@@mortegon583this actually exists already, but it’s only in Korean I believe. I’ve wanted it translated for so long. It’s an actual entire mod to the sc1 engine with working persistent upgrades. I see it on one of the big map/mod sites sometimes but no one talks about it. :/
There are multiple ways to build this mission too! If you go against Nydus Worms, you can get double move speed wraiths that deal actual damage to ground. It feels identical to banshees running around, but even faster! The feel of all-in is captured really well in this map.
23:30 Grant asks "Was there a scout?" As someone that played UMS maps for almost a decade in SC1 and BW, yes there was. UMS stands for Use Map Settings and is how you played any kind of custom map. So the map editor had a lot of triggers and settings you had to use in clever ways to make things happen. Like, there were not any kind of visual effects. A lot of early maps had no visual indicators when triggers or effects happened so were confusing. So to give a visual element map makers started having units spawn in and immediately get killed, using their death animation as visuals. Also there was not a 'deal x damage in an area' trigger, you could set hp to a certain percentage but you couldnt deal a set amount of damage that would interact with armor or defensive matrix. So instead you take a unit that isnt being used in the game, set its damage to whatever you want the "ability" to do, then spawn that unit in for long enough to attack once then kill/remove the unit. This is probably how Razor Storm was coded to work. Also speaking of areas, these are also tricky because there was no 'radius' kind of function, you couldnt make a trigger of "if x gets close to y unit, do z." So how did Razor storm know to happen around Kerrigan when Grants units got close? Well you set up a zone in the editor, and have a constant trigger to move that zone to Kerrigan. Then you have another trigger that waits until a certain number of Grants units are in that zone, which then kicks off the razor swarm set of commands. Im not sure how they made the game detect when the Z key was pressed. I don't remember that being a thing but im working from memory of stuff i did many years ago so excuse any minor mistakes. Most of the maps that had triggerable abilities (like rpgs) you had buildings that were stuck in a far corner of the map, and you trained a unit that was edited to train instantly. When the game detected you owned that unit it would remove the unit and trigger whatever effect you wanted it to. This was also how they gated abilities for later, either giving you new structures to build from or tech structures to make different units buildable. Its also how they did an energy system, making units cost a resource and you would slowly over time regain that resource up to a specific number. There are two ways they could had made the zelnaga artifact effect, where the explosions shoot out in lines. One is that they made dozens to hundreds of zones radiating out, and when the artifact was used would spawn then kill the scouts in a set sequence. If i remember right there was a limit to the number of zones you could make in a map, so a way to save on zones that i remember was to have an observer with increased movespeed spawn (1 zone), order it to move to a set second area (2 zones) and lock a zone to follow it (3 zones), then you have a mapwide command to kill scouts and periodically spawn scouts in the zone following the observer. So instead of dozens of zones used per line you now just used 3. I hope that I explained (and rambled about) how triggers worked in SC1/BW in a way that makes sense.
Yes, this is mostly correctly. However, I'd like to add that SC1 saw a massive breakthrough in map editing somewhere around 2015 - 2016 with something called "Extended Unit Deaths." (EUDs) Basically it overflowed some unit values which would spill into other unintended values and someone was able to map out most of it and even make an editor. Because SC1 is still fairly popular in South Korean, this received a lot of attention there and is probably already well known by everyone (including the Pro Players) that play there, but its still fairly unknown about in West (or at least people who use to play). In fact, even after return to Starcraft 1, I didn't even really know about its existence for almost half a year because the maps are almost all Korean imports to the West (which won't really get played because no one can read anything). So some differences in detail: 1) Scout Animations: The editor now has better animations as you can "grab" almost any animation. While its still a similar method to creating and killing units, it provides more freedom as you don't need to show the actual unit created first (as there is that 0.05 sec delay you can see it before exploding). I didn't do that because I have no idea how to yet. 2) Locations moving outward is part of the EUDs where it forces the location to move "X and Y amount of pixels" so it instead uses ~24 location triggers, but you can realistically get it down to just 1 if you knew the pixel amounts easier. Didn't need to save on locations though). 3) Kerrigan has shields, is ranged, and can attack air (is a detector too). While the "shields" aren't part of her HP, it simulates her Guardian Shell ability. As there are EUD triggers in place to detect when her shields take damage and subtract 1 HP for every 1 Shield damage she takes, Up to 6 damage. So a Marine will deal 6 damage, and a Siege Tank will also deal 6 damage. 4) Razor Swarm uses Reaver scarabs and forces them to detonate. This actually does NOT use EUDs but there is apparently a way to just create "siege tank shots" or other such things at locations to do damage. I also don't know how to do this and this was an alternative method haha. 5) Most the stuff you see in beginning where GGG posts his upgrades, are actually "Button Upgrades" you get from a Gateway/Cybercore/Fleet Beacon. They are "fake upgrades" that get detected and apply EUDs to units. As an example: "Combat Shields" increases Marine Health by 15 HP and Firebats by 50 HP. This upgrade is actually "Zealot Legs" (or something else, I don't remember), but there is a trigger that detects when you get "zealot legs" and modifies the maximum health of Marines and Firebats and adjusts them so you can do this in the middle of the game. 6) The AI attacks are not all generated. In fact, a lot of those attacks are custom AI scripts I added in. There are two difficulties (normal and brutal). GGG chose brutal, which adds a bunch of small "consistent" attacks. The huge attacks are from the AI building units and then sending them (which means they can attack from different locations). If GGG plays "The Reckoning" version as single player and puts it in archive, these triggers will be a bit more obvious. The coop version he played with Ace was a bit of a steam roll (because having a competent Jim Raynor makes it so much easier)
@@TheHappy115 I've played sc1 quite alot and did mapmaking too. Even without EUDs, just using SCM Draft 2, you could make some pretty cool stuff, such as changing storm damage, having building armor upgrade, worker attack upgrade, you could place a scarab or interceptor as the first unit on the map for a specific player and that would make the game x2 or x4 speed, you could place units or even better structures to specific players that would affect supply limits and if you stacked them in the editor, lifted them and set their hp to 1%, they would burn out but the affected supply remains. You could run scripts to have units wander "Junk Yard Dog" (for those who know). You could mess with the building footprint by having buildings stacked removed one by one replaced with something else like a bunker, where you would build a bunker, load units in, and get the bunker moved on top of the stacked buildings after removing one resulting in an invisible bunker. You could also spam text to create animated text on screen. There were many tricks to go around the editor and game's limitations. About EUDs, I've never got into that, it's not that easy to use. However, that allows a mapmaker to change aloooot more stuff in the game, if done wrong though, it results in asynchronization and drop players. You can detect key presses, modify units art, weapon type, weapon range, command card, abilities, shield, hp regen, movement speed, pathing, and have access to a bunch of other triggers that I'm not sure to what extent that goes. In short, using EUD, you could make an SCV fly, have shield, shoot yamato guns, build pylons, upgrade range, move crazy fast, etc. At some point, it's just about imagination of what you want to accomplish.
I love how well they captured the charm of the in-engine SCI "cutscenes" with the little Kerrigan unit talking smack! It really felt like a reasonable guess at how blizzard would have made the intro to this mission in late 90s!
The artifact's effect is really nice too Especially at the end, where the creator recaptured the feeling of artifact blasting through zerg forces, it feels so nice
Yeah it was a nice touch. And regarding Grant’s comment about the scout at the end, iirc you couldn’t just spawn explosions in the SC1 editor. You’d create a unit and immediately kill it, and chose the unit depending on what kind of explosion you wanted. :)
I remember making custom maps as a kid, and that kind of thing being the secret tech shared around in the community for how to do 'special effects'. There was so much janky passion in the stuff people made, and I guess STILL make, it's great.
Yeah, and different mapmakers played around with different units as well, I remember Observers being a really good one because they were small and hard to see yet had huge explosions.
I actually would not mind seeing remakes of the SC2 campaigns in SC1. It'd probably be a _monumental_ effort though... and a lot of substitutes and compromises would have to be made.
Campaign exists as a KR mod. The missions go up to Gates of Hell (so only missions missing is Shatter Sky, Belly of the Beast, and All-In). It looks extremely well done, but it is sadly all in Korean. I'd send a playlist link but it got deleted (probably because UA-cam don't like links) In fact: This map was made in response to the Korean Mod since it didn't finish the campaign. No idea why, but it didn't.
@@gregoirebasseville4797 In the authorized SC1 campaign, Insurrection there's a Wraith Hero named Charlie Vane who dies at the end of the campaign when his Wraith crashes into the ground. When playing it, Jayborino proposed the idea that this character survives the crash, changes his name to Matt Horner and is the character we know and love. There are similiarities between the 2 characters and even though they were clearly not intended, it does make for a fun headcanon. That's why it would have been so cool if the Wraith portrait was used for Matt instead of the Battlecruiser
As a long time viewer who first joined with your very first WoL Deathless vid, I cannot say enough how refreshing this was. I've seen you play All In so many times over the years xD and while its always fun, this was just so fresh and new it was amazing! Spellcaster focused zerg on All In is a crazy cool adn difficult idea, especially given how powerful spellcasters are in BroodWar. 10/10 vid *and* modwork!
interest thing to note- you gave bio attribute to your mech units so that tank is healed by medics. interestingly though, the science vessels seemed to obtain the bio attribute, and thus the magic eraser actually killed your own vessels 14:28 what's also interesting is that the acid spores of the devourers made them take stack amount per tick so instead of usual 4s and 3s, it was 10s and 9s.
I never noticed this before but I find it kind of facinating - SC1 got bunkers right, while SC2 didn't. In SC1, you can see the muzzle flashes coming out from the ports in the directions they are firing, in SC2 they just fire out of all of them no matter where the enemy is.
SC1 and older RTS in general had lots of weirdly specific details that were probably some dev's pet peeve. You also saw a lot of "man this'd be really cool but impractical in a tabletop" style ideas that are just lost on modern RTSes.
Love how half the bunkers were empty the whole time with grant clicking on them periodically to check the damage and repair them. They still got decent value I think since they blocked the advance and soaked several plagues and dark swarms. Keep up the great content as always :D
That's cute :D In Japanese they're the same as well, but instead the word effectively translates to "thump thump", as a heartbeat sound. It sounds cuter in Japanese, though. And might be familiar to some :P "Doki Doki"
somebody have full wings of liberty campaign in korea, I think oh, it's nearly complete but it isn't. oh well. hope somebody can translate them, plus missing WOL campaign
"Huh there are a lot of main channel videos lately" and then i remembered you said you're gonna premake tons of high quality videos for summer cant wait for twitch trolls grant
If anyone is wondering about the random scouts, it seems like implosion uses their death animation (so does the the artifact nova). Still not sure what the arbiter's are for (8:12)
@@ayayashiba1231 I know them. I mean, I saw how SC played and said, "Nah, bro, I don't got have the patience for this. This pathfinding is gonna be the death of me."
@@JJJBunney001 It's charming in the way that the 20-year-old TV tray that's missing a leg and has bald spots on it would be, but you keep it because it reminds you of simpler times.
i have been waiting for these for years now and im glad you finally give it a shot. AND BTW there is The Reckoning mission available in SC1 for you to play right below All in and i cant wait too see that. And dont forgot that you have too finish Brood War Reversed campaign that you said you will when you played the first campaign. You really are doing a great great job , keep it up and have fun.
Even though I have SC1R, i never really played it. I spent the majority of my SC1 time in Arcade, and damn, do these sounds bring back some awesome memories.
This is so cool. It's like taking Starcraft 2 Brood War only to the next level, that or reversed Mass Recall. Now I want to see all of Wings of Liberty translated into Starcraft 1.
0:41 Opening 1:23 Start 3:43 Artifact ready 6:28 1st use of Energy Nova / 7:27 Kerrigan's 1st attack -I am not sure if she can instant destroy a mech or not. 14:38 Kerrigan's 3rd attack, with super AoE spell. 18:08 Kerrigan's 4th attack 21:30 Kerrigan's final attack 23:08 GG
It's nice to see the original version of this mission. These days, I feel like most people only know it from the Wings of Liberty mod for SC2, made by IceStorm or something like that.
This is funny to see, because I had a thought on what would it be like to play Starcraft 1 and Brood War, in Starcraft 2. As in the missions and the maps, etc. And then I see someone did a Starcraft 2 mission, in Starcraft 1.
One thing that I had issues with SC1 that this mission makes very clear is how the Char tileset, for being such a prominent location that you play in a lot, has very few doodads and terrain variations. Especially compared to other vanilla tilesets like Jungle or Badlands.
Razor Swarm uses the Dark Archon death animation, I think. And the artifact nova is Scout. Kerrigan's little glowing effect is Scout and Arbiter, I think?
This is top-notch design! Must have been immensely hard in the SC1 engine. I remember trying to make the AI behave and it was always a struggle. And yea, queens + defilers + devourers + guardians is a terrifying combo in the hands of a cheating AI. If you're good against ground, the air breaks through and takes all your attention. If you're thinking about air, ground rips holes in your strongpoints before Kerrigan even finds you. And those queens broodling'd everything in a mile radius! When I play SC1 I'm often tempted to build a wall of defenses on my flanks just to keep the queens from eating my base alive. Turrets do a good job though of emotionally traumatizing queens. :D
The ghost with the new upgrade inside of a 6slot bunker seem quite op. In theory the ghosts have way higher range than marines. and with the crazy upgrade. I think ghosts are tied with marines (no stimpack) in dps vs normal. they only lose vs small which is only zerglings. just a thought
I think the Ghosts actually were doing surprisingly good work in the Bunkers specifically against Lurkers, gives the Bunkers a little bit more of a headstart in attacking the Lurkers before the Lurkers start attacking them and with the bonus damage and explosive damage you had on them that was definitely hurting those Lurkers quite a bit, and otherwise i think the Lurkers definitely would have *shredded* your bunkers lol
Seeing stuff like this makes we wish we had an entire StarCraft 2 demake. I mean we already have SC1 remade in SC2. We should have the other way around too!
Defiler's AI is a bit weird cuz it only focus on throwing all the spells on our defense line, including dark swarm too (for non-sc1 players, it's the orange cloud protect units inside it from any range damage). Also irradiate backfire the vessel boys really hard, as now the gain bio attribute
Hmm, just noticed they refer to Kerrigan as a Class 12 Psionic Waveform, I wonder if that was an intentional reference to Babylon 5 Psi-Corps -- Kerrigan's a P12 ppl! 🤔
When I played the archipelago mod in SC2 I used EMP plus Optical Flare to completely neuter Kerrigan in this mission, I wonder if it would work in this mod as well...
Something I noticed when it comes to Kerrigan, even on sc2 all in, Kerrigan will go towards the side of your defence that isn't as strong, not sure about the programming, just an observation playing that level.
"siege tanks no longer deal friendly splash damage" wow, you managed to make siege tanks actually OP. The friendly splash is the only reason why they suck, since they often break your building or kill your units.
Starcraft 2: De-Mastered
Starcraft 2: Mass De-call
I didn't know I needed this until now
Holy shit, yes, I want this now.
the crust on the voice lines is a nice touch
Beat me to it, it was the first thing I wanted to compliment. Makes it feel like a authentic SC1 mission more than anything else lol
On the music as well if I'm not mistaken. Need a whole reverse mass recall for sc2 in 1's client; this is wonderful
I will also say: I infinitely prefer the unit confirms from sc1
@@mortegon583 Oh man that'd be wild
@@mortegon583this actually exists already, but it’s only in Korean I believe. I’ve wanted it translated for so long. It’s an actual entire mod to the sc1 engine with working persistent upgrades. I see it on one of the big map/mod sites sometimes but no one talks about it. :/
no protoss Scouts were hurt by the making of this mod
Didn't have time to feel pain.
Or arbiters.
There are multiple ways to build this mission too! If you go against Nydus Worms, you can get double move speed wraiths that deal actual damage to ground. It feels identical to banshees running around, but even faster! The feel of all-in is captured really well in this map.
23:30 Grant asks "Was there a scout?"
As someone that played UMS maps for almost a decade in SC1 and BW, yes there was. UMS stands for Use Map Settings and is how you played any kind of custom map. So the map editor had a lot of triggers and settings you had to use in clever ways to make things happen. Like, there were not any kind of visual effects. A lot of early maps had no visual indicators when triggers or effects happened so were confusing. So to give a visual element map makers started having units spawn in and immediately get killed, using their death animation as visuals.
Also there was not a 'deal x damage in an area' trigger, you could set hp to a certain percentage but you couldnt deal a set amount of damage that would interact with armor or defensive matrix. So instead you take a unit that isnt being used in the game, set its damage to whatever you want the "ability" to do, then spawn that unit in for long enough to attack once then kill/remove the unit. This is probably how Razor Storm was coded to work. Also speaking of areas, these are also tricky because there was no 'radius' kind of function, you couldnt make a trigger of "if x gets close to y unit, do z." So how did Razor storm know to happen around Kerrigan when Grants units got close? Well you set up a zone in the editor, and have a constant trigger to move that zone to Kerrigan. Then you have another trigger that waits until a certain number of Grants units are in that zone, which then kicks off the razor swarm set of commands.
Im not sure how they made the game detect when the Z key was pressed. I don't remember that being a thing but im working from memory of stuff i did many years ago so excuse any minor mistakes. Most of the maps that had triggerable abilities (like rpgs) you had buildings that were stuck in a far corner of the map, and you trained a unit that was edited to train instantly. When the game detected you owned that unit it would remove the unit and trigger whatever effect you wanted it to. This was also how they gated abilities for later, either giving you new structures to build from or tech structures to make different units buildable. Its also how they did an energy system, making units cost a resource and you would slowly over time regain that resource up to a specific number.
There are two ways they could had made the zelnaga artifact effect, where the explosions shoot out in lines. One is that they made dozens to hundreds of zones radiating out, and when the artifact was used would spawn then kill the scouts in a set sequence. If i remember right there was a limit to the number of zones you could make in a map, so a way to save on zones that i remember was to have an observer with increased movespeed spawn (1 zone), order it to move to a set second area (2 zones) and lock a zone to follow it (3 zones), then you have a mapwide command to kill scouts and periodically spawn scouts in the zone following the observer. So instead of dozens of zones used per line you now just used 3.
I hope that I explained (and rambled about) how triggers worked in SC1/BW in a way that makes sense.
Yes, this is mostly correctly. However, I'd like to add that SC1 saw a massive breakthrough in map editing somewhere around 2015 - 2016 with something called "Extended Unit Deaths." (EUDs) Basically it overflowed some unit values which would spill into other unintended values and someone was able to map out most of it and even make an editor. Because SC1 is still fairly popular in South Korean, this received a lot of attention there and is probably already well known by everyone (including the Pro Players) that play there, but its still fairly unknown about in West (or at least people who use to play). In fact, even after return to Starcraft 1, I didn't even really know about its existence for almost half a year because the maps are almost all Korean imports to the West (which won't really get played because no one can read anything). So some differences in detail:
1) Scout Animations: The editor now has better animations as you can "grab" almost any animation. While its still a similar method to creating and killing units, it provides more freedom as you don't need to show the actual unit created first (as there is that 0.05 sec delay you can see it before exploding). I didn't do that because I have no idea how to yet.
2) Locations moving outward is part of the EUDs where it forces the location to move "X and Y amount of pixels" so it instead uses ~24 location triggers, but you can realistically get it down to just 1 if you knew the pixel amounts easier. Didn't need to save on locations though).
3) Kerrigan has shields, is ranged, and can attack air (is a detector too). While the "shields" aren't part of her HP, it simulates her Guardian Shell ability. As there are EUD triggers in place to detect when her shields take damage and subtract 1 HP for every 1 Shield damage she takes, Up to 6 damage. So a Marine will deal 6 damage, and a Siege Tank will also deal 6 damage.
4) Razor Swarm uses Reaver scarabs and forces them to detonate. This actually does NOT use EUDs but there is apparently a way to just create "siege tank shots" or other such things at locations to do damage. I also don't know how to do this and this was an alternative method haha.
5) Most the stuff you see in beginning where GGG posts his upgrades, are actually "Button Upgrades" you get from a Gateway/Cybercore/Fleet Beacon. They are "fake upgrades" that get detected and apply EUDs to units.
As an example: "Combat Shields" increases Marine Health by 15 HP and Firebats by 50 HP. This upgrade is actually "Zealot Legs" (or something else, I don't remember), but there is a trigger that detects when you get "zealot legs" and modifies the maximum health of Marines and Firebats and adjusts them so you can do this in the middle of the game.
6) The AI attacks are not all generated. In fact, a lot of those attacks are custom AI scripts I added in. There are two difficulties (normal and brutal). GGG chose brutal, which adds a bunch of small "consistent" attacks. The huge attacks are from the AI building units and then sending them (which means they can attack from different locations).
If GGG plays "The Reckoning" version as single player and puts it in archive, these triggers will be a bit more obvious. The coop version he played with Ace was a bit of a steam roll (because having a competent Jim Raynor makes it so much easier)
As someone who played a Ton of rpgs back in brood war, this is like, the perfect explanation!
This was cool to read, thanks for sharing such specific knowledge
This post needs a pin.
@@TheHappy115 I've played sc1 quite alot and did mapmaking too. Even without EUDs, just using SCM Draft 2, you could make some pretty cool stuff, such as changing storm damage, having building armor upgrade, worker attack upgrade, you could place a scarab or interceptor as the first unit on the map for a specific player and that would make the game x2 or x4 speed, you could place units or even better structures to specific players that would affect supply limits and if you stacked them in the editor, lifted them and set their hp to 1%, they would burn out but the affected supply remains. You could run scripts to have units wander "Junk Yard Dog" (for those who know). You could mess with the building footprint by having buildings stacked removed one by one replaced with something else like a bunker, where you would build a bunker, load units in, and get the bunker moved on top of the stacked buildings after removing one resulting in an invisible bunker. You could also spam text to create animated text on screen. There were many tricks to go around the editor and game's limitations.
About EUDs, I've never got into that, it's not that easy to use. However, that allows a mapmaker to change aloooot more stuff in the game, if done wrong though, it results in asynchronization and drop players. You can detect key presses, modify units art, weapon type, weapon range, command card, abilities, shield, hp regen, movement speed, pathing, and have access to a bunch of other triggers that I'm not sure to what extent that goes.
In short, using EUD, you could make an SCV fly, have shield, shoot yamato guns, build pylons, upgrade range, move crazy fast, etc. At some point, it's just about imagination of what you want to accomplish.
I love how well they captured the charm of the in-engine SCI "cutscenes" with the little Kerrigan unit talking smack! It really felt like a reasonable guess at how blizzard would have made the intro to this mission in late 90s!
The artifact's effect is really nice too
Especially at the end, where the creator recaptured the feeling of artifact blasting through zerg forces, it feels so nice
Yeah it was a nice touch. And regarding Grant’s comment about the scout at the end, iirc you couldn’t just spawn explosions in the SC1 editor. You’d create a unit and immediately kill it, and chose the unit depending on what kind of explosion you wanted. :)
Hey guys 1 day delay on the community elimination challenge, some bugs need squashing (Not just zerg!) sorry for the delay!
"A delayed Video is eventually good, but a rushed Video is forever bad." - Sun Tzu or something
Don't interrupt your video game while it is making a mistake - 5UN 72U
Don't reveal all your secrets in a youtube video, you fool, you bafoon - Sun Tzu
Uh oh, did the enemy have 9/6 upgrades this time??
"If you publish a rushed video, the number of good videos in the world remains the same"
- Sun Batman
"plague?"
*restoration*
"someone got outplagued"
I absolutely adore that kind of dad jokes, keep it up Grant!❤
You could argue it's the *bread* and butter of your humor :)
That dying scout effect for the artifact death wave is hilarious and awesome.
I remember making custom maps as a kid, and that kind of thing being the secret tech shared around in the community for how to do 'special effects'. There was so much janky passion in the stuff people made, and I guess STILL make, it's great.
Yeah, and different mapmakers played around with different units as well, I remember Observers being a really good one because they were small and hard to see yet had huge explosions.
Hearing the audio clips without it kind of brings to mind how the wings of Liberty sound design is absolutely flooded with short bursts of music.
This mission is so well designed to absolutely crush through your defenses at the last minute. I'm glad it made the translation to SC 1
Honestly, I hope we get a Starcraft 1: Wings of Liberty, but that's probably pure nostalgia, and I'm not sorry.
I actually would not mind seeing remakes of the SC2 campaigns in SC1. It'd probably be a _monumental_ effort though... and a lot of substitutes and compromises would have to be made.
I'd love that as well!
Campaign exists as a KR mod. The missions go up to Gates of Hell (so only missions missing is Shatter Sky, Belly of the Beast, and All-In). It looks extremely well done, but it is sadly all in Korean. I'd send a playlist link but it got deleted (probably because UA-cam don't like links)
In fact: This map was made in response to the Korean Mod since it didn't finish the campaign. No idea why, but it didn't.
The mission translates super well into SC1
Matt Horner using the Battlecruiser portrait? Clearly the mapmaker doesn't know the secret Charlie Vane lore
Would you care to expand on that ?
@@gregoirebasseville4797 In the authorized SC1 campaign, Insurrection there's a Wraith Hero named Charlie Vane who dies at the end of the campaign when his Wraith crashes into the ground. When playing it, Jayborino proposed the idea that this character survives the crash, changes his name to Matt Horner and is the character we know and love. There are similiarities between the 2 characters and even though they were clearly not intended, it does make for a fun headcanon. That's why it would have been so cool if the Wraith portrait was used for Matt instead of the Battlecruiser
@@xetanth87 I'm pretty sure someone also made a custom campaign where they detail how that happened.
@@sebastianvroom7595 yep. Salvation if I'm not mistaken
@@xetanth87Matt Horner always made thr most sense as the commander in the SC1 terran campaign. I don't get why they didn't go with that.
As a long time viewer who first joined with your very first WoL Deathless vid, I cannot say enough how refreshing this was.
I've seen you play All In so many times over the years xD and while its always fun, this was just so fresh and new it was amazing!
Spellcaster focused zerg on All In is a crazy cool adn difficult idea, especially given how powerful spellcasters are in BroodWar.
10/10 vid *and* modwork!
interest thing to note-
you gave bio attribute to your mech units so that tank is healed by medics.
interestingly though, the science vessels seemed to obtain the bio attribute, and thus the magic eraser actually killed your own vessels 14:28
what's also interesting is that the acid spores of the devourers made them take stack amount per tick so instead of usual 4s and 3s, it was 10s and 9s.
I never noticed this before but I find it kind of facinating - SC1 got bunkers right, while SC2 didn't. In SC1, you can see the muzzle flashes coming out from the ports in the directions they are firing, in SC2 they just fire out of all of them no matter where the enemy is.
SC1 and older RTS in general had lots of weirdly specific details that were probably some dev's pet peeve. You also saw a lot of "man this'd be really cool but impractical in a tabletop" style ideas that are just lost on modern RTSes.
@@ki3657 what sort of "man this'd be really cool but impractical in a tabletop" were there?
Ok, that Razor Swarm is sure... Flashy
Я бы даже сказал, бомбический.
Seizure Swarm
Love how half the bunkers were empty the whole time with grant clicking on them periodically to check the damage and repair them. They still got decent value I think since they blocked the advance and soaked several plagues and dark swarms. Keep up the great content as always :D
Siege Tanks not causing friendly splash damage can truly open up the way for Dave to build the greatest supply wall ever existed.
Scared-cited. In Thai the word for excited and nervous is the same- it translates literally as a 'dancing heart.'
That's cute :D In Japanese they're the same as well, but instead the word effectively translates to "thump thump", as a heartbeat sound. It sounds cuter in Japanese, though. And might be familiar to some :P "Doki Doki"
Now we need all of SC2 in SC1
somebody have full wings of liberty campaign in korea, I think
oh, it's nearly complete but it isn't. oh well. hope somebody can translate them, plus missing WOL campaign
"Huh there are a lot of main channel videos lately"
and then i remembered you said you're gonna premake tons of high quality videos for summer
cant wait for twitch trolls grant
Wait a second this isnt main channel. How did i get that confused
23:34 It does! Her blue psionic attack does too. And Kerrigan's Razor Swarm was exploding Dark Archons if I recognized them correctly.
If anyone is wondering about the random scouts, it seems like implosion uses their death animation (so does the the artifact nova). Still not sure what the arbiter's are for (8:12)
It’s her ranged attack or a spell lmao. You can see the battle cruiser and tank dying near that time frame
All in without the dramatic music is a strange, surreal experience
I messed around a lot with mapping back in the SC1 days. Seeing how they did the razor swarm here brings back fond memories.
0:53 As a guy that never played SC 1 in my life, seeing this jank-ass movements is pain.
That's the charm
Wait till you see dragoons 😅
@@mullerpotgieterI wouldn't call that charm, more nostalgia tinted frustration 😂
@@ayayashiba1231 I know them. I mean, I saw how SC played and said, "Nah, bro, I don't got have the patience for this. This pathfinding is gonna be the death of me."
@@JJJBunney001 It's charming in the way that the 20-year-old TV tray that's missing a leg and has bald spots on it would be, but you keep it because it reminds you of simpler times.
I'd like to see the whole of the Campaign ported like this. It's amazing work
Hope they’ll make a mass recall version if possible
I used to play SC1 custom maps like "bunker defense" in 2008, its amazing how the mods for this game are in WC3 level in terms of custom units.
Sc2 voice lines in sc1 feel extra goofy for some reason
i have been waiting for these for years now and im glad you finally give it a shot. AND BTW there is The Reckoning mission available in SC1 for you to play right below All in and i cant wait too see that. And dont forgot that you have too finish Brood War Reversed campaign that you said you will when you played the first campaign. You really are doing a great great job , keep it up and have fun.
absolutely love how this map looks in the sc1 engine, the vibe feels way better, probably because style-wise, sc1 just looks more grim-dark.
Even though I have SC1R, i never really played it. I spent the majority of my SC1 time in Arcade, and damn, do these sounds bring back some awesome memories.
This is so cool. It's like taking Starcraft 2 Brood War only to the next level, that or reversed Mass Recall.
Now I want to see all of Wings of Liberty translated into Starcraft 1.
Now I want to see all starcraft 2 but played on starcraft 1
*Now we need a Mass Recall version of this mod!*
Fantastic design! The only thing missing are the random Overlords lumbering towards the artifact to add to the chaos of it all.
I would totally play the entirity of Starcraft 2 in Starcraft 1
0:41 Opening
1:23 Start
3:43 Artifact ready
6:28 1st use of Energy Nova
/
7:27 Kerrigan's 1st attack
-I am not sure if she can instant destroy a mech or not.
14:38 Kerrigan's 3rd attack, with super AoE spell.
18:08 Kerrigan's 4th attack
21:30 Kerrigan's final attack
23:08 GG
It's nice to see the original version of this mission. These days, I feel like most people only know it from the Wings of Liberty mod for SC2, made by IceStorm or something like that.
This is funny to see, because I had a thought on what would it be like to play Starcraft 1 and Brood War, in Starcraft 2. As in the missions and the maps, etc. And then I see someone did a Starcraft 2 mission, in Starcraft 1.
That exists. It's called Mass Recall. It can be a bit janky, though.
19:04 “Why is razor swarm so huge??!!” *proceeds to lead the science vessel to its death* Lol.
We have seen Starcraft 1 in Starcraft 2, but now we need a mod maker to make Starcraft 2 in Starcraft 1.
One thing that I had issues with SC1 that this mission makes very clear is how the Char tileset, for being such a prominent location that you play in a lot, has very few doodads and terrain variations. Especially compared to other vanilla tilesets like Jungle or Badlands.
Razor Swarm uses the Dark Archon death animation, I think. And the artifact nova is Scout. Kerrigan's little glowing effect is Scout and Arbiter, I think?
That was an interesting remake of the mission!
Thanks for the video!
This is top-notch design! Must have been immensely hard in the SC1 engine. I remember trying to make the AI behave and it was always a struggle.
And yea, queens + defilers + devourers + guardians is a terrifying combo in the hands of a cheating AI. If you're good against ground, the air breaks through and takes all your attention. If you're thinking about air, ground rips holes in your strongpoints before Kerrigan even finds you. And those queens broodling'd everything in a mile radius! When I play SC1 I'm often tempted to build a wall of defenses on my flanks just to keep the queens from eating my base alive. Turrets do a good job though of emotionally traumatizing queens. :D
"someone got outplagued" ...i'm rooting for Kerrigan after that line.
As someone who has never played SC1 and probably never will: Dang that was really heckin cool.
Given how primitive SC1 trigger system is, I say it is super impressive!
There is something about SC1 minimap as the unrelenting purple tide comes from all sides that is mesmerizing.
1:02 Lol, I see the artifact is powered by scouts. 😂
The ghost with the new upgrade inside of a 6slot bunker seem quite op. In theory the ghosts have way higher range than marines. and with the crazy upgrade. I think ghosts are tied with marines (no stimpack) in dps vs normal. they only lose vs small which is only zerglings. just a thought
I've gotta say, the audio balance is so different, I can hear what Mira sees in Matt. You know, other than corrupting a good boy.
I think the Ghosts actually were doing surprisingly good work in the Bunkers specifically against Lurkers, gives the Bunkers a little bit more of a headstart in attacking the Lurkers before the Lurkers start attacking them and with the bonus damage and explosive damage you had on them that was definitely hurting those Lurkers quite a bit, and otherwise i think the Lurkers definitely would have *shredded* your bunkers lol
I unironically always wanted to see the SC2 campaign be ported into the first game.
Seeing stuff like this makes we wish we had an entire StarCraft 2 demake. I mean we already have SC1 remade in SC2. We should have the other way around too!
Using mass queens for the massive air waves was unexpected and terrifying.
Defiler's AI is a bit weird cuz it only focus on throwing all the spells on our defense line, including dark swarm too (for non-sc1 players, it's the orange cloud protect units inside it from any range damage).
Also irradiate backfire the vessel boys really hard, as now the gain bio attribute
This is upload-in-the-main-channel worthy
Fortunately starcraft 1 siege tanks are firing nuclear warheads at infinite range. They counter everything
This is one of the coolest mods I've seen!!!
Just like "SC mass recall", will it be possible to do all of SC2 in SC1?
Hmm, just noticed they refer to Kerrigan as a Class 12 Psionic Waveform, I wonder if that was an intentional reference to Babylon 5 Psi-Corps -- Kerrigan's a P12 ppl! 🤔
It would be funny if the Zel'naga artifact was actually made from Protoss remains. That way, the placeholder fits.
2:24 “i don’t know why the music audio just changed” The audio engine realised that Tony Levin was about to do an epic bass solo. That’s why.
I can't wait to see the full sc1 demake!
Thanks for the fun! ^^
I would build A LOT more turrets everywhere
That's sick as hell !
When I played the archipelago mod in SC2 I used EMP plus Optical Flare to completely neuter Kerrigan in this mission, I wonder if it would work in this mod as well...
I wanna see Grant used cursed tech like sieging a tank underneath a command center.
no shes going top again THE SCIENCE VESSEL Excellent
It's evolving just backwards
Clearly the next step is to have SC1 All In in SC2 with all the super buff zerg casters. Time to enjoy Dark Swarm, Plague and Spawn Broodling in SC2
only now you see a scout? He was here the entire mission.
This is freaking awesome.
Now we need all of the SC2 missions redone in Broodwar.
Now for All In Mass Recall
I love this mission
Hear me out we have mass recall (sc 1 campaing in sc 2) now well have recall mass (sc 2 campaing in sc 1)
I really want him to go back and play UEDAIP. The BroodWar campaigns are incredible
This is pretty cool! Is there a co-op version coming soon?
there already is
deadly scout tassadar maneuver
Now we just need him to do this with marines only :D
R.I.P. spine crawler family 🙏🙏😔😛!
I really hope Artosis will play this at some point.
Here's hoping we see SC1 The Reckoning
I waited for big chunky guardian at the middle of the mission. But he wasn't there.
idk why but now i want wing of liberty in sc1
Something I noticed when it comes to Kerrigan, even on sc2 all in, Kerrigan will go towards the side of your defence that isn't as strong, not sure about the programming, just an observation playing that level.
"Is she top or bottom? I can't tell." Grant - 2024
Does the bunker medic thing work on SC1 or only SC2? 🤔I recall if you stim bunker marines and have a medic in there, she'll heal the damage after.
Grant forgot he made all units biological when he irradiated his own science vessel, didn't he?
How to make all in harder:
SC1 Spellcasters
"siege tanks no longer deal friendly splash damage"
wow, you managed to make siege tanks actually OP. The friendly splash is the only reason why they suck, since they often break your building or kill your units.
bro had the same struggle as i did in the end just block with everything you got
Valyries! Valkyries man!