The sheer size of the Leviathan kind of explains why the Dominion just let it hang out in orbit around a random planet. I don't think they are capable of killing it, or even doing significant damage to it before it retaliates.
And on the final missions there are supposed to be dozens of them around Korhal, really puts into perspective how robust the terran defences were when it took kerrigan personally going down and making a hole just to get a foothold.
That nuclear self-defense at the end is honestly such a beautiful desperation move, it really feels more appropriate and dramatic an ending compared to the "knock knock we tipped over your entire army" ending it normally is. Makes me realize that what SC2's campaign is missing is any real shock factors, at least IMO. No missions really come with any twist to them, certainly nothing compared to "Belay that order" from original SC. It would be rad if those nukes at the end (foreshadowed by Warfield's deployment way earlier on Char) actually had some consequences acknowledged. PS: the way the changes integrate into the campaign is so freaking genius it deserves a highlight on its own. Hardpoints are awesome and the Gorgon was the perfect way to introduce them as a concept. As mentioned, Warfield's nukes show how cataclysmic they are and how their lingering effects impact movement.
@@shadowpriest2574 Twists are always pleasant, as it prevents missions from just being "Find a way to roflstomp", and instead can keep you on your toes or force you to have to reroute your strategy. Twists don't NEED to be anything dramatic though, simple twists are better for stuff like this. The Nuclear Self-Defense option is a perfect example, it's going to throw a huge hiccup on you, but it's not innately a "Well shit i'm now fucked" moment
@@steeledminer616 I disagree . A well designed campaign trumps any gimicks or twists. There is a reason why Wings is the most moded campaign .....I mean, beyond the fact that you are not powerfull enough to trivialize anything , like you can în LOTV or Heart.
"Let's talk about something even more exciting - the options menu." The spirit of Total Biscuit has been looking at what you've done for SC2 with pride and today he has shed a single tear.
its a shame that there is not late game ZvZ in Hots, it would have been very cool to see just unending numbers of zerg fighting each other. then again it might destroy the player's computer.
He actually experienced the main flaw of ZvZ when he played Zerglings Only on the Zagara mission. There's actually some sort of "controllable entity" limit, or something like it. When that limit is reached, any unit spawned is uncontrollable and just sits there. Even when you lose enough units to go back under that limit, the ones you spawned during the blackout stay where they are. Not really sure why that wasn't a problem in Infested.ppt, but maybe there's just enough difference between Infested units and true Zerg in programming for it not to be an issue.
@@bluesbest1 If you notice the text messages, it happened in Infested too, but not nearly as much. I guess some infested were mainly the units kidnapped by the engine and just died when the timer restarted.
@@janejvmmsvictoria5857 this might be because the units produced take up more supply. So in theory a late game zerg fight would mostly avoid this with very supply heavy units being the bulk of the army.
@@bluesbest1 As I understand it, you typically don't reach a limit of units on the battlefield, you hit a limit of action cards assigned to those units. Each unit you build for yourself gets several different actions assigned to it on spawn, such as "move" "attack" "stop", etc. Those actions may not be used until later, or maybe even never, but they have to be assigned immediately. When you reach the cap, new units just don't get actions assigned anymore, and selecting one shows a blank command card with no buttons. Why is this different with infested? I'm not totally certain, but I would guess that the very simple AI used for infested only requires 1-2 action cards per infested, as compared to the 5 or more for player controlled units. The original campaign designers may even have intentionally built them with a reduced command card for performance reasons on this map, as even the baseline version of the map generates a very large number of infested. So with a much smaller command card, it takes many more infested to max out the limitation on action cards.
That's because Blizzard never gave them the power they're supposed to have. Protoss are supposed to be terrifying. They're the guys in SC who have the "Exterminatus" doctrine, and relevant hardware to carry it out.
Stacraft 1 protoss were pretty terrifying with Reaver drops and Arbiter mass recall. They were really tanky and had shield+armor stacking. Stacraft 2 protoss are just cowards.
If you real scale Brood War protoss, they would be insanely overpowered, from their old Carriers to the Gantrithor to the Arbiters, Reavers, Dragoons. The Terrans would hold no smoke against the Protoss but then again, you can just see how vastly overpowered the Zerg are with sheer numbers when they folded Aiur from Protoss when they were at an era where they almost gave no fucks.
@@VictorrineAurum Well its pretty accurate, Protoss and Terrans didn't have many direct engagements in SC1 and the Protoss could win pretty one-sided before losing Aiur.
the only reason why Terran get to do anything significant is because War on Aiur effectively translates to Toss and Zerg losing most of their power. I doubt even UED fleet has a chance if Toss and Zerg didn't almost go through mutual destruction (Toss was literally reduced to refugees and outcasts and bamboozled so hard that they couldn't even use some of their best weapon. Zerg also naturally lost a lot of troops while killing that many Toss and you can tell how much zerg were left on Aiur after death of Overmind from those feral zergs ruining pursuit of Mengsk by UED and Amon casually dumping billions of zergs in SC2).
Yup. Anything biological, or mechanical (with a pilot basically) gets one-shot from within. As a kid, I took me ages to find out where they came from lol.
RIP every tank, defiler and reaver my queens could see. Reavers ended more of my zerg rushes than I care to admit. Granted it's my own fault for not scouting but that glowing blue/white ball is still anxiety inducing.
Yeah, honestly amazed how both real scale WoL and HoTS really captured the nature of the factions you play as. In WoL, you really feel like some scrappy rebel group using all the tricks in the book to achieve their objective but not complete victory and in HoTS you feel like you command an unstoppable swarm, despite your enemies' greatest efforts they succumb to the weight of your advance.
Fun fact: the amount of zerglings in this whole real scale run is little more than twice the amount of kills in grants first video Wol deathless, 22,041 zerglings compared to 10,207 killed in deathless
in Real Scale WoL, you should have the Hyperion, Bucephalus, and Heraclese as your starting BCs. i think 3 hero Battlecruisers would be fair for fighting a realscale leviathan.
@@F14thunderhawk losing the Hyperion which is extremely important to the plot should be a mission failure. (Or just have it warp out of the battle once it takes too much damage.
@@kaedenplayz884I would go one step further. We block up your Battlecruiser supply. Every Battlecruiser has a warp drive module. Should it take 60% damage it will warp out to repair for free off screen replacing several damaged weapons components before returning to the map to support you once again. You don't get to pick the repairs mind you. If you needed a Yamato cannon? Sucks to be you. It has a 20% chance to be one of the three picked. Or you could leave the rear vulnerable and have them jump out multiple times in repeat to fully repair all the turrets. It does have to pick three from the damaged collection. So three unique battlecruisers. Which hang around. Find a way to protect them from the scourge on the map. And the Corruptors or defilers. And the warp drive module either needs to be protected to keep them around. Or made vulnerable to get them removed from the map for the next 2 minutes to go get remote repairs. Enjoy.
My favorite thing i did on this campaign was avoid the BCs at the end of the psi destroyer mission by using the viper to abduct the psi destroyer into my base
Last I checked. That one had a foundation. Not just sitting on the ground. So thats probably a big. Rather than an intended feature. That said. It's probably unpatched because it's a hilarious use of game mechanics and thus far game
"Um...Emperor? I have some...well, I wouldn't call it bad news so much as strange news." "What now?" "The Zerg, they're...bringing the Psi-Destroyer to their own hive cluster."
@@0liver_Clothesoff "yeah the psi destroyer.......we lost it" "I'm sorry....you....lost...it? "Yeah, it's gone. We lost it." "How do you lose a psi destroyer?"
if you spawn broodling the bonus objective on Crucible, you should get an audio of "Fenix, no..." from Raynor Let's be honest, everyone killed Fenix like that
Hey, Grant, I have an idea! If 'Spawn Broodling' is used on something with several people in it, IE A science Vessel or Capital Ship, I feel it should shut it down for a few moments, letting you target its hard points, kind of like a miniature EMP as the broodlings rupture from crew members and wreak havoc in the ship itself.
SC2 community : *"Thank you Grant for everything"* Grant : *"My pleasure, always was"* Tiny Kerrigan is adorable! Glad to see SC2 mods is getting more and more bigger when Blizzard already gave up on most of their games. Poor Odin, he just a tiny problem for Kerrigan 🤣
I'm glad the SC2 team moved on to making Stormgate. They really were being wasted by Activision and the mods we've seen for SC2 show that the engine had plenty of space left to grow and innovate.
@@Xpwnxage Apparently it is a new game being developed by former members of the SCII Development Team. And is something that I also only just found out about. It does look interesting.
"At this point he's by far and away the most resilient commander in the history of RTS and honestly he deserves it." And to think Brood War ran with the idea that he'd be a minor nuisance on a strategic level once he lost Duke.
Who ever thought like that? Duke was incompetent and dumb braggart. Every time i saw that guy in SC1 and BW i was questioning myself why Mengs saved his ass and even made him his general
@@MsUndertaker99 In True Color Kerrigan implies that Raynor, Duke and Fenix are competent commanders but Mensk is just a competent polititian. He's not even that in BW though, as he miscalculates what the UED would do to him if they caught him and that Kerrian would hold a grudge. Duke's ok as a general, we play as him in that one mission in vanilla and against him on Char with the zerg where he's got a well defended high ground base with turrets and siege tanks.
@@MsUndertaker99 Kerrigan herself said it while talking about why she was going after Duke instead of Mengsk with the backstab. Can't remember if it was before or after True Colours
We need a mod where opponents really take advantage of their race. There must be a lot of Zerg. Terran must use fortifications and powerful artillery and support from the air and orbit. Protoss must have really strong fighters. And along with the increase in the size of units, you need to adjust their speed and attack range. And most importantly, the size of the map. In your mod, units simply don't fit on the map.
Problem is SC2 engine limits the size of maps to 256x256 if I remember correctly. But yeah, I secretly dream of giants maps with proper scaling, a la Total War
It's an engine problem for sure. If we're being honest, even a real scale mothership doesn't fit on the biggest map in the game. Yes, you can spawn one and they can fight, but you can't really move them or use them in a satisfying way. They exist above the entire map and things die beneath them until the concentrated firepower of every ranged unit and AA gun on the map manages to take them out. As for the zerg, it wasn't shown in this video but Starcraft 2 actually has an entity limit. At some point, you pass the limit and new units will spawn in completely disabled. Their AI is off, they don't respond to orders, they can't move or defend themselves. They just sit where they spawned in supply blocking you until something kills them. This happened fairly often in the Real Scale HOTS Zerglings Only run Grant did on the second channel recently. The baneling and infested missions were the worst offenders IIRC. Real Scale HOTS already is pushing the absolute limits of the engine in basically every way possible, this is as close to "real" as you can get without Starcraft 3.
@@Appletank8 yup, while the original is not available anymore, there are 3 re-uploads available, although each of them has their own fair shar of bugs and problems tho.
I believe, that the Nightmare modificator on the first Caldir mission, that makes Protoss during the freezing-time just slower is completely necessary for this mission in every mod
I literally remembered the mod manager yesterday, downloaded Moebius mod and am still in awe how much it simplified modding (and how fun it is). Cheers Grant
I just wanted to say that this is peak StarCraft 2. I ended up just making a making a swarm and bullying Zagara before collecting the eggs. Also I crashed the final cutscene of the campaign with my shenanigans on the final mission. I killed the final obj with an endless swarm of zerglings. Edit: Also I abused the air attack upgrade of the swarmhost and abused it for defense purposes as in 4 stopped all attacks on normal final mission.
Clicked so fast as soon as I saw this upload. Love your style of narration, script-writing, and storytelling in these SC2 challenge runs and even sat down for the Age of Mythology video! I think you do a really good job of holding people's attention and showing your passion for these games and I also respect your philosophy with regards to content creation. Cheers!
Yeah, I watched you play through this on the archives. It really felt like a true starcraft war. Thats always been my biggest gripe with starcraft, the limited amount of units you can field and the big ones didnt feel like they had much of an impact.
Protoss in fact can be infected, but only using protoss tech itself to enhance the creep and virus that it contains. Protoss accidentally did this in one of the novels, then burned research facility to the cinders and hoped that zergs will never EVER learn about this One can argue that hybrids already akin to infested protoss but they are obviously hard to produce in mass even in LotV, amidst End War, when Amon resources in material universe are at highest point (also he infected Khala but its his special ability and many managed to free themselves anyway). Meinhoff-style pandemic amongst Protoss would be terrifying, both because Protoss are lower in numbers and slower to reproduce than Terrans, and because infested zealot-rush is far worse threat than shambling zombies or even infested marines
"The hybrid are really unique" "They are a series of objectives on the map that you must defeat, and each of them has generally progressively stronger powers."
If you're worried about the radiation part for the warfield mission. Just say it was cause the zerg adapted to it after the 7th nuke warfield drops on ya
Only part of the way through the video but I have to pause here and comment - you're so happy and excited about this mod and this video and it's infectious, I'm just having a great time watching this! I love how much fun you seem to have when making your videos, and I hope you never lose that.
Funny that this comes out now, I was binging your stuff last week and finally went and retried wings of liberty. I’d tried it before but had hit a wall of difficulty and gave up. Last night I beat wings of liberty, so thanks for that.
9:45 The Arkship in the next mission is NOT a shuttle. If these shuttles had warp drives like that one, they wouldn't have bothered with the warp gates.
I've said this before, but I will say it again. The real-scale mod really does give us an idea of just how big the production structures really are. You see a battlecruiser and you know that if the starport was able to be real-scale, it would be massive. The protoss air? Even bigger.
Great delivery. I assume you had a script here, which was also done very well, but you also sound very natural reading it, so great job all around. Also this makes me want to install sc2 again and play real scale, amazing!
5 leviathans simply crashing/landing on the capital would be enough to flatten the capital and all the civilians instantly, including Mengsk and his palace. Kerrigan didn't do it because she promised to spare the lives of the populace of Augustgrad, which made the entire job harder.
They may need to set EVERY unit to half or quarter scale for that one, given . i.e. the terrain is essentially 4x bigger than normal, to basically fake having the ability to make bigger maps. Just pretend the trees are all alien redwoods.
@SephirothRyu it's already been made and is available, not expecting many changes as OrcaWarrior has semi retired, plus some of the features in this vid were actually ported from legacy of the void, e.g. the hardp9ints system
This mod is so incredibly good and was so fun to watch! I really like the updates that were added in since the original playthrough, pre-hardpoints and such. It makes it even cooler than it already was! ^v^ Speaking of hardpoints, I'm super excited for whenever you get to talk about LotV real scale. It got *SO EPIC!*
Something I didn’t realize until now is just how much oomph is in each Zerg flier. In normal play the Zerg don’t really seem swarmy or like they were weapons designed by an incredibly powerful being. Here you can really see how much power Amon managed to pack into each package.
I loved watching all of neat changes your team made for this mod and love the changes to the capital ships and leviathan in particular. I'm ecstatic to see such a passion project come into full fruition! Now do a deathless run.
I choose to believe that Mengsk is secretly a massive nerd and intentionally named his capital ship the White Star because he really just wanted to bait someone into a conversation about Babylon 5.
My personal Bonus Point tally - zergling true swarm :) - challenging eradicator! - a cool options menu - extra units - good ol' gorgon_ - warfield's offerings (scaled!) - the level of fun features and balancing overall - Ursadonny ^^
I’m so happy to see your doing ok bro Thank you for this amazing video As always, enjoying this awesome game with you it’s just a way to produce serotonin
These two mods looked fucking incredible. It actually feels like you're playing through a planet-scale war just from watching it, and the design decisions for the ships and the leviathan were astounding. Excellent work to you and your modding team. -now where's real-scale legacy of the void-
This is basically like playing the intro to HOTS and it's awesome! This is peak Zerg and peak HOTS! I love this mod so much and I need to try it as soon as I can!
11:03 i was thinking something like this myself earlier in the video and im glad you brought it up here. here is a possible solution i had in mind, but it's a tad rough: 1. there is more or less always the same amount of time it takes to fall. 2. you could make it so the tempest always uses the same particular ragdoll, so that it's always consistently the same shape. 3. you could mess with the physics, both data-side and model-side, so that you could make the parts always fall in a really predictable way. those last two are somewhat decent sacrifices that would have to be made, but this way you could get it to consistently always fall to the ground in more or less the same way. this way, you can get the angle the unit is facing and its center point, and then calculate where to move a bunch of points based off of hardcoded offsets, and then do damage in AOEs around those points after a timer. the tricky part would be tweaking all the points to have juuuuust the right offsets to where it doesnt look off at any angle the Tempest might be facing.
The biggest issue with real scale is that they don't increase the collusion sizes as well... to be fair, some of the maps would need to be altered to compensate for this, or units would need to be traded out as the map size doesn't make sense for the unit utilized in certain scenes, also attack ranges, aoe, damage scaling and added attack types would need to added to truly give scale, if it was modable I'd even change the attack behaviors of certain units to target less specifically. What I mean by this is, instead of an ultralisk targeting a specific unit, being as big as they are, they should simply attack in general directions, say the direction of the most enemies within a given cone measurement, and then it attacks in that direction and anything and everything caught inside said cone is damaged, increasingly at the center, and units are also pushed to the center that are caught in its field of attack/damage. Of course, collusion size will mean massive unit models won't collide with other massive unit models, but due to how the game engine works, unless there was a way to code it differently, there's no way to alter things to having different collusion types. For example, it makes sense to give zerglings small collusions as they're small, and it makes sense to give ultralisks massive collusions as they're huge, but it also makes sense for an Ultralisk not to need a massive collusion size when interacting with a zergling, as they should be able to run between its legs, or not need to go around them as wide as another ultralisk would need to because the risks of clipping or spotting a units 3D model clipping the other is a lot less likely. Battle cruisers in the asteroids around 22:41 fighting other spaceships needn't get so close in-order to attack them, and again the collusion sizes should be bigger, but it would make sense to have different collusion size types, especially if smaller ships fly at lower altitudes to avoid geographical clipping. Sadly as far as I'm aware there's no way to alter it so units 3D models are the collusion boxes so to speak, which would be handy if you wanted to treat massive ships like their own terrain type that smaller space craft can fly over and under, into and out, and traverse around the gaps between wings and weaponry and such. All these limitations are annoying but some of my suggestions can definitely be played with, and I've done a lot of modding with custom maps on WC3 and they use a lot more indepth customizable map editor for SC2. Anyway, this is awesome. None the less.
25:24 Well building do have foundations(except terran maybe idk cause they fly) and are anchored to the freakin floor so there is a good argument to be made on why you wouldn't be able to pull them, then again even ignoring that thors would be to heavy for a viper to abduct without some wrenching mechanism, the real problem is with the viper is that it flies so even if it could generate the force to pull it, it would still need some sort of anchor point on the ground. Otherwise those little wings must be able to generate some unreal amount of thrust!
I can't wait to see what the Protoss campaign would be like. Speaking of Protoss, would it be possible to give the individual level up system that you gave the Primal Zerg to the Protossas well? You know to emphasize their individual warrior skills and to contrast them with the bajillion zerg units that you have to make. Anyway great showcase of the mod. Seeing it develop into something great and fun is really a blast. Thank you for bringing it to life and showing us what could've been or maybe....what could be in the future? :D
The sheer size of the Leviathan kind of explains why the Dominion just let it hang out in orbit around a random planet. I don't think they are capable of killing it, or even doing significant damage to it before it retaliates.
And on the final missions there are supposed to be dozens of them around Korhal, really puts into perspective how robust the terran defences were when it took kerrigan personally going down and making a hole just to get a foothold.
@@twotoohonest2907well, tbf she could have probably dealt with them easier, if she had allowed herself to give 0 fvcks about the terran lifes.
@@twotoohonest2907also she tells all the other queens to hang back with their leviathans for reasons.
@@Guo1234bob Just in case she dies, the Swarm has to prevail and that's why she told the other queens to stand by
@@catbuikhang6482 + to delay the reinforcements coming from other sectors
That nuclear self-defense at the end is honestly such a beautiful desperation move, it really feels more appropriate and dramatic an ending compared to the "knock knock we tipped over your entire army" ending it normally is. Makes me realize that what SC2's campaign is missing is any real shock factors, at least IMO. No missions really come with any twist to them, certainly nothing compared to "Belay that order" from original SC. It would be rad if those nukes at the end (foreshadowed by Warfield's deployment way earlier on Char) actually had some consequences acknowledged.
PS: the way the changes integrate into the campaign is so freaking genius it deserves a highlight on its own. Hardpoints are awesome and the Gorgon was the perfect way to introduce them as a concept. As mentioned, Warfield's nukes show how cataclysmic they are and how their lingering effects impact movement.
hardpoints were added to the gorgon? and to think that thing couldn't get any cooler
I disagree , good things don't need gimicks or plot twists .
Time stamp?
@@shadowpriest2574 Twists are always pleasant, as it prevents missions from just being "Find a way to roflstomp", and instead can keep you on your toes or force you to have to reroute your strategy.
Twists don't NEED to be anything dramatic though, simple twists are better for stuff like this. The Nuclear Self-Defense option is a perfect example, it's going to throw a huge hiccup on you, but it's not innately a "Well shit i'm now fucked" moment
@@steeledminer616 I disagree . A well designed campaign trumps any gimicks or twists. There is a reason why Wings is the most moded campaign .....I mean, beyond the fact that you are not powerfull enough to trivialize anything , like you can în LOTV or Heart.
"Let's talk about something even more exciting - the options menu."
The spirit of Total Biscuit has been looking at what you've done for SC2 with pride and today he has shed a single tear.
RIP John Bain. He was, as Spiff would say, perfectly balanced.
@@archapmangcmg He is Dead?
@@Battal_Gazi Sadly, TB passed away several years ago.
@@archapmangcmg Rest in peace then :(
@@Battal_Gazi Cancer is a bitch for sure, we lost him far too young.
Subsystems for capital ships and turning the Leviathan into an orbital strike is incredibly creative!
15:30 True Colors is also the name of the mission where you can cheese and one shot Fenix with Brood Queens. I see you Grant.
its a shame that there is not late game ZvZ in Hots, it would have been very cool to see just unending numbers of zerg fighting each other. then again it might destroy the player's computer.
He actually experienced the main flaw of ZvZ when he played Zerglings Only on the Zagara mission. There's actually some sort of "controllable entity" limit, or something like it. When that limit is reached, any unit spawned is uncontrollable and just sits there. Even when you lose enough units to go back under that limit, the ones you spawned during the blackout stay where they are.
Not really sure why that wasn't a problem in Infested.ppt, but maybe there's just enough difference between Infested units and true Zerg in programming for it not to be an issue.
@@bluesbest1 If you notice the text messages, it happened in Infested too, but not nearly as much. I guess some infested were mainly the units kidnapped by the engine and just died when the timer restarted.
@@janejvmmsvictoria5857 this might be because the units produced take up more supply. So in theory a late game zerg fight would mostly avoid this with very supply heavy units being the bulk of the army.
@@bluesbest1 think its an ability limit, at some point the game cant allocate more so makes units which cant do anything
@@bluesbest1 As I understand it, you typically don't reach a limit of units on the battlefield, you hit a limit of action cards assigned to those units. Each unit you build for yourself gets several different actions assigned to it on spawn, such as "move" "attack" "stop", etc. Those actions may not be used until later, or maybe even never, but they have to be assigned immediately. When you reach the cap, new units just don't get actions assigned anymore, and selecting one shows a blank command card with no buttons.
Why is this different with infested? I'm not totally certain, but I would guess that the very simple AI used for infested only requires 1-2 action cards per infested, as compared to the 5 or more for player controlled units. The original campaign designers may even have intentionally built them with a reduced command card for performance reasons on this map, as even the baseline version of the map generates a very large number of infested. So with a much smaller command card, it takes many more infested to max out the limitation on action cards.
Always a great year when bro casually comes back after 2 months, the modding community for Starcraft is underrated
He has a second channel with daily uploads you know
GayAnalDildo
This was truly the moment giantgrantgames became starcraftberg.
While I also wish he'd upload a bit more to his main channel, there's a lot of good content on his 2nd channel and uploads are daily
hi,again its been like a month since ive seen you
"I choose to go to Char, mostly because I'm scared of fighting the Protoss"
Now there's a sentence that's never before been said in Starcraft history
That's because Blizzard never gave them the power they're supposed to have. Protoss are supposed to be terrifying. They're the guys in SC who have the "Exterminatus" doctrine, and relevant hardware to carry it out.
Stacraft 1 protoss were pretty terrifying with Reaver drops and Arbiter mass recall. They were really tanky and had shield+armor stacking. Stacraft 2 protoss are just cowards.
If you real scale Brood War protoss, they would be insanely overpowered, from their old Carriers to the Gantrithor to the Arbiters, Reavers, Dragoons. The Terrans would hold no smoke against the Protoss but then again, you can just see how vastly overpowered the Zerg are with sheer numbers when they folded Aiur from Protoss when they were at an era where they almost gave no fucks.
@@VictorrineAurum Well its pretty accurate, Protoss and Terrans didn't have many direct engagements in SC1 and the Protoss could win pretty one-sided before losing Aiur.
the only reason why Terran get to do anything significant is because War on Aiur effectively translates to Toss and Zerg losing most of their power. I doubt even UED fleet has a chance if Toss and Zerg didn't almost go through mutual destruction (Toss was literally reduced to refugees and outcasts and bamboozled so hard that they couldn't even use some of their best weapon. Zerg also naturally lost a lot of troops while killing that many Toss and you can tell how much zerg were left on Aiur after death of Overmind from those feral zergs ruining pursuit of Mengsk by UED and Amon casually dumping billions of zergs in SC2).
Love how Zagara's zergling nopes out of there at 4:42. He saw what happened to the rest of his buds and wanted no part of it.
Can't blame the poor little thing
@@Xpwnxagethat poor little thing probably killed 20 marines cannon
The brood queen being able to 1 shot bosses is lore accurate (rip Fenix in so many broodwar playthroughs)
Yup. Anything biological, or mechanical (with a pilot basically) gets one-shot from within. As a kid, I took me ages to find out where they came from lol.
"The Brood Queen's True Colours"
True Colours aka the Bullying Fenix mission
RIP every tank, defiler and reaver my queens could see. Reavers ended more of my zerg rushes than I care to admit. Granted it's my own fault for not scouting but that glowing blue/white ball is still anxiety inducing.
Yeah, honestly amazed how both real scale WoL and HoTS really captured the nature of the factions you play as. In WoL, you really feel like some scrappy rebel group using all the tricks in the book to achieve their objective but not complete victory and in HoTS you feel like you command an unstoppable swarm, despite your enemies' greatest efforts they succumb to the weight of your advance.
Warfield and Ghandi would get along very well in this mod. The scouts should probably be updated to have a strafe attack.
Fun fact: the amount of zerglings in this whole real scale run is little more than twice the amount of kills in grants first video Wol deathless, 22,041 zerglings compared to 10,207 killed in deathless
The new Leviathan summon is incredible!
Also, if we fight it in the real scale WOL 2.0, it'll be like the Gorgon.
in Real Scale WoL, you should have the Hyperion, Bucephalus, and Heraclese as your starting BCs. i think 3 hero Battlecruisers would be fair for fighting a realscale leviathan.
@@F14thunderhawk losing the Hyperion which is extremely important to the plot should be a mission failure. (Or just have it warp out of the battle once it takes too much damage.
@@kaedenplayz884I would go one step further.
We block up your Battlecruiser supply.
Every Battlecruiser has a warp drive module. Should it take 60% damage it will warp out to repair for free off screen replacing several damaged weapons components before returning to the map to support you once again.
You don't get to pick the repairs mind you. If you needed a Yamato cannon? Sucks to be you. It has a 20% chance to be one of the three picked.
Or you could leave the rear vulnerable and have them jump out multiple times in repeat to fully repair all the turrets. It does have to pick three from the damaged collection.
So three unique battlecruisers. Which hang around.
Find a way to protect them from the scourge on the map. And the Corruptors or defilers.
And the warp drive module either needs to be protected to keep them around. Or made vulnerable to get them removed from the map for the next 2 minutes to go get remote repairs.
Enjoy.
My favorite thing i did on this campaign was avoid the BCs at the end of the psi destroyer mission by using the viper to abduct the psi destroyer into my base
Everything is going exactly to plan.
Last I checked. That one had a foundation. Not just sitting on the ground.
So thats probably a big. Rather than an intended feature.
That said. It's probably unpatched because it's a hilarious use of game mechanics and thus far game
@@glenmcgillivray4707ah yes a big
"Um...Emperor? I have some...well, I wouldn't call it bad news so much as strange news."
"What now?"
"The Zerg, they're...bringing the Psi-Destroyer to their own hive cluster."
@@0liver_Clothesoff "yeah the psi destroyer.......we lost it"
"I'm sorry....you....lost...it?
"Yeah, it's gone. We lost it."
"How do you lose a psi destroyer?"
if you spawn broodling the bonus objective on Crucible, you should get an audio of "Fenix, no..." from Raynor
Let's be honest, everyone killed Fenix like that
I never did, and never will. Fenix lives forever in my heart!
one of the few cases where real scale is easier than normal campaign (in a challenge)
Who needs challenge when you're having that much fun?
Hey, Grant, I have an idea! If 'Spawn Broodling' is used on something with several people in it, IE A science Vessel or Capital Ship, I feel it should shut it down for a few moments, letting you target its hard points, kind of like a miniature EMP as the broodlings rupture from crew members and wreak havoc in the ship itself.
SC2 community : *"Thank you Grant for everything"*
Grant : *"My pleasure, always was"*
Tiny Kerrigan is adorable! Glad to see SC2 mods is getting more and more bigger when Blizzard already gave up on most of their games. Poor Odin, he just a tiny problem for Kerrigan 🤣
I'm glad the SC2 team moved on to making Stormgate. They really were being wasted by Activision and the mods we've seen for SC2 show that the engine had plenty of space left to grow and innovate.
What's Stormgate?
@@Xpwnxage Apparently it is a new game being developed by former members of the SCII Development Team. And is something that I also only just found out about. It does look interesting.
"This interaction really shows the brood queen's true colours."
Oooof, I felt that
"*sighs* They must alllllllll be eradicated..."
"At this point he's by far and away the most resilient commander in the history of RTS and honestly he deserves it."
And to think Brood War ran with the idea that he'd be a minor nuisance on a strategic level once he lost Duke.
Who ever thought like that? Duke was incompetent and dumb braggart. Every time i saw that guy in SC1 and BW i was questioning myself why Mengs saved his ass and even made him his general
@@MsUndertaker99 Oh, Mengsk only wanted the troops. Duke was just the way to get them. He had influence and knowledge that Mengsk needed.
@@MsUndertaker99 In True Color Kerrigan implies that Raynor, Duke and Fenix are competent commanders but Mensk is just a competent polititian. He's not even that in BW though, as he miscalculates what the UED would do to him if they caught him and that Kerrian would hold a grudge. Duke's ok as a general, we play as him in that one mission in vanilla and against him on Char with the zerg where he's got a well defended high ground base with turrets and siege tanks.
@@MsUndertaker99 Kerrigan herself said it while talking about why she was going after Duke instead of Mengsk with the backstab. Can't remember if it was before or after True Colours
@@MsUndertaker99 Duke was always an excellent general throughout the entire franchise. He was an ass, but he knew how to win a battle.
We need a mod where opponents really take advantage of their race. There must be a lot of Zerg. Terran must use fortifications and powerful artillery and support from the air and orbit. Protoss must have really strong fighters.
And along with the increase in the size of units, you need to adjust their speed and attack range. And most importantly, the size of the map. In your mod, units simply don't fit on the map.
Problem is SC2 engine limits the size of maps to 256x256 if I remember correctly. But yeah, I secretly dream of giants maps with proper scaling, a la Total War
It's an engine problem for sure. If we're being honest, even a real scale mothership doesn't fit on the biggest map in the game. Yes, you can spawn one and they can fight, but you can't really move them or use them in a satisfying way. They exist above the entire map and things die beneath them until the concentrated firepower of every ranged unit and AA gun on the map manages to take them out.
As for the zerg, it wasn't shown in this video but Starcraft 2 actually has an entity limit. At some point, you pass the limit and new units will spawn in completely disabled. Their AI is off, they don't respond to orders, they can't move or defend themselves. They just sit where they spawned in supply blocking you until something kills them. This happened fairly often in the Real Scale HOTS Zerglings Only run Grant did on the second channel recently. The baneling and infested missions were the worst offenders IIRC. Real Scale HOTS already is pushing the absolute limits of the engine in basically every way possible, this is as close to "real" as you can get without Starcraft 3.
There used to be a real scale multiplayer mod being passed around a few years back
@@Appletank8 yup, while the original is not available anymore, there are 3 re-uploads available, although each of them has their own fair shar of bugs and problems tho.
I believe, that the Nightmare modificator on the first Caldir mission, that makes Protoss during the freezing-time just slower is completely necessary for this mission in every mod
I will always love the phrase "They protect, they attack and they eat hybrid as a snack"
I literally remembered the mod manager yesterday, downloaded Moebius mod and am still in awe how much it simplified modding (and how fun it is). Cheers Grant
I just wanted to say that this is peak StarCraft 2. I ended up just making a making a swarm and bullying Zagara before collecting the eggs. Also I crashed the final cutscene of the campaign with my shenanigans on the final mission. I killed the final obj with an endless swarm of zerglings.
Edit: Also I abused the air attack upgrade of the swarmhost and abused it for defense purposes as in 4 stopped all attacks on normal final mission.
Clicked so fast as soon as I saw this upload.
Love your style of narration, script-writing, and storytelling in these SC2 challenge runs and even sat down for the Age of Mythology video! I think you do a really good job of holding people's attention and showing your passion for these games and I also respect your philosophy with regards to content creation. Cheers!
Yeah, I watched you play through this on the archives.
It really felt like a true starcraft war. Thats always been my biggest gripe with starcraft, the limited amount of units you can field and the big ones didnt feel like they had much of an impact.
You overlooked that Protoss buildings cannot be infested, only Terran buildings can, so the size might be lore accurate, but not the zerg virus.
Protoss in fact can be infected, but only using protoss tech itself to enhance the creep and virus that it contains. Protoss accidentally did this in one of the novels, then burned research facility to the cinders and hoped that zergs will never EVER learn about this
One can argue that hybrids already akin to infested protoss but they are obviously hard to produce in mass even in LotV, amidst End War, when Amon resources in material universe are at highest point (also he infected Khala but its his special ability and many managed to free themselves anyway). Meinhoff-style pandemic amongst Protoss would be terrifying, both because Protoss are lower in numbers and slower to reproduce than Terrans, and because infested zealot-rush is far worse threat than shambling zombies or even infested marines
"The hybrid are really unique"
"They are a series of objectives on the map that you must defeat, and each of them has generally progressively stronger powers."
They really are and being lore acurrate is terrifying because it shows you why THEY WERE SO FEARED
@@underkiller6875 they basically 20 lvl wizards who also can beat all the shit out of you with bare hands don't even wasting even a single spell-slot
A sea of zerglings is what one considers when fighting the zerg.
I can HEAR Grant smiling throughout this video and it makes me very happy.
If you're worried about the radiation part for the warfield mission. Just say it was cause the zerg adapted to it after the 7th nuke warfield drops on ya
the zerg are actually immune to radiation sickness funnily enough
The joy in your voice is so infectious, I smiled the whole time through the video. I'm going to HAVE to play this sometime!
I can't wait to see what you peeps will be able to do in modern RTS engines
Only part of the way through the video but I have to pause here and comment - you're so happy and excited about this mod and this video and it's infectious, I'm just having a great time watching this! I love how much fun you seem to have when making your videos, and I hope you never lose that.
real scale video ❗️ ❗️
i cannot wait for the main channel viewers to see lotv real scale
Especially, the Salvation
Funny that this comes out now, I was binging your stuff last week and finally went and retried wings of liberty. I’d tried it before but had hit a wall of difficulty and gave up. Last night I beat wings of liberty, so thanks for that.
I'm imagining an unholy alliance between Ants and Tarraques.
9:45 The Arkship in the next mission is NOT a shuttle. If these shuttles had warp drives like that one, they wouldn't have bothered with the warp gates.
I was gonna say that the Leviathan could give access to a top bar of abilities if possible. but you did a similar effect. very cool!
Real-Scale WoL didn't convince me, but this looks lovely. It seems to have improved massively.
I've said this before, but I will say it again.
The real-scale mod really does give us an idea of just how big the production structures really are. You see a battlecruiser and you know that if the starport was able to be real-scale, it would be massive. The protoss air? Even bigger.
Great delivery. I assume you had a script here, which was also done very well, but you also sound very natural reading it, so great job all around.
Also this makes me want to install sc2 again and play real scale, amazing!
"It would be great if the falling pieces of the capital ships dealt damage"
Dear Lord, I'm getting Supreme Commander flashbacks from that sentence.
0:07 - I SEE CARBOT ZERGLINGS!!!!! SQUEEEE!!!!
5 leviathans simply crashing/landing on the capital would be enough to flatten the capital and all the civilians instantly, including Mengsk and his palace. Kerrigan didn't do it because she promised to spare the lives of the populace of Augustgrad, which made the entire job harder.
Looking forward to the vid on Real Scale legacy of the void, the run on archives was amazing
They may need to set EVERY unit to half or quarter scale for that one, given . i.e. the terrain is essentially 4x bigger than normal, to basically fake having the ability to make bigger maps. Just pretend the trees are all alien redwoods.
@SephirothRyu it's already been made and is available, not expecting many changes as OrcaWarrior has semi retired, plus some of the features in this vid were actually ported from legacy of the void, e.g. the hardp9ints system
7:44 his tactical nukes are real and the tactic is murder... oml that's such a good line!!!
"Kerrigan's Bizarre Adventure" sounds like a great comics spinoff!
Thanks for the nice vid, great mod!
My dad would need auto cast workers because he never remembers to saturate his basses.
The Zerglings are so awesome in real scale. They really make the swarm
ah, the Gorgon, love it, amazing, the reality of a battlecruiser is "it's playing hide and seek, only that you die.
Kerrigan's Bizarre Adventure sounds like a fun idea for a custom campaign!
"This interaction really shows the Queen's Spawn Broodling's True Colors"
Okay, uncalled for.... uncalled for.
4:18 *"It is Wednesday my BROOOD!"*
AAAAAHHH!😆
LOL!
Big salute to Orcawarrior, maddest lad in the sc2 modding scene
This mod looks amazing. Great work to everyone involved. This is the kind of mode that gets me to come back to RTS over and over again.
I absolutely love both this mod and your enthusiastic presentation. Keep it up!
I'm sad he didn't talk about the impressed primals in the crucible that switch to your side
This mod is so incredibly good and was so fun to watch! I really like the updates that were added in since the original playthrough, pre-hardpoints and such. It makes it even cooler than it already was! ^v^
Speaking of hardpoints, I'm super excited for whenever you get to talk about LotV real scale. It got *SO EPIC!*
2:01 good lord that lurker is huge! (Doodads not to scale)
"The Swarm Conquers All" is the world's most accurate quote
Something I didn’t realize until now is just how much oomph is in each Zerg flier. In normal play the Zerg don’t really seem swarmy or like they were weapons designed by an incredibly powerful being. Here you can really see how much power Amon managed to pack into each package.
For a moment, I thought I was going to hear: "Each Hybrid is Super Unique..."
That protoss mission makes my computer tremble, just looking at it. Dear God, the lag I'd face
Like... How can a leviathan actually be defeated lorewise??? those things are the size of a small planet, and it fights back. and is never alone.
5:11 Embiggens? It's a perfectly cromulent word
Love the love for Empire At War! Truly a great game and such a wonderful concept to implement into the capital ships for HotS
I loved watching all of neat changes your team made for this mod and love the changes to the capital ships and leviathan in particular. I'm ecstatic to see such a passion project come into full fruition!
Now do a deathless run.
I just want to say that... Zervan from Zerus is technically a primal zergling 😂
can't wait for real scale LotV to be edited and published on this chanel
Thumbnail inspiration haha.
Glad to get another banger of a video
This mode reminds me of Starcraft Ghost cinematic trailer, when tons of zerglings attacked a company of marines in the open field
Glad to see empire at war is still getting some love, god knows it needs it
I choose to believe that Mengsk is secretly a massive nerd and intentionally named his capital ship the White Star because he really just wanted to bait someone into a conversation about Babylon 5.
My personal Bonus Point tally
- zergling true swarm :)
- challenging eradicator!
- a cool options menu
- extra units
- good ol' gorgon_
- warfield's offerings (scaled!)
- the level of fun features and balancing overall
- Ursadonny ^^
Warfeild really got all the cool toys didn't he 😂
I’m so happy to see your doing ok bro
Thank you for this amazing video
As always, enjoying this awesome game with you it’s just a way to produce serotonin
The hybrid looked amazing...! Some _actually_ awe-inspiring power.
These two mods looked fucking incredible. It actually feels like you're playing through a planet-scale war just from watching it, and the design decisions for the ships and the leviathan were astounding. Excellent work to you and your modding team.
-now where's real-scale legacy of the void-
This is basically like playing the intro to HOTS and it's awesome! This is peak Zerg and peak HOTS! I love this mod so much and I need to try it as soon as I can!
11:03 i was thinking something like this myself earlier in the video and im glad you brought it up here. here is a possible solution i had in mind, but it's a tad rough:
1. there is more or less always the same amount of time it takes to fall.
2. you could make it so the tempest always uses the same particular ragdoll, so that it's always consistently the same shape.
3. you could mess with the physics, both data-side and model-side, so that you could make the parts always fall in a really predictable way.
those last two are somewhat decent sacrifices that would have to be made, but this way you could get it to consistently always fall to the ground in more or less the same way.
this way, you can get the angle the unit is facing and its center point, and then calculate where to move a bunch of points based off of hardcoded offsets, and then do damage in AOEs around those points after a timer.
the tricky part would be tweaking all the points to have juuuuust the right offsets to where it doesnt look off at any angle the Tempest might be facing.
Who else really wants a Nightmare Difficulty for the Real Scale campaigns?
You're so very close to playing Supreme Commander.
Grant: It IS the heart of the swarm!
Naktul: IT IS WEDNESDAY MY BROOOD
You have done me a great service today. I can now enjoy the game in a new way. Hats off to you and the creators and testers of this mod.
Love that after introducing the Hybrids and saying, "the Fourth does this."
Plays Ads
Oh no. They have control over Google!
Wow, Real Scale HotS has changed _a bit_ since the last time I played it.
It would be amazing to have this mod in normal games, like custom games, etc...
Already exists. Orca made it a melee mod a while ago
The biggest issue with real scale is that they don't increase the collusion sizes as well... to be fair, some of the maps would need to be altered to compensate for this, or units would need to be traded out as the map size doesn't make sense for the unit utilized in certain scenes, also attack ranges, aoe, damage scaling and added attack types would need to added to truly give scale, if it was modable I'd even change the attack behaviors of certain units to target less specifically.
What I mean by this is, instead of an ultralisk targeting a specific unit, being as big as they are, they should simply attack in general directions, say the direction of the most enemies within a given cone measurement, and then it attacks in that direction and anything and everything caught inside said cone is damaged, increasingly at the center, and units are also pushed to the center that are caught in its field of attack/damage.
Of course, collusion size will mean massive unit models won't collide with other massive unit models, but due to how the game engine works, unless there was a way to code it differently, there's no way to alter things to having different collusion types.
For example, it makes sense to give zerglings small collusions as they're small, and it makes sense to give ultralisks massive collusions as they're huge, but it also makes sense for an Ultralisk not to need a massive collusion size when interacting with a zergling, as they should be able to run between its legs, or not need to go around them as wide as another ultralisk would need to because the risks of clipping or spotting a units 3D model clipping the other is a lot less likely.
Battle cruisers in the asteroids around 22:41 fighting other spaceships needn't get so close in-order to attack them, and again the collusion sizes should be bigger, but it would make sense to have different collusion size types, especially if smaller ships fly at lower altitudes to avoid geographical clipping.
Sadly as far as I'm aware there's no way to alter it so units 3D models are the collusion boxes so to speak, which would be handy if you wanted to treat massive ships like their own terrain type that smaller space craft can fly over and under, into and out, and traverse around the gaps between wings and weaponry and such.
All these limitations are annoying but some of my suggestions can definitely be played with, and I've done a lot of modding with custom maps on WC3 and they use a lot more indepth customizable map editor for SC2.
Anyway, this is awesome. None the less.
25:24 Well building do have foundations(except terran maybe idk cause they fly) and are anchored to the freakin floor so there is a good argument to be made on why you wouldn't be able to pull them, then again even ignoring that thors would be to heavy for a viper to abduct without some wrenching mechanism, the real problem is with the viper is that it flies so even if it could generate the force to pull it, it would still need some sort of anchor point on the ground. Otherwise those little wings must be able to generate some unreal amount of thrust!
Get ready for Legacy of the void
Gotta love that the torrasque ultralisks don't even die from being mass nuked.
Everyone's friendly remeinder that they were made by nukes
i mean, they "die", but then ressurect right after
@@Ricardo_Rick Mengsk probably wrote a balance complaint right after, complaining about imba torrasques before ragequitting
@@runtergerutscht4401 indeed, but to be fair he had an imba BC so i guess that was fair
@@Ricardo_Rick cut to harstem telling Mengsk that it's not imba and that he just sucks
I can't wait to see what the Protoss campaign would be like. Speaking of Protoss, would it be possible to give the individual level up system that you gave the Primal Zerg to the Protossas well? You know to emphasize their individual warrior skills and to contrast them with the bajillion zerg units that you have to make.
Anyway great showcase of the mod. Seeing it develop into something great and fun is really a blast. Thank you for bringing it to life and showing us what could've been or maybe....what could be in the future? :D
"It is Wednesday, my Brood!" Wow I caught that in the intro sequence and literally laughed out loud 10/10
this is such an excellent mod! just wow, it really improves vastly the FEEL of the game, great job guys!
Great video, really liked the commentary on this one. Great job and thanks!
ya know, your the only youtuber that i've seen do starcraft, and im glad that you do
I can't wait to see real-scale legacy of the void now!