About heroes, game Battle Realms had a nice idea. In campaign (either Dragon or Snake way) for the first few missions dead hero would fail the mission (mostly for the main hero Kenji) while later we would get the Keep building which could respawn the dead heroes (in skirmish you buy faction specific heroes there) for a price in special resources. Remake modded SC1 campaign could use this idea, maybe by using Academy or Commander Center.
well I definetly agree with you. The way how you perceive story as a real and present character is a great idea since it is a strategy game and you are the mastermind who controls everything in order to achieve victory.
@@VoidDestroyer Being looked at directly by someone important in a sc1 mission briefing and being told, 'Magistrate/Executor/Cerebrate, this is on you. Make it happen or we're all screwed' just felt way more immersive to me. I want to liken sc2 to a tabletop DM making a group of players sit down and forcing them to 'experience' their shitty novel instead of actually playing their own characters in a game, but that's probably because sc2's storyline is an awful fanfic. I got such immense nostalgia during the briefings in this video where it's like, hey, you're actually part of the story.
God I love the SC1 campaign, I'm over the moon hearing that this is gonna be a series, can't wait for mass crackling to be more viable without the apm of jaedong.
I think the best implementation is either respawning heroes, a la Warcraft 3's pay-to-resurrect/long retraining time, or AoE II's newer campaigns where heroes are usually slightly more powerful compared to earlier campaigns, but once dead they are taken off the field to recover their wounds without giving a game over. No-build missions with "hero must survive" requirements are fine however (although Belly of the Beast did it ideally, with a respawn timer instead)
Yeah having "X hero must survive" on macro missions are really annoying. Since you wanna use the hero, even if they are just a buffed up version of a regular unit. Due to their increased damage and health. But the AI always seems to focus fire them down and they die very quickly. So you generally just leave them behind in the base. Micro missions / no build missions are fine imo. As it is intended that you use the most out of the units you are given.
Just to add to what Grant mentioned about the highest difficulty - it's incredibly punishing to suboptimal build orders and doesn't allow for any amount of relaxing play. A lot of the harder missions required extremely tight build orders and advance knowledge of attack waves. BW Zerg 8 (Kill the overmind) and BW Zerg 10 (Omega) were both ridiculous with Omega taking upwards of 3 hours with planned strats including about 4 hidden bases that the AI just doesn't attack. If that sounds like your kinda challenge, go for it! Excited to watch this through - hard's plenty tough on the upper end missions as well.
I helped a lot with this most recent MR update and I pushed hard to rename that Endgame difficulty so that it wasn't called Brutal (because defualt SC2 difficulty names really screw with expectations) and then also hide it behind the options. This difficulty is very hard to test and implement because there is a lot of RNG. As such, there are some instances where you outright can't win because of randomly timed/sized attack waves coming in too early. Hard is a very well curated difficulty based on my experience, whereas Endgame is *meant* to be horribly frustrating - I don't recommend playing on Endgame to anyone. By the way, this mod will never not have any bugs because it is absolutely enormous, but I'm proud to say we cleaned up hundreds in the latest update :) I hope people enjoy it!
@@overestimatedforesight It was neat to do exactly once for the race and campaign I'm most familiar with, but yeah, it's not fun if you're really not dedicated to it.
Fun fact , on the endgame difficulty the AI gets Ultras on the very first proper mission. The one where you have to make 10 Marines. Ultras vs low income base. Just a small teaser for what endgame difficulty truly is like
@@kubermr29 Endgame makes SC II brutal look like a joke honestly. I can beat all but one mission on Brutal with relative ease. But Endgame? It is a literal nightmare. If you're really skilled Endgame is the thing for you
"Ok buddy, lets walk you through. Its pretty simple. Mine minerals, train marines at the barracks, pray to Amon that the ultralisks don't notice you too early. Real simple."
"Son, you are an ULTRAMARINE now!" "Cool! Do I get Terminator Armour, chainsaw, jetpack, the whole package?!" "No. You get to fight Ultralisks." "Man, I hate being in the wrong franchise."
I've been grappling with the hero problem a lot while working on a redesign of WoL. I want the Hyperion to be present in missions (most of them at least), because it's really dumb that Raynor has this great ship and uses it exactly one time in WoL. The plan I've settled on for handling the Hyperion dying is I think a decently good one but won't make sense for other heroes that aren't battlecruisers. The basic idea is that there are set points around each mission, when the Hyperion dies, it crashes at the nearest of these locations. The crashed Hyperion starts at like half health or so, and takes damage as it burns down. The player has to rush SCVs out there to repair the Hyperion, because it's GG if the Hyperion fully dies, but you also cannot win without first repairing it (b/c duh, no ship = no campaign). The tricky part is that the AI is going to be attacking the crash site, hard. To defend the Hyperion after it crashes, the major characters get their hands dirty. The four heroes from Belly of the Beast come out of the crash site to defend, and once the ship is fixed they go back inside and the game continues as normal
"Come on Ajax, up and at 'em! This is no time to be lying around." It also provides a very nice offscreen death for Chiron, using the Hero Death animation of his silhouette rising from his (hidden) corpse that we've by that point spent hours getting all too familiar with. Good visual storytelling.
I really love some of the nice little touches that make you feel like a character in this universe such as Duke’s message coming while your at dinner. It really makes the world feel more alive and kinda immersive
Absolutely love this. Been wanting to play/see StarCraft 1 played with sc2's mechanics, but I don't have time usually, so this is the perfect outlet! 100% think you should play all the way through.
So excited for this series. Can't wait for more. For the Hero question: in SC I think there are answers for each faction. Kerrigan respawning was great, maybe adding a mineral cost would be better. Protoss also makes sense with the hero warping back to base when injured and taking time/resources to revive. Terrans would probably be better served with the hero falling injured on the site and needing a unit come to revive them.
I feel that the way warcraft 3 did heroes was perhaps my favorite: on some missions, you had to handle the hero only, and their death being a risk is narratively compelling; on others, you can make an alter to bring them back. Otoh the way age of empires 4 or Iron Harvest do it where you can "get the hero back up" with other units is also pretty great for not being a huge pain.
Heroes, when killed, should remain "injured" for the rest of the mission or a set number of campaigns where they will instead be used for logistics or whatever the name you would like to give their new job title. A calldown menu like we see for most SC2 co-op commanders while the heroes are injured would work best until they can return to the field. In the Napoleonic era, Napoleon had the full support of his men and was able to order them on nearly suicidal missions with no complaints simply because he was 'one of the boys' and on the frontline aiming artillery, etc. Or at the very least, just include an option to enable/disable hero deaths for hardcore players who enjoy the extra management task of babysitting this hero with 5 more health than its normal variant. Victory conditions are literally just a true/false event
2-3 Heroes. You can only pick 1 to bring to any particular mission. If they die, they're injured and stay cooped up at base for 3-4 missions, or you pay those meta-upgrade currencies to get back in earlier. Benched heroes provide useful but not huge base passives. No build/Hero missions automatically subtract from mission reward if the hero was supposed to be injured. Respawning Heroes never get injured, but they have their own flaws/costs to balance it out.
C&C style either you can fix em up or there injured if you already have your base if it's a hero only mission that's a fail but once your set up your set up
Bearing in mind that this is a lot of work, heroes with permadeath can be really cool: in any given mission, Jim Raynor sends a favoured lieutenant, and if she dies, you get unique dialogue and you get a different one in the next mission. Possibly slightly better equipped, so that if you suck and keep losing heroes, you have the most powerful one in the final mission, but get a worse ending. If you want to get really fancy, it could have story results, eg there's a story branch toward the end wherein Raynor chooses to get revenge on either Zerg or the Confederacy depending which killed more heroes.
RTS but with the Nemesis system. Every hero that dies has a chance of coming back with a wound or dialouge showing how they died / avoided death last time.
I honesty just really like this laid back story playthrough. I like watching you play, and I also am interested in the story of Starcraft I. Exactly like this for future episodes would work excellently for me!
8 of 10 marines with 2 more on the way... Grant: " More Raxs! MORE!" Also with all the unpleasantness with blizzard it's nice to both go back to simpler times while also highlighting the phenomenal work the Mod community have done.
Great video, can't wait to re-experience SC's campaign all new and shiny. Also have to love how they recognize this video as StarCraft II despite what you said in the description :P
It's been AGES since I've played through SC1, and you mentioning that BW has some of the better storytelling in the SC universe really got me hyped for this. Would love to see a lot more! Also, screw the guy that thought restarting missions because a hero dies was a good idea.
I think we are at the state where we can feasibly make games where if you lose the main hero, he dies and then you can't use him anymore. He is replaced by a commander who does not go to the frontlines and as such is impossible to lose. For example if you lose Jimothy in WoL, Matt horner takes it's place, and then you can't use Jim for the rest of the game. I know it would be incredibly hard to do and would take a lot of just sheer mission and stuff (cutscenes dialogue etc) to make however this fusion of RPG and RTS could be something that would give something substantially different to a genre, that needs it sorely.
And people would just reload whenever someone dies, thus making the extra effort completely useless. For a player there's little cost playing again if it means they get to keep their strong heroes instead of not getting them in later missions.
@@jnzsblzs1 if there's one thing game design has taught me, is that players _will_ optimize the fun out of things if you let them, and this situation will lead to ~80% of players skipping out on your pricy extra content to keep their heroes.
@@demrandom I mean if your idea of optimised is keeping alive the 3-4 marine equivalent Jimothy in every mission, then yes maybe it will happen. But even then the sheer boldness and novelty of the idea of having a bunch of substantially different paths in an RTS game might generate enough buzz for your game for everyone to buy it at which point, what do you care if they actually play with the extra content as well?
I remember playing this when the beta was first done (and waiting for new episodes to come out). It was really really cool (back when Sunken Colonies were super buggy). One thing I found very interesting using SC2 pathfinding is that Mass Tier 1 Units, namely Zerglings and Marines were insanely strong because of how well they stacked and how high damage output everything was. Everything back then had like double the attack speed of the SC2 counter part (zerglings like attacked 4 - 5 times per second instead of 2 times per second with adrenal) Of course, meant that splash was insane too.
In response to the hero question, I think there is a time and place for each method. Like, no build missions it makes sense that if your hero dies its over. But also having missions where there are going to be a costly engagements or a drawn-out fight having a hero that can respawn is nice. Because then you actually get to use them rather than just hiding them at base to ensure you don't accidently fail the mission. But also having a mechanic where the missions gives a hero that is really good with the understanding if they die they are out of the fight can be fun as well. Makes you want to use them, and risk them being in combat without the concern of insta-failing the level.
Some feedback: THIS IS GREAT! I was waiting for GGG to showcase this mod and would very much like to see more and hear your thoughts about how it feels to play 20 year old game.
I think a good stance on hero units would be if the hero dies, he’s just gone for the mission and gets “evac’d” and maybe you could have some challenging levels where air support would be unavailable so if the hero dies, you lose
Hero thoughts: I generally like the idea of heroes that can be killed and respawn, particularly if there is justification for it (emergency teleporter, deep tunneling, etc) and this is paired with missions in which the respawn is unavailable and the mission is lost if the hero is killed. Best of both worlds! SC MR thoughts: Love it. Such nostalgia. Many feels. I also was very amused with your anecdotes about your personal experience with the original SC campaign and unit analysis. Continued comments on how the remake changed things or how old SC units were broken/unplayable/OP adds another layer of entertainment. Keep up the good work, love your content!!
I actually just downloaded this mod a few days ago. I never realized that they decided to use the sc1 stats, so your commentary on the differences between the games was really useful.
Perfect as it is mate! As someone who played the SC1 campaign to death I'm loving seeing all the story extras thrown in like the cutscenes. As you say they add so much to it. Can't wait for episode 2!
I like the thought of if Raynor dies he ejects as a buffed up marine that you can later put into a different vulture bike, and if he dies as a marine you have to go out and rescue him after a short timer rather than just no consequence pops up back at your command center
I loved this! I played starcraft 1 as a child, (5 years old), and everything is a blur. Id love your inner monolouge, the technical discussion, and the updates you give in these videos! If I had to add a positive and a improvment area, Positive: Engaging, calming, informative. Improvement: Add more about your experiences in starcraft! How you struggled with it when you were younger, and how you grew to be this ultimate SC streamer. I was inspired to play more by your videos, and want to see more of your history with starcraft.
Loved SC1 to pieces when it was current, and replayed it several times over since then. But each year, with better and better PCs and stuff, it was getting harder and harder to adjust to 800x600 resolution and graphics. With this series, that gap is closed a bit and nostalgia can hit full force. As to the heroes, WC3 did it well - you need to invest a good chunk of your economy to have them, and invest again if they die, but it's not a game over if they are ganked. Of course, if they die repeatedly, they fall behind and can't keep up so you lose even if your eco is up and running. I felt that was an excellent place for heroes in games.
If you're not aware, Blizzard actually patched SC1 pretty thoroughly a little while back and now it works perfectly on modern systems. It's not higher res or even widescreen or anything, but it doesn't slam your desktop into an ancient 4:3, 16-color nightmare. It's a free download these days, too, though they dropped support for the editor and don't include it anymore. And then there's the actual Starcraft Remastered, which does turn it into widescreen, supports all your various modern resolutions, and redraws all the sprites in some (mostly) very faithful recreations. Graphically, I think it's one of the best remasters in the industry.
When it comes to heros, I prefer the Age of Mythology route where the hero is downed but can be revived. Kerrigan's way works too, but I do think your mega-powerful hero just respawning at base is a little cheesy.
Halo wars did that too with their heroes. The hero would go down, but Regen hp. At half health you could get them up. One character in it (sgt forge) even has a thing where if his warthog is blown up he changes to a foot soldier.
Using SC1 remastered's pre-mission menu's & voice lines with SC2's controls just looks great, the bonus pre-map load cutscenes add to the setup. Good Job creators
Bless you for uploading this, Grant. I played a tiny bit of Starcraft 1 about 20 years ago, and I understand maybe 10% of it because I wasn't fluent enough in English yet. I've read the story, but it's great to finally experience it. Thanks for letting the audio and mission intros play.
I love it! I played sc1 capaign like 20+ years ago and it's quite sentimental. Also love that you don't skip any cutscenes, really gives a deeper 'feel'. Overall I absolutely love most of your content, I discovered it just a few months ago btw When playing quite some time ago, and not knowing english much, I had my interpretations of some units speeches, for example I thought firebat's 'Need a light' is actually 'Little white guy' :p and high templar I Imagined like: high templar wakes up after a party with a monster hangover, his head hurts like crazy, he grabs his head and says "AH Shit ALCOhoL" Then his wife walks in and starts yelling at him that he came back home late at night drunk like a pig, woke everyone up, and templar grabs his sore head and says to himself with a terrified voice: "SHE TALK!"
As a fairly new viewer i would absolutely *love* a full series on this. I never played the original SC 1; i did the campaign until Aiur bugged out and i didn't care enough to redo the whole mission so this "remaster" combined with commentary is a gold mine :3
The strangest thing for me is I always thought that Raynor was almost as bald as an egg and was on the verge of having a second chin based on his portrait. Then Sc2 roles around and he is suddenly buff and not just has a moustache but a full on beard and hair. That threw me for an enormous loop the first time I saw him in Sc2. Also, I will forever complain about how big they made the firebat's fuel tanks in Sc2. In Sc1 they look like armored-up marines with some reasonable-sized fuel tanks, while in Sc2 they have a fridge on their back that makes the unit look like a walking cube unless you zoom in a bunch.
First. Loved the mass recall, I hope it continues. Second. I like the idea of heroes being unique units that can have only one existing on the map. If they die, you can build them again with a set price.
Loved it! Looking forward to seeing another episode if you decide to do it. Enjoying the comparison-style commentary and your usual entertaining personality.
As a huge fan of SC1 for over 20 years of the campaign, the units and the mechanics (apart from unit and building selection) I love this integration with the SC2 engine. Your commentary is nice and peaceful besides you playing like an absolute god. Keep this going.
Starcraft 1 was the Game, that got in me into gaming in the first place. So its story and the old Blizzard have a special place in my heart, big thanks Grant :D. I will enjoy mass recall a lot
Something I remember from SC1/Broodwar - Every bunker /should/ have a firebat in it, unless you're fighting protoss, in which case a ghost is the non-marine that you wedge in. This is because a bunkered firebat is the zerg's worst nightmare.
This is really cool :) I like that you aren't playing it on the hardest possible difficulty so you can try out more varieties of units and strategies. I like that you explain how the units are different between games, and what that means for balance and how to use them. For hero units: A hero unit that dies and respawns after a while: I will use in a mission guaranteed. A hero unit that dies and is dead for the rest of the scenario: I will use guaranteed. A hero unit that dies and ends the mission: I will use if I have to. Alternatives: Hero that you have to rebuild after they die. Hero that gets stronger and that can respawn by getting X kills / resources / pickups / optional objectives
i've been looking into playing this version for a loooong time and I never did. now I get to hear my favorite SC content creator show it off and oh man... SC1 units in this beautiful SC2 engine OH! thanks for doing this Grant
Regarding heroes: I'd like it the way that Kerrigan works in HotS, except instead of respawning automatically for free, the player has to pay XXX minerals and YYY gas to initiate the respawn. It's so great to see you playing this by the way. This mod is the best way to experience SC1 story in my opinion.
Warrior Kings did a pretty good job with the "game over if your hero dies" version. Artos was decently stronk compared to regular units, but he could still provide utility if you wanted to keep him out of harm's way. His stats and abilities grew as the campaign progressed (based on the route), and he was mounted so he could always keep up with your army or disengage when needed. And, most importantly, the game played an audio alert if he happened to take damage off-screen.
If you'd like to, you can turn kn special faction unit models at the homescreen menu. Makes the universe feel more alive too! I also personally turned on the extra hero, made the game more fun and challenging knowing you have two strong hero units with abilies who both need to stay alive. Not to mention most of the time the extra hero is totally not out of place, always feels like "yea they should appear together in this mission", for example when fenix and raynor are constantly together, makes sense to control both of them when their on the same mission.
Ok so this is amazing Grant and i love the format, please make more. And its super nice that we get to see the narative, me at 11 that couldent beat the game is smiling inside me knowing im finally gonna get the whole story :D The music might be a tad higher than im used to, but man those sc1 tracks are bangers. so no worries. And for most games id like to have something close to Xcom where if a hero is kiled on a mission they get wounded and cant join the next one or have next mission with reduced health/dmg something, so the heroes can be a bit stronger amd valuable to use, but losing one has a consequence.
Thanks for letting me know about this mod! I have been interested in playing SC1 as a fan of SC2 for a while but as a younger individual I personally couldn't cope with the graphics and the lack of quality of life features like selecting more than 12 units at a time.
I already know that i'm gonna love this playthrough Grant, am gonna watch it and re watch it all the time, THANK YOU and thanks for all the content you provide.
The sound was fine for me in the episode For the Hero discussion : hero units have to feel heroic (it is in the name) so they should be a bit stronger but not insanely so . I think the fairest balance for heroic units would be how Fenix Coop Commander does it or Tychus maybe ( idk i havent played much coop cuz i aint giving blizz my money) . And i really hate it when u just straight up lose the mission on hero death . I will be looking forward to the series ! I have played starcraft a looooong time ago and i remember loving it so seeing the updated SC2 one will be bringing some memories . Love the content Grant keep on being kewl !
This was a really fun video, I appreciate you doing this series! I'm looking forward to the next one. I also really like that you're pointing out the differences between SC and SC2, it's something I'm really enjoying so far.
I've always liked how in some of the more recent Age of Empires 2 campaigns, losing a hero just gives you a "etc etc has been wounded and is retreating from the battle!" message, and you simply no longer get to use the hero for the rest of the mission. I think it's the logical thing to do, because the hero's usefulness in battle gives you an incentive to keep the hero alive, while not being a liability by being a potential instant failure condition.
"I wish [the firebat] were better in SC2" -- you and me both. I want the firebat to be good; hellbats are sort of their upgrade, but I can't stuff one in a bunker to handle lings and zealots trying to tear it apart at the seams while marauders/marines take out the more important things.
I LOVE this and I am looking forward to more! That super hard difficulty version can wait until you're in a masochistic mood. (Same goes for nightmare difficulty mod, looking forward to seeing that but one headache at a time! =D ) A suggestion for unit comps, one of my very first playthroughs I always ' tried out' any new units being introduced, by only sparingly building a couple of them and rolling with mostly previously unlocked units for those missions. Starcraft seems to be designed in the other direction, with missions balanced around the new unit getting massed. (Hellions on Outbreak, Siege tanks on The Dig) which makes for a fun 'slightly' challenging version of a mission, but also a very rewarding when you have half a dozen of each with a massive kill count that you worked very hard to keep alive. TLDR: Comp suggestion: limit of ~10-20 supply worth of newly introduced units maximum (either total or at any one time depending on how it actually plays out difficulty wise)
Good stuff as always. Starcraft 1 is basically my childhood so I'd love to see more. On the topic of hero units? I think that age of mythology is one of my favorites, where if a hero died the mission wasn't over but you could only get your hero back if you built a new army and captured their corpse like an objective. The only issue with AoM imo is that when the heroes rez they have almost no hp and can die again quite quickly. Maybe if they had 25-50% hp when they resurrected it would be better.
I've just finished this amazing mod myself, and cuz I'm a pretty casual player I played it on easy and even used cheats here and there... But I was in for the story, mainly. So I'm thrilled to see a "proper" playthrough, and hope this series will go well and as planned! As of sound and other feedback, I'm perfectly fine with current settings.
Grant: [giggles immediately upon seeing General Edmund Duke] Duke: "Ya'll need some good ol' fashioned discipline." I'll admit to an immediate feeling of disappointment that you're not playing the face-grinder mode, but your reasoning for why not is completely reasonable. I mean, it's your content, so you can play however the heck you want anyhow. It's weird; I like seeing you take on absurd challenges, but when you're angry I find the content very unpleasant, if you're not having fun we're not having fun, etc. So finding a good mix between the two sounds entirely reasonable. Hard mode should be spicy enough anyhow.
Also for the hero unit question, the way halo wars does it is my favorite, where when a hero dies they fall down and slowly regenerate to half health, and then can be rescued by ground units
This is amazing and I love this. I'm showing it to my wife to get her the story of starcraft 1 so please continue and thank you for doing these playthroughs
Your playthrough of this has been amazing, this is like the 3rd time through I'm watching it. It's got me looking to make the free time to play through this mod myself.
On the hero question, I feel like WC3's version: if you have production they can die, if it's a no build they can't, has the most fun factor. Multiple active abilities are always fun
I tried playing mass recall to see the story, but I gave up on the defense mission in rebel yell, I'm looking forward to seeing it, though I think I know quite a bit from watching all the sc1 meme videos already. Loving the archives, can't wait for more
I would LOVE to see more of these, I never played sc1 before (didnt want to either cause of clunky movement) but i would love to see more of the story and everything also i think its funny how op zerglings are xd
In regards to the heroes I think one interesting way to do them would be how Halo Wars did them in the campaigns. In that when they die, they “go down” and after a certain amount of time you can go over and heal/revive them. The timer I assume is so you can’t immediately revive them and cheese it, but it was interesting having a hero go down during an assault, then having to push to recover them. Heroes in vehicles also behaved interestingly (forge in HW1), where he started in a warthog but the warthog could be destroyed and rather than him dying, he would get out and be on foot. In SC1’s case it could also work where raynor’s hover bike would blow up and he would become a slightly better marine until you sent him to a vehicle bay and rebuilt his vehicle (or give him an ability that has a cool down starting when his vehicle dies, and after ~60s you can pay minerals and a ship drops off a new vehicle for him). But if he died before you rebuilt the vehicle, he would go down and you’d have to send a medic or something to revive him. (Or an SCV to repair the vehicle if the hero is say.. a siege tank (hammer, anyone?))
I do miss the feature of player being actual character in the campaign. That makes SC1 campaign somewhat better than SC2.
you are the main characters in sc2 but I get what you mean, executors and cerebrates etc, but in sc2 you are raynor kerrigan artanis and nova
About heroes, game Battle Realms had a nice idea. In campaign (either Dragon or Snake way) for the first few missions dead hero would fail the mission (mostly for the main hero Kenji) while later we would get the Keep building which could respawn the dead heroes (in skirmish you buy faction specific heroes there) for a price in special resources. Remake modded SC1 campaign could use this idea, maybe by using Academy or Commander Center.
Also, would it be possible to repair Jim Raynor battlecruiser in Protoss Campaign? :P
well I definetly agree with you. The way how you perceive story as a real and present character is a great idea since it is a strategy game and you are the mastermind who controls everything in order to achieve victory.
@@VoidDestroyer Being looked at directly by someone important in a sc1 mission briefing and being told, 'Magistrate/Executor/Cerebrate, this is on you. Make it happen or we're all screwed' just felt way more immersive to me. I want to liken sc2 to a tabletop DM making a group of players sit down and forcing them to 'experience' their shitty novel instead of actually playing their own characters in a game, but that's probably because sc2's storyline is an awful fanfic. I got such immense nostalgia during the briefings in this video where it's like, hey, you're actually part of the story.
God I love the SC1 campaign, I'm over the moon hearing that this is gonna be a series, can't wait for mass crackling to be more viable without the apm of jaedong.
Mass Recall is a blast, SC2 game play and improvements with the original campaign maps and story, YES
i think it helps that it lulls you into thinking it's going to loosely mirror the American Civil War and hits you with fucking aliens
Speaking of over the moon, Starcraft 1 actually went to the ISS.
Where can I get this mod?
Hell yeah bro, same!
I think the best implementation is either respawning heroes, a la Warcraft 3's pay-to-resurrect/long retraining time, or AoE II's newer campaigns where heroes are usually slightly more powerful compared to earlier campaigns, but once dead they are taken off the field to recover their wounds without giving a game over.
No-build missions with "hero must survive" requirements are fine however (although Belly of the Beast did it ideally, with a respawn timer instead)
Yeah having "X hero must survive" on macro missions are really annoying. Since you wanna use the hero, even if they are just a buffed up version of a regular unit. Due to their increased damage and health. But the AI always seems to focus fire them down and they die very quickly. So you generally just leave them behind in the base. Micro missions / no build missions are fine imo. As it is intended that you use the most out of the units you are given.
Well if it is a bio hero- wait no, that is not till bw. Terran mech heroes are usable tho.
Was thinking about medics, still fixes nothing for protoss
Just to add to what Grant mentioned about the highest difficulty - it's incredibly punishing to suboptimal build orders and doesn't allow for any amount of relaxing play. A lot of the harder missions required extremely tight build orders and advance knowledge of attack waves. BW Zerg 8 (Kill the overmind) and BW Zerg 10 (Omega) were both ridiculous with Omega taking upwards of 3 hours with planned strats including about 4 hidden bases that the AI just doesn't attack.
If that sounds like your kinda challenge, go for it! Excited to watch this through - hard's plenty tough on the upper end missions as well.
It's one of the sad things about any game, when things get competitive you can end up optimising the fun but stupid plays in the game out of the game
I helped a lot with this most recent MR update and I pushed hard to rename that Endgame difficulty so that it wasn't called Brutal (because defualt SC2 difficulty names really screw with expectations) and then also hide it behind the options. This difficulty is very hard to test and implement because there is a lot of RNG. As such, there are some instances where you outright can't win because of randomly timed/sized attack waves coming in too early. Hard is a very well curated difficulty based on my experience, whereas Endgame is *meant* to be horribly frustrating - I don't recommend playing on Endgame to anyone. By the way, this mod will never not have any bugs because it is absolutely enormous, but I'm proud to say we cleaned up hundreds in the latest update :) I hope people enjoy it!
even many easier ones requires hard turtling for ages, won't exactly make for fun or interesting content.
Jesus that sounds like agony
@@overestimatedforesight It was neat to do exactly once for the race and campaign I'm most familiar with, but yeah, it's not fun if you're really not dedicated to it.
Fun fact , on the endgame difficulty the AI gets Ultras on the very first proper mission. The one where you have to make 10 Marines.
Ultras vs low income base.
Just a small teaser for what endgame difficulty truly is like
man that sounds evil
That`s sounds brutal, but also very interesting and challenging
@@kubermr29 Endgame makes SC II brutal look like a joke honestly. I can beat all but one mission on Brutal with relative ease. But Endgame?
It is a literal nightmare.
If you're really skilled Endgame is the thing for you
"Ok buddy, lets walk you through. Its pretty simple. Mine minerals, train marines at the barracks, pray to Amon that the ultralisks don't notice you too early. Real simple."
"Son, you are an ULTRAMARINE now!"
"Cool! Do I get Terminator Armour, chainsaw, jetpack, the whole package?!"
"No. You get to fight Ultralisks."
"Man, I hate being in the wrong franchise."
I've been grappling with the hero problem a lot while working on a redesign of WoL. I want the Hyperion to be present in missions (most of them at least), because it's really dumb that Raynor has this great ship and uses it exactly one time in WoL. The plan I've settled on for handling the Hyperion dying is I think a decently good one but won't make sense for other heroes that aren't battlecruisers. The basic idea is that there are set points around each mission, when the Hyperion dies, it crashes at the nearest of these locations. The crashed Hyperion starts at like half health or so, and takes damage as it burns down. The player has to rush SCVs out there to repair the Hyperion, because it's GG if the Hyperion fully dies, but you also cannot win without first repairing it (b/c duh, no ship = no campaign). The tricky part is that the AI is going to be attacking the crash site, hard. To defend the Hyperion after it crashes, the major characters get their hands dirty. The four heroes from Belly of the Beast come out of the crash site to defend, and once the ship is fixed they go back inside and the game continues as normal
That sounds amazing
I think putting in 4 heroes might trivialize most variations of attack waves.
@@benedict6962 these would be some beefy custom attack waves. Like the enemy going “oh shit it’s down: send in the reinforcements!”
@@Orcawarrior2 They won't be based on the existing enemy bases? Won't it get too samey then?
@@benedict6962 they’ll be uniquely fitted to the mission. But they’ll be beefier then your typical attack wave.
I find the AoM heros system with the corpses hanging around and resurectable to be the most fun while still a challange
"Come on Ajax, up and at 'em! This is no time to be lying around."
It also provides a very nice offscreen death for Chiron, using the Hero Death animation of his silhouette rising from his (hidden) corpse that we've by that point spent hours getting all too familiar with. Good visual storytelling.
I really love some of the nice little touches that make you feel like a character in this universe such as Duke’s message coming while your at dinner. It really makes the world feel more alive and kinda immersive
Absolutely love this. Been wanting to play/see StarCraft 1 played with sc2's mechanics, but I don't have time usually, so this is the perfect outlet! 100% think you should play all the way through.
When it comes to heroes in RTS I think Warcraft 3 did it brilliantly, both in the campaigns and foremost in the PvP aspect.
Yup
So excited for this series. Can't wait for more.
For the Hero question: in SC I think there are answers for each faction. Kerrigan respawning was great, maybe adding a mineral cost would be better.
Protoss also makes sense with the hero warping back to base when injured and taking time/resources to revive.
Terrans would probably be better served with the hero falling injured on the site and needing a unit come to revive them.
I feel that the way warcraft 3 did heroes was perhaps my favorite: on some missions, you had to handle the hero only, and their death being a risk is narratively compelling; on others, you can make an alter to bring them back. Otoh the way age of empires 4 or Iron Harvest do it where you can "get the hero back up" with other units is also pretty great for not being a huge pain.
I wanted to see Grant play this for so long and finally I can watch it, my life is whole.
Heroes, when killed, should remain "injured" for the rest of the mission or a set number of campaigns where they will instead be used for logistics or whatever the name you would like to give their new job title. A calldown menu like we see for most SC2 co-op commanders while the heroes are injured would work best until they can return to the field. In the Napoleonic era, Napoleon had the full support of his men and was able to order them on nearly suicidal missions with no complaints simply because he was 'one of the boys' and on the frontline aiming artillery, etc. Or at the very least, just include an option to enable/disable hero deaths for hardcore players who enjoy the extra management task of babysitting this hero with 5 more health than its normal variant. Victory conditions are literally just a true/false event
2-3 Heroes. You can only pick 1 to bring to any particular mission. If they die, they're injured and stay cooped up at base for 3-4 missions, or you pay those meta-upgrade currencies to get back in earlier. Benched heroes provide useful but not huge base passives.
No build/Hero missions automatically subtract from mission reward if the hero was supposed to be injured.
Respawning Heroes never get injured, but they have their own flaws/costs to balance it out.
C&C style either you can fix em up or there injured if you already have your base if it's a hero only mission that's a fail but once your set up your set up
Bearing in mind that this is a lot of work, heroes with permadeath can be really cool: in any given mission, Jim Raynor sends a favoured lieutenant, and if she dies, you get unique dialogue and you get a different one in the next mission. Possibly slightly better equipped, so that if you suck and keep losing heroes, you have the most powerful one in the final mission, but get a worse ending. If you want to get really fancy, it could have story results, eg there's a story branch toward the end wherein Raynor chooses to get revenge on either Zerg or the Confederacy depending which killed more heroes.
RTS but with the Nemesis system. Every hero that dies has a chance of coming back with a wound or dialouge showing how they died / avoided death last time.
i was thinking more of a tycus from coop like thing, if the hero dies you gotta make sure they are worth the investment to bring back
I honesty just really like this laid back story playthrough. I like watching you play, and I also am interested in the story of Starcraft I. Exactly like this for future episodes would work excellently for me!
8 of 10 marines with 2 more on the way... Grant: " More Raxs! MORE!" Also with all the unpleasantness with blizzard it's nice to both go back to simpler times while also highlighting the phenomenal work the Mod community have done.
This is great! I hope Grant streams more custom campaigns, fingers crossed for Odyssey next.
Great video, can't wait to re-experience SC's campaign all new and shiny. Also have to love how they recognize this video as StarCraft II despite what you said in the description :P
It's been AGES since I've played through SC1, and you mentioning that BW has some of the better storytelling in the SC universe really got me hyped for this. Would love to see a lot more!
Also, screw the guy that thought restarting missions because a hero dies was a good idea.
The mar sara cutscene where you can SEE Grant completely washed out by light from his monitor... gosh, I nearly died from that.
I finally downloaded this like 2 days ago and i was *so* hyped at how faithful it is to sc1
The devs were definitely hardcore starcraft fans
Super late, but do you know a guide for installation? I couldn't really figure it out.
I think we are at the state where we can feasibly make games where if you lose the main hero, he dies and then you can't use him anymore. He is replaced by a commander who does not go to the frontlines and as such is impossible to lose. For example if you lose Jimothy in WoL, Matt horner takes it's place, and then you can't use Jim for the rest of the game.
I know it would be incredibly hard to do and would take a lot of just sheer mission and stuff (cutscenes dialogue etc) to make however this fusion of RPG and RTS could be something that would give something substantially different to a genre, that needs it sorely.
And people would just reload whenever someone dies, thus making the extra effort completely useless. For a player there's little cost playing again if it means they get to keep their strong heroes instead of not getting them in later missions.
@@demrandom And then they'd miss a bunch of great content. Their loss.
@@jnzsblzs1 if there's one thing game design has taught me, is that players _will_ optimize the fun out of things if you let them, and this situation will lead to ~80% of players skipping out on your pricy extra content to keep their heroes.
@@demrandom I mean if your idea of optimised is keeping alive the 3-4 marine equivalent Jimothy in every mission, then yes maybe it will happen. But even then the sheer boldness and novelty of the idea of having a bunch of substantially different paths in an RTS game might generate enough buzz for your game for everyone to buy it at which point, what do you care if they actually play with the extra content as well?
I remember playing this when the beta was first done (and waiting for new episodes to come out). It was really really cool (back when Sunken Colonies were super buggy). One thing I found very interesting using SC2 pathfinding is that Mass Tier 1 Units, namely Zerglings and Marines were insanely strong because of how well they stacked and how high damage output everything was. Everything back then had like double the attack speed of the SC2 counter part (zerglings like attacked 4 - 5 times per second instead of 2 times per second with adrenal) Of course, meant that splash was insane too.
In response to the hero question, I think there is a time and place for each method. Like, no build missions it makes sense that if your hero dies its over. But also having missions where there are going to be a costly engagements or a drawn-out fight having a hero that can respawn is nice. Because then you actually get to use them rather than just hiding them at base to ensure you don't accidently fail the mission. But also having a mechanic where the missions gives a hero that is really good with the understanding if they die they are out of the fight can be fun as well. Makes you want to use them, and risk them being in combat without the concern of insta-failing the level.
Some feedback: THIS IS GREAT! I was waiting for GGG to showcase this mod and would very much like to see more and hear your thoughts about how it feels to play 20 year old game.
"Now when UA-cam sets the game to Starcraft 1 they technically won't be wrong."
Lmao, oh youtube.
I think a good stance on hero units would be if the hero dies, he’s just gone for the mission and gets “evac’d” and maybe you could have some challenging levels where air support would be unavailable so if the hero dies, you lose
Hero thoughts:
I generally like the idea of heroes that can be killed and respawn, particularly if there is justification for it (emergency teleporter, deep tunneling, etc) and this is paired with missions in which the respawn is unavailable and the mission is lost if the hero is killed. Best of both worlds!
SC MR thoughts:
Love it. Such nostalgia. Many feels. I also was very amused with your anecdotes about your personal experience with the original SC campaign and unit analysis. Continued comments on how the remake changed things or how old SC units were broken/unplayable/OP adds another layer of entertainment.
Keep up the good work, love your content!!
This is an awesome way for someone that’s only experienced sc2 to witness the sc1 story, thanks grant keep up the good work
I actually just downloaded this mod a few days ago. I never realized that they decided to use the sc1 stats, so your commentary on the differences between the games was really useful.
Perfect as it is mate! As someone who played the SC1 campaign to death I'm loving seeing all the story extras thrown in like the cutscenes. As you say they add so much to it. Can't wait for episode 2!
I like the thought of if Raynor dies he ejects as a buffed up marine that you can later put into a different vulture bike, and if he dies as a marine you have to go out and rescue him after a short timer rather than just no consequence pops up back at your command center
I loved this! I played starcraft 1 as a child, (5 years old), and everything is a blur. Id love your inner monolouge, the technical discussion, and the updates you give in these videos! If I had to add a positive and a improvment area, Positive: Engaging, calming, informative. Improvement: Add more about your experiences in starcraft! How you struggled with it when you were younger, and how you grew to be this ultimate SC streamer. I was inspired to play more by your videos, and want to see more of your history with starcraft.
Loved SC1 to pieces when it was current, and replayed it several times over since then. But each year, with better and better PCs and stuff, it was getting harder and harder to adjust to 800x600 resolution and graphics. With this series, that gap is closed a bit and nostalgia can hit full force.
As to the heroes, WC3 did it well - you need to invest a good chunk of your economy to have them, and invest again if they die, but it's not a game over if they are ganked. Of course, if they die repeatedly, they fall behind and can't keep up so you lose even if your eco is up and running. I felt that was an excellent place for heroes in games.
If you're not aware, Blizzard actually patched SC1 pretty thoroughly a little while back and now it works perfectly on modern systems. It's not higher res or even widescreen or anything, but it doesn't slam your desktop into an ancient 4:3, 16-color nightmare. It's a free download these days, too, though they dropped support for the editor and don't include it anymore.
And then there's the actual Starcraft Remastered, which does turn it into widescreen, supports all your various modern resolutions, and redraws all the sprites in some (mostly) very faithful recreations. Graphically, I think it's one of the best remasters in the industry.
@@RekkinOnTheInternet Huh, that sounds lovely. I'll definitely check it out, thank you.
When it comes to heros, I prefer the Age of Mythology route where the hero is downed but can be revived. Kerrigan's way works too, but I do think your mega-powerful hero just respawning at base is a little cheesy.
Halo wars did that too with their heroes.
The hero would go down, but Regen hp. At half health you could get them up.
One character in it (sgt forge) even has a thing where if his warthog is blown up he changes to a foot soldier.
Using SC1 remastered's pre-mission menu's & voice lines with SC2's controls just looks great, the bonus pre-map load cutscenes add to the setup. Good Job creators
Bless you for uploading this, Grant. I played a tiny bit of Starcraft 1 about 20 years ago, and I understand maybe 10% of it because I wasn't fluent enough in English yet. I've read the story, but it's great to finally experience it. Thanks for letting the audio and mission intros play.
I love it! I played sc1 capaign like 20+ years ago and it's quite sentimental. Also love that you don't skip any cutscenes, really gives a deeper 'feel'. Overall I absolutely love most of your content, I discovered it just a few months ago
btw
When playing quite some time ago, and not knowing english much, I had my interpretations of some units speeches, for example I thought firebat's 'Need a light' is actually 'Little white guy' :p
and high templar I Imagined like: high templar wakes up after a party with a monster hangover, his head hurts like crazy, he grabs his head and says "AH Shit ALCOhoL"
Then his wife walks in and starts yelling at him that he came back home late at night drunk like a pig, woke everyone up, and templar grabs his sore head and says to himself with a terrified voice: "SHE TALK!"
As a fairly new viewer i would absolutely *love* a full series on this. I never played the original SC 1; i did the campaign until Aiur bugged out and i didn't care enough to redo the whole mission so this "remaster" combined with commentary is a gold mine :3
The strangest thing for me is I always thought that Raynor was almost as bald as an egg and was on the verge of having a second chin based on his portrait. Then Sc2 roles around and he is suddenly buff and not just has a moustache but a full on beard and hair. That threw me for an enormous loop the first time I saw him in Sc2. Also, I will forever complain about how big they made the firebat's fuel tanks in Sc2. In Sc1 they look like armored-up marines with some reasonable-sized fuel tanks, while in Sc2 they have a fridge on their back that makes the unit look like a walking cube unless you zoom in a bunch.
I'm so glad you're bringing exposure to this! This is my favorite way to experience SC1 and I always thought more people should know about it!
First. Loved the mass recall, I hope it continues.
Second. I like the idea of heroes being unique units that can have only one existing on the map. If they die, you can build them again with a set price.
I have played sc many times until now, I knew about mass recall for a while, but couldn't get it to install. Can't wait to see this.
Loved it! Looking forward to seeing another episode if you decide to do it. Enjoying the comparison-style commentary and your usual entertaining personality.
This looks wonderful! I'm very happy to revisit the origins of this beautiful mess of a truckerpunk franchise
The attention to detail! When the cutscenes end and the UI slides in, there's power sparks because it has the rugged feel :D
I absolutely agreed on what you said about world building. One thing I really liked about desert of Kharak is that exact aspect.
As a huge fan of SC1 for over 20 years of the campaign, the units and the mechanics (apart from unit and building selection) I love this integration with the SC2 engine. Your commentary is nice and peaceful besides you playing like an absolute god. Keep this going.
Starcraft 1 was the Game, that got in me into gaming in the first place. So its story and the old Blizzard have a special place in my heart, big thanks Grant :D. I will enjoy mass recall a lot
Something I remember from SC1/Broodwar - Every bunker /should/ have a firebat in it, unless you're fighting protoss, in which case a ghost is the non-marine that you wedge in. This is because a bunkered firebat is the zerg's worst nightmare.
This is really cool :)
I like that you aren't playing it on the hardest possible difficulty so you can try out more varieties of units and strategies.
I like that you explain how the units are different between games, and what that means for balance and how to use them.
For hero units:
A hero unit that dies and respawns after a while: I will use in a mission guaranteed.
A hero unit that dies and is dead for the rest of the scenario: I will use guaranteed.
A hero unit that dies and ends the mission: I will use if I have to.
Alternatives:
Hero that you have to rebuild after they die.
Hero that gets stronger and that can respawn by getting X kills / resources / pickups / optional objectives
i've been looking into playing this version for a loooong time and I never did. now I get to hear my favorite SC content creator show it off and oh man... SC1 units in this beautiful SC2 engine OH! thanks for doing this Grant
Regarding heroes: I'd like it the way that Kerrigan works in HotS, except instead of respawning automatically for free, the player has to pay XXX minerals and YYY gas to initiate the respawn.
It's so great to see you playing this by the way. This mod is the best way to experience SC1 story in my opinion.
Warrior Kings did a pretty good job with the "game over if your hero dies" version.
Artos was decently stronk compared to regular units, but he could still provide utility if you wanted to keep him out of harm's way.
His stats and abilities grew as the campaign progressed (based on the route), and he was mounted so he could always keep up with your army or disengage when needed.
And, most importantly, the game played an audio alert if he happened to take damage off-screen.
If you'd like to, you can turn kn special faction unit models at the homescreen menu. Makes the universe feel more alive too!
I also personally turned on the extra hero, made the game more fun and challenging knowing you have two strong hero units with abilies who both need to stay alive. Not to mention most of the time the extra hero is totally not out of place, always feels like "yea they should appear together in this mission", for example when fenix and raynor are constantly together, makes sense to control both of them when their on the same mission.
Loving extra exposure of Mass recall, and watching someone better than me is going to be a fun time
The ingame cinematic shots at the beginning of missions really remind me of C&C Generals campaign, and i love it.
I had a rough day at work today, came home pissed off. Then I saw this video turned my whole day around. Thank you
Ok so this is amazing Grant and i love the format, please make more. And its super nice that we get to see the narative, me at 11 that couldent beat the game is smiling inside me knowing im finally gonna get the whole story :D The music might be a tad higher than im used to, but man those sc1 tracks are bangers. so no worries. And for most games id like to have something close to Xcom where if a hero is kiled on a mission they get wounded and cant join the next one or have next mission with reduced health/dmg something, so the heroes can be a bit stronger amd valuable to use, but losing one has a consequence.
Oh that SC 1 music... its so good! This modder has all my love and affection.
I think Duke's model is pretty good here, his original portrait looked weird with a spike head. They've replicated that and I love it
Thanks for letting me know about this mod! I have been interested in playing SC1 as a fan of SC2 for a while but as a younger individual I personally couldn't cope with the graphics and the lack of quality of life features like selecting more than 12 units at a time.
I already know that i'm gonna love this playthrough Grant, am gonna watch it and re watch it all the time, THANK YOU and thanks for all the content you provide.
As someone who grew up playing StarCraft 64, this makes me happy
Absolutely love the throwback. Saw this and can't wait for episode 2 and to play mass recall.
This game was one of my childhood favorites and I'm glad to see you play through its remake.
Love that you're playing this amazing mod, keep up the great work!
As a fan of StarCraft, I'm really enjoying this playthrough. Well done.
The sound was fine for me in the episode
For the Hero discussion : hero units have to feel heroic (it is in the name) so they should be a bit stronger but not insanely so . I think the fairest balance for heroic units would be how Fenix Coop Commander does it or Tychus maybe ( idk i havent played much coop cuz i aint giving blizz my money) . And i really hate it when u just straight up lose the mission on hero death .
I will be looking forward to the series ! I have played starcraft a looooong time ago and i remember loving it so seeing the updated SC2 one will be bringing some memories .
Love the content Grant keep on being kewl !
This was a really fun video, I appreciate you doing this series! I'm looking forward to the next one. I also really like that you're pointing out the differences between SC and SC2, it's something I'm really enjoying so far.
Very excited by this. Haven’t played SC1 since I was kid. I have only the vaguest memories of what happens
Super stoked to watch this. I don't know the SC1 storyline very well, so I'm looking forward to seeing what you are doing with it!
I remember playing a bit of SC1 when I was younger. These graphics look so much better.
I've always liked how in some of the more recent Age of Empires 2 campaigns, losing a hero just gives you a "etc etc has been wounded and is retreating from the battle!" message, and you simply no longer get to use the hero for the rest of the mission.
I think it's the logical thing to do, because the hero's usefulness in battle gives you an incentive to keep the hero alive, while not being a liability by being a potential instant failure condition.
Wow, huge props for getting the mission briefing screen so darn accurate.
This is awsome! I haven't played Starcraft 1 in years, so I'm excited to get a refresh on it.
"I wish [the firebat] were better in SC2" -- you and me both. I want the firebat to be good; hellbats are sort of their upgrade, but I can't stuff one in a bunker to handle lings and zealots trying to tear it apart at the seams while marauders/marines take out the more important things.
I LOVE this and I am looking forward to more! That super hard difficulty version can wait until you're in a masochistic mood.
(Same goes for nightmare difficulty mod, looking forward to seeing that but one headache at a time! =D )
A suggestion for unit comps, one of my very first playthroughs I always ' tried out' any new units being introduced, by only sparingly building a couple of them and rolling with mostly previously unlocked units for those missions. Starcraft seems to be designed in the other direction, with missions balanced around the new unit getting massed. (Hellions on Outbreak, Siege tanks on The Dig) which makes for a fun 'slightly' challenging version of a mission, but also a very rewarding when you have half a dozen of each with a massive kill count that you worked very hard to keep alive.
TLDR: Comp suggestion: limit of ~10-20 supply worth of newly introduced units maximum (either total or at any one time depending on how it actually plays out difficulty wise)
Good stuff as always. Starcraft 1 is basically my childhood so I'd love to see more.
On the topic of hero units? I think that age of mythology is one of my favorites, where if a hero died the mission wasn't over but you could only get your hero back if you built a new army and captured their corpse like an objective. The only issue with AoM imo is that when the heroes rez they have almost no hp and can die again quite quickly. Maybe if they had 25-50% hp when they resurrected it would be better.
I like this, I get to see the story of SC1 without having to look at a really old game that aged poorly. Keep it up Grant
Thank you for doing this for archives!
Thank you for sharing this amazing experience with the community, Grant! Your content is always amazing! Keep it up!
Yes. This is going to be an awesome series! Volume was good except for voicelines are noticeably quiet.
After binging a lot of the other playthroughs on the archives, finally having Mass recall after hearing it mentioned so many times feels good! :D
I've just finished this amazing mod myself, and cuz I'm a pretty casual player I played it on easy and even used cheats here and there... But I was in for the story, mainly. So I'm thrilled to see a "proper" playthrough, and hope this series will go well and as planned! As of sound and other feedback, I'm perfectly fine with current settings.
Grant: [giggles immediately upon seeing General Edmund Duke]
Duke: "Ya'll need some good ol' fashioned discipline."
I'll admit to an immediate feeling of disappointment that you're not playing the face-grinder mode, but your reasoning for why not is completely reasonable. I mean, it's your content, so you can play however the heck you want anyhow.
It's weird; I like seeing you take on absurd challenges, but when you're angry I find the content very unpleasant, if you're not having fun we're not having fun, etc. So finding a good mix between the two sounds entirely reasonable. Hard mode should be spicy enough anyhow.
Also for the hero unit question, the way halo wars does it is my favorite, where when a hero dies they fall down and slowly regenerate to half health, and then can be rescued by ground units
This is amazing and I love this. I'm showing it to my wife to get her the story of starcraft 1 so please continue and thank you for doing these playthroughs
Your playthrough of this has been amazing, this is like the 3rd time through I'm watching it. It's got me looking to make the free time to play through this mod myself.
On the hero question, I feel like WC3's version: if you have production they can die, if it's a no build they can't, has the most fun factor. Multiple active abilities are always fun
Something like this is what I wanted the remake to be, and I have been looking forward to your playthrough of this for a while.
I waited for something like this. Very appreciated GGG. I was always curious about the SC1 Campaign
I tried playing mass recall to see the story, but I gave up on the defense mission in rebel yell, I'm looking forward to seeing it, though I think I know quite a bit from watching all the sc1 meme videos already. Loving the archives, can't wait for more
I would LOVE to see more of these, I never played sc1 before (didnt want to either cause of clunky movement) but i would love to see more of the story and everything
also i think its funny how op zerglings are xd
In regards to the heroes I think one interesting way to do them would be how Halo Wars did them in the campaigns.
In that when they die, they “go down” and after a certain amount of time you can go over and heal/revive them.
The timer I assume is so you can’t immediately revive them and cheese it, but it was interesting having a hero go down during an assault, then having to push to recover them.
Heroes in vehicles also behaved interestingly (forge in HW1), where he started in a warthog but the warthog could be destroyed and rather than him dying, he would get out and be on foot.
In SC1’s case it could also work where raynor’s hover bike would blow up and he would become a slightly better marine until you sent him to a vehicle bay and rebuilt his vehicle (or give him an ability that has a cool down starting when his vehicle dies, and after ~60s you can pay minerals and a ship drops off a new vehicle for him). But if he died before you rebuilt the vehicle, he would go down and you’d have to send a medic or something to revive him. (Or an SCV to repair the vehicle if the hero is say.. a siege tank (hammer, anyone?))
That was very cool ! I am looking forward for more of this !
Getting wc3 wibes from these cutscenes, which is amazing. Just a small interlude does a lot to tell the story of the world
Loved this! Looking forward to the whole base game and brood war! Those in game cutscenes do add a lot.
This has changed alot since i first played it in like 2014, really glad to see its regularly updated though and really wanting to replay it now.