurate haha, they probably just didnt have any other voiceline they couldve used. Duran was likely still hanging out with the confederate remnants at this time.
Duran is a hand of Amon and a Xel'naga so he could likely be literally anywhere at anytime and since the Zerg are a twisted form of Amon's power the feral Zerg miiiiiiiiiiiiiiight be under Amon's sway? I believe it's never really explained if the Feral Zerg are animalistic and destroy everything that isn't their direct brood or Amon controlled so there's a chance it might be lore accurate
@@Evan-mt7bcAmon is hibernating deep within the Void. You can treat things as under his direct control (Overmind was just doing orders given many years ago) only after the end of WoL.
1:00 never realized before how funny Tassadar's talk about Human Kerrigan is, considering the only time they met before when Kerrigan literally defended the Zerg from the Protoss just for basically political/civil war reasons.
@@MrDwarfpitcher Kerrigan was not part of that cut mission as i remember, only Duke and Raynor. Also its not even lore tought as i remember, they cut it specifically to make New Gettysburg the first time they meet with Protoss.
that's the first time tassadar FORMALLY meets kerrigan, though remember tassadar has been observing the terrans as part of the purification fleet for ages and kerrigan is a psionic and easily noticable
During the first mission intro, Tassadar says he met Kerrigan before (when she was human). This isn't actually in the campaign, as that Terran mission ended up being deleted from the final game. It still exists, of course, and is quite a fun mission. I think the map was re-used for one of the bonus scenarios, or maybe the prequel campaign, but I can't remember. Basically the player wipes out a load of Zerg, then Tassadar shows up with a huge fleet THAT YOU CAN CONTROL to destroy the rest of the Zerg
I barely realized... Perhaps the mission called the dark templar is a reference to the fact that Tassadar is already beginning to walk the path of the dark templar... And it may be that his confrontation against karrigan is his final test for to be one of the nerazim...
I mean, it has probably been said but, it does feature The Dark Templar, just not as a unit in the mission itself. Storywise, this is the exact time the Zerg are attacked by the Dark Templar that actually kill a Cerebrate, Zasz, since Tassadar used this strike as a diversion (well, not in this reversed mission for sure!). Hence the title.
Zasz has the biggest pair of ventral sacks out of all the Cerebrates on him and we know it. I kinda wish Grant would've figured out that Purp's tunnel vision on making nothing but Ultras is a perfect layup to switch into mass Queen, so we could witness all those Ultras instantly explode and the entire base getting wasted by Broodlings. Also, sending drones along every major push to set up creep colonies on enemy creep and turning them into spore/sunks was a bit of a missed opportunity me thinks
The AI always had to Macro in Starcraft for their regular stuff. Bleeding them dry of ressources by playing Turtle was how young me won most missions :P Only a few Missions where they get infinite stuff. In this Mod many times the Mod maker seemed to have given them Infinite money :P
As soon as I saw the ZvZvZvZvZvZvZvZ mission I already knew it was gonna devolve into ling muta. No shade on grant's initial plan to go guardian and macro it up, but ZvZ in SC1 is *already* a degenerate "don't bother building drones, just micro your mutas/scourge/zerglings better than the oponent". Zerglings and Mutas just melt everything else you *could* go, and it's not even close. Your ultralisks are too expensive. Your hydras die to lings way too quickly. Guardians can't hit air. Defilers don't do anything vs zerglings. And scourge, while cost efficient vs Mutas, are kind of micro intensive at that level of play.
Mostly true. Its more along the line that players can't get to defilers. (Plus the player going defilers usually loses map control) The moment defilers are made and can effectively plague, the game devolves into a massive mess. From basically the only Pro game I've ever seen get to late game ZvZ, involving Defiler + Hydra + Lurker, versus Mutalisk+Ling+Ultralisk. (And apparently Artosis says, that the counter to mass Ultralisk is Queen with Broodlings). It was an insane game but gonna need to wait for like another 200 ZvZ games before see another one of those sadly.
You can easily defent yourself in two bottlenecks: one is just next to the south pylon-battery-dragoon. Other is just a tiny bit west from your Robo. Just build a pylon and few cannons. Kerrigan always comes on the bottom, so there you might need more, maybe even up to 10 cannons. Later upgrade each defense spot with a Revaer and 1-3 HTs (for the Mutalisks). I finished this one with Carriers, although losing lots of scouts and also several Carriers. But this way I did not need to worry about Guardians and Zerglings. Great mission, where meta knowledge on the map shape from original mission helps a lot!.
Few tips: You can simply right click the ground to place rally point. You can also unload units by targetting the transport unit instead of the ground, it tends to work better. You can also cltr+ left click a larva to select many at once instead of going through each hatcheries. You can add a larva to your mutalisk control group to make mutas stack all the time you issue an order. Note in this mission, everytime a Zerg died, the text was colored the color of the player, so you could have known who was killed.
When I was playing reversed, eye for an eye was absolute fucking HELL. I’d get my economy going and help the first 2 DT get through but then the AI would just send a massive wave of hydra/guardian. It taught me how to use psi storm really well, but it was still too much for me to beat
What I would love to see, if there was the possibility to play the campaign missions against other player. So one player plays the original campaign and the other one has the custom missions against.
wanna know how to make that mission even better? Randomize where the player will start. So you could play as blue right off the bat right next to the big bad powerful purple xD
What kind of triggers are they using to determine when to warp Kerrigan out of harm's way? I don't remember there being a way to track a unit's HP in SCMDraft 2
EUD Triggers, it what disables saving, causes score screen to be buggy, and disables extended units (possible other side effects). While SC1 is often told to be fairly limited, the KR (Korean) side has actually made massive strides into modding and added a ton of things. Tons more are modifiable but sadly most of these sick maps are all in KR and on the Korean server. The most anticipated mod I'd like to play at some point is: SC1 Wings of Liberty (which uses mostly SC1 units, but has cutscenes and various other things that work almost identical to sc2 campaign, such as mercs, and drakken laser drill). Its basically memory manipulation semi-approved by Blizzard. The main EUD map I see often in NA west, is basically defensive EUD maps and the "Worms" game. (Yes, the turn based one where you launch projectiles to destroy terrain//kill opponent with various artillery fire)
They are probably just using a hidden building timer. They run the game and make kerrigan run down to the enemy to time how long it takes, and then add some additional time so she can fight down there. Building timers make use of terran's buildings losing health when on fire. So you can either use a default or a building with custom health and some basic math to set the buildings health to countdown from. Then you use triggers to detect when the building has blown up, spawn kerrigan, then set another burning building for the next run.
@@IdealIdeas100 Death Timers work more effectively in this and are now the primary usage of timers as far as I'm aware of since there is an abundance of units and requires no space. It can also be significantly more accurate if hyper triggers are included. But it was EUD Triggers, a new set of stuff discovered in 2017.
I leave this as a legacy I pent the entire night watching wings of megsk till 12pm only to hear see you tommorow on a video from 1 day ago meaning I both missed the stream from being too late and missed the upload which is tommorow
ultras are actually the ultimate unit in zvz... if you combine them with defiler and hydra to get rid of mutas. of course, most zvz games end within 8 minutes via shanking, so it is rare to see. last asl had a bunch of late game zvz though, if you are interested!
You know, I was thinking that Renegade Zerg was going be killed last but it turns out it was Renegade Zerg instead. I had such high hopes for Rengade Zerg though. Not unlike that useless Renegade Zerg. Who was your favourite Zerg in all that? I liked Renegade Zerg.
Of course when I play mission 7 I immediately get owned by a hydra attack AND mutas at the same time. Meanwhile when Grant plays the ais kill each other for him. =']
Honestly, if you like the mission design here, I seriously recommend giving UEDAIP a shot. The Culling in this mod reminds me a lot of the missions in that mod (denying expansions, enemies relying on resources like you do, etc)
I know it seems inefficient, but with the base layout you had in the first mission of the video, why wouldn't you have built an additional nexus or two to help optimize mining? I think it would help get to max probe saturation faster, while also requiring fewer probes to efficiently mine and therefore save some supply for if and when you get to max supply. There are a lot of missions that seem to benefit from extra hatcheries/command centres/nexii(?) due to the awful placement of minerals and gas, and admittedly hatcheries are most efficient for this as they double as production facilities, and command centres open up more comsats, but even the addition of a nexus in these missions can definitely be worth it imo.
Alright, I never got why Tassadar said Kerrigan was honorable and full of life. My dude, she was a Confederate assassin who turned coated to a Sons of Korhal assassin. What I am saying is that getting infested by the Zerg is not exactly a huge downturn in her honorability... Also, I am upset that the mission did not require you to move a Hallucinated Tassadar to the battleground
How can you be sure that mission 6 doesn't have any dark templar? Every square of the map that you don't currently have detection on is filled with densely-packed dark templar at all times.
To DT or not to DT?
Or more like Schrödingers DTs?
Fun fact: observers are actually just disguised DTs that make beeping noises for psychological warfare purposes.
@ragl Fun fact: dark templars are in truth just cows disguised as protoss. Sometimes you can even hear them slip up and admit 'we moo unseen'
The Zerg know where the Dark Templar are at all times. They know this because they know where Dark Templar are not. By subtracting where they are from where they are not, or where they aren't from where they are (whichever is greater), it obtains a difference, or deviation. The hivemind uses deviations to generate corrective commands to drive the Zerg from a position where they are to a position where they are not, and arriving at a position where they weren't, they now are.
Aren't shield batteries from broodwar?
Grant still being concerned his building placement interfering with the dragoon pathfinding is so funny.
I have long since just accepted that if the building is anywhere on the map, it will somehow block a dragoon at some point. The dragoon does not need to be anywhere close to the building for that to happen.
I know purple zerg is canon zerg, but boy does red look good.
red was the color of Heroic zerg units in the campaign. Stuff like hunter killers, torrasque. They do look really ferocious in red
Yeah but red Zerg color is illegal. Since the zerg being red was the only way to tell the difference between normal zerg and the super overpowered special units
@@RancorSnp from what I recall of the SC1 editor those units can be any color and are just configured to give control of them to the player without changing their color (by setting control of the faction associated with that color to "Rescuable" meaning that when the player goes near their stuff it gives control of it). Red (Zerg) and Teal (Terran/Protoss) is simply a convention they used in the campaign.
@@Dullstar2XQT yeah, it's a convention they used, because otherwise the players wouldn't know which units are special.
Making Zerg red colored messes up with the players for no reason. It's kinda like we have red yellow and green lights. It's only a convention used, but we don't want someone to go "red looks cool though, so on my lights red means go"
@@RancorSnporkish traffic lights be like
lmao, Grant being blind to hatcheries at 28:00
Renegade Zerg destroyed. "I don't have perfect information, it could be anyone" *as he steps over the destroyed structures of orange to claim his expansion*
29:09 'i cant tell you who it is' when looking at the dead zerg buildings he JUST finished cleaning up
That's some MATN-level failed perception check.
He also COMPLETELY missed the Hatchery producing Hydralisks when he said "They have no production"
Also to mention that the elimination messages are color coded to tell you who just died...
Thats Grant for ya lol
Sat here screaming at my screen that he can't see the hatch, then literally eliminates an enemy and is not sure who just died... XD dangit Grant
On the zerg mission if you kill all Hatcheries/Lairs/Hives it neutralizes that zerg. You can see it when you kill Teal the spore colony stops attacking you. Also when you see the message about a zerg being neutralize the color of the text is the color that was destroyed.
Didn't work on Orange and Purple. But it did on the rest.
@@Raizan-IO For orange there was still a hatchery left alive after the hive was taken out, and purple was the cerebrate player which is an exception to that rule. There's text onscreen at 19:11 that explains it.
True. Orange wasn't deactivated when the hive was dead because there was a hatchery left. Grant's ultralisk soloed it (28:38) and when it was dead Orange was deactivated for good. Grant just didn't notice it because remaining building were destroyed shortly after and he turned to see this part of the map only after all buildings were dead, making him mistake for them being eliminated without any map triggers.
@@knpark2025 You could technically see the player go neutral on the minimap, but well can't blame him for missing a short blip on the minimap. (Though asking who was neutralized was pretty silly of him ^^)
@@iooooooo1 I see. Didn't notice.
@14:25 "these dragoons have finally figured how to show up"
Half the dragoons promptly leave 😅
they got offended
Dragoons, the real Meme unit of Starcraft.
You know I'm right.
I love how the writing of both Kerrigan and Zasz flag the fact that Tassadar's attack was a diversion (he seems weak / something strange about that templar). It's the type of more understated flagging that just doesn't happen in modern writing, where either NOTHING gets flagged or you just get told everything obviously ahead of time. It's not like it's some masterclass of writing, but it still just feels like it respects the intelligence of the reader in a way modern writing far too often does not.
I understood a lot about post WoW Blizzard when I played SC2 in my native language, Polish. And we have 3 different translations types: for kids, for teenagers and for adults. SC2 had "for kids" translation type, pre 10 yo kids where the main audience. Original SC on the other hand had "for teenagers" translation.
Majority of writing in games nowadays is done with 10 yo in mind. Which is kinda weird considering that adults are quite damn big gamers group, much bigger than it was during 2000s.
@@andrzejnadgirl2029 Cause we're all kids at heart ;) lol
@@andrzejnadgirl2029 it's not even a gaming thing alone though. Modern TV shows and movies are obsessed with telling the audience everything that's about to happen to avoid anyone ever getting confused, and it just flattens the experience so much.
That's really interesting though. It makes sense though. Look at any Zeratul dialogue and the difference is painfully obvious.
@@MythrilZenithI find that it's the opposite, look at the difference between old detective novels and new detective tv shows.
In the old novels you followed along and received the same clues as the main character. This results in either you being impressed that the main character solved it, and you didn't. Or you solving the case as well and having this "oh shit!!! I was right!!!"-moment.
Now with the TV-shows they'll just make the character go "oh but I solved the case because..." and then they make up some new info that was never given to the viewers. Because they're scared that you might solve the case before the main character does. It's insulting and it takes away the fun of trying to figure it out along the way.
Not a bad take, just bear in mind modern people seem yo be regressing, at least if their teachers are believed
The way the culling was done is fucking INSPIRED I love it
having zasz's feral hives fighting each other as well as needing to contend with the cerebrate's hive
I think Ai built a lot of ultras to counter your billions of zerglings. And after that it had no free supplies to counter your mutas.
It's not that deep, unfortunately. The insane AI script, which purple was using, attacks in order of zerglings - hydras - muta - muta guardian - ultra - ultra guardian (pretty sure) and then it repeats the later ones. Something like that.
Grant, there is a whole SC2 mission that is all about how you shouldnt experiment with zerglings.
To be fair, the whole saga is a cautionary tale as to why *Terrans* shouldn't experiment on anything.
In mission 7 Zaasz didn't die; the Overmind basically threw him into a battle royale arena so the surviving gigachad Zaasz brood will lay waste on everything.
A very primal zerg approach.
About mission 7, you have to destroy ALL hatcheries, lairs, and hives.
"Being supply blocked while attacking is a good thing. It means you're winning."
I wish that was true for my games lmao
grant: wipes out orange zerg
game: regenade zerg has been killed
grant: wonder who that was?
I agree that mission 7 is insanely cool!! Very cool from a lore perspective to be in a free for all! Way more fun (and probably more balanced) than playing all the non-brood Zerg and just rushing them or at least being allied with them.
Who needs Dark Templars when Dragoons seem perfect enough to kill the Zerg. Looks like the Nerazim had a smart idea creating the Stalker, the power of the Dragoon with DT energy, the perfect unit. Now if only they did that with Reavers, that'll make for a fun unit.
Yeah, imagine invisible reavers that can blink 😆
The reason purple didn’t die when you killed all of its hatcheries is because purple isn’t a renegade swarm, purple was kerrigans brood
Kerrigan doesn't have a brood in sc1, it's the player character's cerebrate brood assisting kerrigan
"My Queen has nothing to do"
*gets rushed by Ultralisks*
This is 100% the type of level where, as a kid, I would just put on map cheat and sit there and watch for hoooours.
"This is going to be a muta war isn't it?". It always was Grant, it always was.
28:26 Orange Hatch: *Am I a joke to you?*
it's really cool that because the AI zerg is super active with overlords, the queen gets so much value from parasitic. Makes it a legit thing you may want to go for with the insane scouting value you get from it, permanent eyes on the entire enemy base.
The only way I see the second mission being any better than the free for all total deathmatch it is, is by adding some structure like "cerebrate husk" or something like that with 2-5k hp, on each base, that makes that base/brood an allie once destroied. That way it would feel like you are retaking control of the brood.
starcraft looks so much more fun when you start with a base instead of 2 workers and a dream
Looking forward to Zerg 8. I struggled a bit with it personally, going to be fun to see how Grant tackles it.
I made numerous attempts and got overwhelmed each time. Can't wait to see how Grant does this.
@@anton7c3 I figured out the secret was just spamming Templars.
@@narazil templars, unlike other units, don't work on their own. And since SC1 has no smartcast, they require a lot of micro.
@@anton7c3 no of course not on their own 😂. Casting 1-3 Storms per engagement really isn't a lot of micro
I played It on lower speed than usual. And went archons/corsair mostly
that first mission intro reminds me about how tassadar is dead, but kerrigan lives into SC2 so she can be turned human again and turned back in to a zerg, but its fine because it was necessary for defeating the reapers.
Ah yes, Reapers... We have dismissed that claim.
Scenario 4 and scenario 6 "The Dark Templar", not to be confused with a missing scenario 5 "The Slightly Brighter Dark Templar"?
Edit: Grant happy about a 8 player skirmish/custom offline AI match was actually wholesome to me (with built bases of courses) as it was the only thing I played on SC1 as a kid after the campaign. It actually would be fun to see a match with nightmare-esque AI and dark archons worker stealing from Grant, despite how much SC1 bores me nowadays due to the small unit selection size.
Man... I know Zerg's main thing is the ability to build up and build back fast but my god its wild to see in real time just how rapidly they can make, lose, and remake armies. It really is something and really gives them that swarmy feel they're so famous for.
I straight up can't get over how jazzed this guy is to be playing StarCraft. I'd have probably bounced by now if it weren't for how much damn fun this dude is having.
if you burrow a control group of zerg ground units, you can quickly double click another group as it counts as a different type of unit for that purpose.
is the observatory or the Arbiter Tribunal Grants least built Starcraft building?
Tribunal least build, Observatory least favorite
grant LOVES arbiters
I remember one time I was playing The Dark Templar where the protoss was amassing a fleet of Scouts, which they had rally them over one of my expansion but never attacked the expansion. Just kept giving the Scouts a move command.
27:46 you checked an overlord and saw it had 8 lings, then you grabbed an different (empty) overlord, sent it away (still empty), checked the first overlord again and said " This must be full as well, perfect" , haha. You unload 'all' at 28:28
You can fit 4, 8 or 10 unit-tight gateways around a single pylon if you place the gateway above the pylon and align the left edge of the gateway with the left edge of the pylon. You then do the same thing in a clockwise fashion (rotated 90 degrees each time) around the pylon for a total of 4. You can expand that to 8 the same way, or even ten (but only horizontally b/c pylons generate asymmetrical fields)
i was always a tiny bit dissapointed that the feral zerg on zerus in SC2 were only ever depicted as in-fighting as a piece of set dressing for Crucible, a mission where u never need to leave your base and only once for the bonus
i made a modded version of the awful lava mining map from sc2 by just plopping versus mode AI into the map, one for every hatchery then recolored them all to purple so u cant tell they're seperate AI
i also removed the stupid mining objective that makes the map unfun to play & replaced all the weird mineral patches with mineral pickups only the player can grab so you still play the map the same way by sending reapers to clear the fog but now its in support of you surviving against 4 AI, and put the mineral blockers that need to be destroyed from the co-op mutator over most of the mineral pickups so you can't just get 8,000 on a single shift-queued move order you actually have to stop to break them but i made them count as structures so reapers still excel at it, then gave 2/3rds of the blocked pickups so much HP/armor and and then 2/3rds of those life regen if u get interupted so that you really need a critical mass of reapers to be able to bust out all the mineral blocks & can't sweep the map on ur first go with 2-4 or a couple marines
it did require putting AI pathing blockers on the ramps that are disabled at start, painting the highground with regions, once the lava timer starts taking control of units away if they aren't on their base highground & toggling the pathing blockers to the bases so no more will leave & giving a manual attack-move (later overridden with a move order right before the lava hits that then gets replaced with an attack-move order again if the move order fails so they cant be cheesed as easily) to all units on lowground, & then once on the highground giving them a manual attack-move order to the nearest player asset if they aren't alone on the highground, then giving them back to the AI once the lava recedes. all to make the whole thing work with the lava gimmick, but frankly it wasnt that hard and the map plays pretty well as a weird skirmish map
now if only someone would finish the SC2 AI and make it able to build units to counter the player's instead of just randomly rolling dice for a set unit comp & then never straying from it, there would be a strong case for doing that to the whole campaign....
absolutely loving this stuff, never heard of Grant before but now I am 100% a fan
When I did this mission I took all the bases except for blue which purple took. I then just tried to bash my way in the front instead of your strat of taking out production. Purple created several maxed out armies of hydras, and while Muta/Ling is good against Hydras, I could just couldn't catch up with his production. Eventually, after trading out a few 100 supply armies, I created two full groups of guardians and made 5 hatches outside his base and forced my way in. My stats showed 846 killed 373 lost and purple had 380 killed 657 lost.
I can't wait when he reaches the UED stages and Omega reversed
How does Omega reversed even work? Who do you play as?
@@goransekulic3671 mengsk, obviously- the only non-player faction in omega. the other two, UED and protoss, you both play as!
Duran for sure isnt lore accurate haha, they probably just didnt have any other voiceline they couldve used.
Duran was likely still hanging out with the confederate remnants at this time.
@@ethan1142028Duran’s a Xel’naga, I don’t think it’s confirmed exactly when he assumed the form of Duran.
Duran is a hand of Amon and a Xel'naga so he could likely be literally anywhere at anytime and since the Zerg are a twisted form of Amon's power the feral Zerg miiiiiiiiiiiiiiight be under Amon's sway? I believe it's never really explained if the Feral Zerg are animalistic and destroy everything that isn't their direct brood or Amon controlled so there's a chance it might be lore accurate
@@Evan-mt7bcAmon is hibernating deep within the Void. You can treat things as under his direct control (Overmind was just doing orders given many years ago) only after the end of WoL.
@@ethan1142028 the fallen xelnaga shit is still in sc1 in the secret zeratul mission
In that first mission you had the opportunity to mind control Kerrigan.
"Could you love a monsterman,
could you understand,
the beauty of the beeeaaast?"
Reaver: [Beep
Reavers on top of ramps - almost as deadly in SC1 as the Siege Tank on top of a ramp.
It’s ashame Grant never played the UEDAIP Zerg campaigns because those have some of the best missions.
1:00 never realized before how funny Tassadar's talk about Human Kerrigan is, considering the only time they met before when Kerrigan literally defended the Zerg from the Protoss just for basically political/civil war reasons.
Not if you include a cut mission.
One in which Duke is also heroic
@@MrDwarfpitcher Kerrigan was not part of that cut mission as i remember, only Duke and Raynor. Also its not even lore tought as i remember, they cut it specifically to make New Gettysburg the first time they meet with Protoss.
@@StarfoxHUN true
I always assumed she was ro be included in that whole storyline somehow.
Maybe I assume too much...
that's the first time tassadar FORMALLY meets kerrigan, though remember tassadar has been observing the terrans as part of the purification fleet for ages and kerrigan is a psionic and easily noticable
During the first mission intro, Tassadar says he met Kerrigan before (when she was human). This isn't actually in the campaign, as that Terran mission ended up being deleted from the final game. It still exists, of course, and is quite a fun mission. I think the map was re-used for one of the bonus scenarios, or maybe the prequel campaign, but I can't remember. Basically the player wipes out a load of Zerg, then Tassadar shows up with a huge fleet THAT YOU CAN CONTROL to destroy the rest of the Zerg
That comment always confused me. Thanks for the explanation!
where do you find this mission? I'd love to see it even if I can't play it
@@trthorson search for "hidden terran missions", I can't remember where I got them but they are definitely available to download
It’s called Biting the Bullet, I think it came with brood war, don’t know how to access it though
@TheonetruedogTheDog Yes I did find it! I played it in the SC2 engine on the SC Mass Recall mod/campaign.
Herding enemy guardians is hilarious
7:45 lmao the sideways-U, also known as the C
16:30 The solution to Kerrigan is one observer, one carrier, and an arbiter.
I assume Tassadar is "The Dark Templar" in a sense.
Or maybe the true Dark Templar is the friends we made along the way
sending drones to fight an ultralisk ^^
I barely realized... Perhaps the mission called the dark templar is a reference to the fact that Tassadar is already beginning to walk the path of the dark templar... And it may be that his confrontation against karrigan is his final test for to be one of the nerazim...
The name is due to having the epilogue of Zeratul walking around and murdering the cerebrate.
I mean, it has probably been said but, it does feature The Dark Templar, just not as a unit in the mission itself. Storywise, this is the exact time the Zerg are attacked by the Dark Templar that actually kill a Cerebrate, Zasz, since Tassadar used this strike as a diversion (well, not in this reversed mission for sure!). Hence the title.
If you ever think no one loves you and nobody would care if you die. Today we learned that if you have a parasite someone cares.
that 4 kill zergling in the final mission is broken horn
Zasz has the biggest pair of ventral sacks out of all the Cerebrates on him and we know it.
I kinda wish Grant would've figured out that Purp's tunnel vision on making nothing but Ultras is a perfect layup to switch into mass Queen, so we could witness all those Ultras instantly explode and the entire base getting wasted by Broodlings. Also, sending drones along every major push to set up creep colonies on enemy creep and turning them into spore/sunks was a bit of a missed opportunity me thinks
The feeling of playing red Zerg. The feel of power, even though fake, always seem to improve my play.
On the last mission you triggered a loss condition, but did not lose.
Objective: Do not lose your Hatchery, Lair, or Hive.
*Grant destroys a renegade zerg* "A renegade Zerg has been defeated" : Oh, I wonder who it was, we have no way of knowing.
The AI always had to Macro in Starcraft for their regular stuff. Bleeding them dry of ressources by playing Turtle was how young me won most missions :P Only a few Missions where they get infinite stuff. In this Mod many times the Mod maker seemed to have given them Infinite money :P
yep, in many of them the AI gets 50k resources to begin with
Not for campaign afaik. Grant was happy to play a normal skirmish SC1 for (maybe) the first time since childhood.
Not only free money, but free units as well. They just spawn from nowhere.
As soon as I saw the ZvZvZvZvZvZvZvZ mission I already knew it was gonna devolve into ling muta.
No shade on grant's initial plan to go guardian and macro it up, but ZvZ in SC1 is *already* a degenerate "don't bother building drones, just micro your mutas/scourge/zerglings better than the oponent".
Zerglings and Mutas just melt everything else you *could* go, and it's not even close. Your ultralisks are too expensive. Your hydras die to lings way too quickly. Guardians can't hit air. Defilers don't do anything vs zerglings. And scourge, while cost efficient vs Mutas, are kind of micro intensive at that level of play.
Mostly true. Its more along the line that players can't get to defilers. (Plus the player going defilers usually loses map control) The moment defilers are made and can effectively plague, the game devolves into a massive mess. From basically the only Pro game I've ever seen get to late game ZvZ, involving Defiler + Hydra + Lurker, versus Mutalisk+Ling+Ultralisk. (And apparently Artosis says, that the counter to mass Ultralisk is Queen with Broodlings). It was an insane game but gonna need to wait for like another 200 ZvZ games before see another one of those sadly.
@@TheHappy115 counterpoint: what you're describing is *brood war* what with the Lurkers, and Lurkers aren't an option here.
You can easily defent yourself in two bottlenecks: one is just next to the south pylon-battery-dragoon. Other is just a tiny bit west from your Robo. Just build a pylon and few cannons. Kerrigan always comes on the bottom, so there you might need more, maybe even up to 10 cannons. Later upgrade each defense spot with a Revaer and 1-3 HTs (for the Mutalisks).
I finished this one with Carriers, although losing lots of scouts and also several Carriers. But this way I did not need to worry about Guardians and Zerglings.
Great mission, where meta knowledge on the map shape from original mission helps a lot!.
Few tips: You can simply right click the ground to place rally point.
You can also unload units by targetting the transport unit instead of the ground, it tends to work better.
You can also cltr+ left click a larva to select many at once instead of going through each hatcheries.
You can add a larva to your mutalisk control group to make mutas stack all the time you issue an order.
Note in this mission, everytime a Zerg died, the text was colored the color of the player, so you could have known who was killed.
When I was playing reversed, eye for an eye was absolute fucking HELL. I’d get my economy going and help the first 2 DT get through but then the AI would just send a massive wave of hydra/guardian. It taught me how to use psi storm really well, but it was still too much for me to beat
Well played! Looks like a good mission to learn ZvZ!
In the first mission I went mass carrier and yeah, they sent scourge, but it was manageable. I lost a couple of carriers and 1-2 arbiters but won xD
What I would love to see, if there was the possibility to play the campaign missions against other player. So one player plays the original campaign and the other one has the custom missions against.
Thanks for the fun reversal! ^^
You know what'd be funny? If you expand/spread too much you lost control of your brood that were too far from Hive. Would be fitting for mission lol
Thats because after the scv rush the overmind knows you need some goddamn discipline. :-)
G learned to fear the kerri
They built ultras to counter your zerglings 😂😂
Seriously that Zerg FFA is going to be hard to beat so far
"I tried to read context clues and I was wrong" ~ Grant that literally ignored a text at beginning explaining everything....
wanna know how to make that mission even better? Randomize where the player will start. So you could play as blue right off the bat right next to the big bad powerful purple xD
Thats a really cool idea
Grant should have revealed the map on the ZvZ mission. That would of been funny to watch the AI fighting each other
What kind of triggers are they using to determine when to warp Kerrigan out of harm's way? I don't remember there being a way to track a unit's HP in SCMDraft 2
EUD Triggers, it what disables saving, causes score screen to be buggy, and disables extended units (possible other side effects). While SC1 is often told to be fairly limited, the KR (Korean) side has actually made massive strides into modding and added a ton of things. Tons more are modifiable but sadly most of these sick maps are all in KR and on the Korean server. The most anticipated mod I'd like to play at some point is: SC1 Wings of Liberty (which uses mostly SC1 units, but has cutscenes and various other things that work almost identical to sc2 campaign, such as mercs, and drakken laser drill). Its basically memory manipulation semi-approved by Blizzard. The main EUD map I see often in NA west, is basically defensive EUD maps and the "Worms" game. (Yes, the turn based one where you launch projectiles to destroy terrain//kill opponent with various artillery fire)
They are probably just using a hidden building timer.
They run the game and make kerrigan run down to the enemy to time how long it takes, and then add some additional time so she can fight down there.
Building timers make use of terran's buildings losing health when on fire. So you can either use a default or a building with custom health and some basic math to set the buildings health to countdown from.
Then you use triggers to detect when the building has blown up, spawn kerrigan, then set another burning building for the next run.
This is probably it! I just read up on EUD - fascinating and wild stuff
@@IdealIdeas100 Death Timers work more effectively in this and are now the primary usage of timers as far as I'm aware of since there is an abundance of units and requires no space. It can also be significantly more accurate if hyper triggers are included. But it was EUD Triggers, a new set of stuff discovered in 2017.
I leave this as a legacy I pent the entire night watching wings of megsk till 12pm only to hear see you tommorow on a video from 1 day ago meaning I both missed the stream from being too late and missed the upload which is tommorow
FUK
obligatory 27 minute ultra timing
ultras are actually the ultimate unit in zvz... if you combine them with defiler and hydra to get rid of mutas.
of course, most zvz games end within 8 minutes via shanking, so it is rare to see. last asl had a bunch of late game zvz though, if you are interested!
I hope this mod will be use with recall soon
You know, I was thinking that Renegade Zerg was going be killed last but it turns out it was Renegade Zerg instead. I had such high hopes for Rengade Zerg though. Not unlike that useless Renegade Zerg.
Who was your favourite Zerg in all that? I liked Renegade Zerg.
That was a great mission
Surtur Brood my beloved
Of course when I play mission 7 I immediately get owned by a hydra attack AND mutas at the same time. Meanwhile when Grant plays the ais kill each other for him. =']
R.I.P. spine crawler family 🙏🙏😔😛
4 kills...all ultralisks 😂
Honestly, if you like the mission design here, I seriously recommend giving UEDAIP a shot. The Culling in this mod reminds me a lot of the missions in that mod (denying expansions, enemies relying on resources like you do, etc)
Was kind of hoping you make another queen to spawn broodlings the ultras
My Life For Ai.. i mean GGG !!
I agree with Tassadar being totally epic in the pre-mission banter.
Tassadar is "the dark templar."
Mass Muta is OP against the AI in SC1
Wouldn't pirates build in the shape of an R?
I know it seems inefficient, but with the base layout you had in the first mission of the video, why wouldn't you have built an additional nexus or two to help optimize mining? I think it would help get to max probe saturation faster, while also requiring fewer probes to efficiently mine and therefore save some supply for if and when you get to max supply.
There are a lot of missions that seem to benefit from extra hatcheries/command centres/nexii(?) due to the awful placement of minerals and gas, and admittedly hatcheries are most efficient for this as they double as production facilities, and command centres open up more comsats, but even the addition of a nexus in these missions can definitely be worth it imo.
The AI in SC1 basically does have to actually macro (certain scripted events aside)
thanks !
If only they had noxious strain.
Alright, I never got why Tassadar said Kerrigan was honorable and full of life. My dude, she was a Confederate assassin who turned coated to a Sons of Korhal assassin. What I am saying is that getting infested by the Zerg is not exactly a huge downturn in her honorability...
Also, I am upset that the mission did not require you to move a Hallucinated Tassadar to the battleground
Very nice.
It's not mistake, it's an easter egg.