That one siege tank on Slay The Beast is a legend. It charged your zerg base, got out without dying, then got dropped behind the mineral lines specifically to foil your absurd plan. What an absolutely ridiculous annoying hero!
The 3 factions didn't really work together, Mengsk had a bunch of tanks but lack anti air, DuGalle had a bunch of anti air but ground attack is lackluster, Artanis sucks at defending unlike the other two
@@stankobarabata2406 I think you are right, remastered Protoss feels very weak in Zerg missions. In the final mission he's pretty much irrelevant, DuGalle has Valkyries and BCs so I usually go for him first. Mengsk defense is incredible unless you use air units, Artanis on the other hand is irrelevant, like he's bad at offense and even worse at defense
Zergling only is like sending a swarm of 2 pound rats against your mortal enemies, its both the most terrifying and impressive thing they'll see before death and I'm enjoying every second of it
Except Zerglings are portrayed as Marine-sized in cutscenes, which makes them significantly bigger than the average man. If they have the same mass as humans + metal suits, they're probably somewhere around 150 pounds. That's even more terrifying.
I don't think yall realize how MASSIVE a 2 pound rat is, remember that fat weighs a lot less than muscle, so a single 2 pound rat is roughly twice the size of your foot.
"You see, Broodwars had a preset kill limit. Knowing their weakness, I sent wave after wave of my own zerglings at them until they reached their limit and shut down. Ace!, show them the medal I won." -Grant Brannigan
*Kerrigan:* "Alright Cerebrate, we need to-" *Cerebrate:* "A-MOVE ZERGLINGS INTO THE SIEGE TANKS! WHOOOO!" *Kerrigan:* "Okay. You clearly lack Vision; let me get your neural tissue increased a bi-" *Cerebrate:* "BASE DEAD, MOVIN' ON, WHOOOO!" *Kerrigan:* "..after I kill you, I'm going to go ahead and pretend this never happened." *Cerebrate:* "WHOOOO!"
@@runtergerutscht4401 Oh how I wish Heart of the Swarm followed a new Overmind, or even infested Stukov or a new character, and not boring ass Kerrigan-Sue and the Real houseflies of Koprulu in a braindead story that completely undermines and renders all of Wings of Liberty pointless... The Zerg campaign in Starcraft 1 was awesome, the Zerg were mysterious, monstrous and alien. Heart of the Swarm simplified and declawed them so much that even if the story weren't dumb, I'd still be disappointed.
@@planescaped Absolutely this. I've thought exactly that there could've or should've been some kind of new Overmind that was born ( possibly from the player cerebrate in SC1 ) and perhaps even reviving the dead one in Aiur? Maybe not, but still, the Zerg after Wings of Liberty feel like nothing more than cuddly pets that were forgiven for everything, because Kerrigan 🤷♂
Tassadar: Kerrigan I challenged you to a duel to the death Kerrigan: Alright Overlord: Proceeds to drop Kerrigan and immediately pick her up and drop zerglings Tassadar: Wait. That's illegal.
Keep in mind that in a parallel universe where Grant is the Cerebrate of the Swarm, a single Zealot prevented a galactic-wide Zerg infestation/Invasion, prevented Kerrigan doing mass murder things, and probably even scaring Amon himself of returning...... Multiple Times. I love your channel man.
@@dosbilliam yes, clearly it was a reference to the dungeon in Wrath, not a reference to what is easily one of the most iconic missions in RTS history.
What really stuck out to me in this video is the statement "I even got bold and managed to squeeze out a couple drones getting up to five" and that's basically how real zvz goes on ladder. Quality content indeed.
I thought tvp in starcraft 1 was always terrible (basically terran loses if they are slightly out of postion, yes I know pro terrans can beat protoss, but I'd bet most people can't do that consitently on ladder ) But since I hardly play zerg, It never came to mind what a shitshow zvz must be.
@@plasmaoctopus1728 oh dude, it's insane. games that last past the 15-20 minute mark are uncharted territory for most players it is instantaneous, non-stop aggression with zerglings, transitioning into instantaneous, non-stop aggression with mutalisks. whoever can get a numbers advantage, or whoever can get scourge connections on the other guy's ball of bees, wins the game within like a minute.
@@plasmaoctopus1728 PvT is so hard for me that I never played much of it in SC1. You either rush the Terran and win or you lose against slow push as Protoss. The only good unit you have is Carrier and teching to that get you punished instantly. ZvZ is insane and also boring because you use only 2 unit and only 1strategy.
@@purpleisthesneakiest Wait am I bad? My friend and I don't play ladder for SC1, but we're both low-diamond in SC2 and when we 1v1 in SC1 zergling muta didn't seem effective because once you get out just 1 lurker, then zerglings become almost worthless and hydra are more cost effective than mutas...? What am I doing wrong?
@@timemonkey either way he probably would typically be the hardest base for most players, since he uses tanks to make the typical mass hydra strategy more difficult.
Mengsk, in lore, is an absolutely brilliant tactician and probably one of the most intelligent characters in the Starcraft universe, easily standing at equal with beings who are canonically hundreds or thousands of years old. He's an absolute beast to fight against in any mission where he's the player's enemy, putting up the best defense a Terran AI can do. (pretty sure Duke is your opponent in True Colors.) SC2 Mengsk didn't happen. He never happened. Mengsk never changed from a cold intimidating badass into a deranged Colonel Sanders.
If we stop and think about he doesn't really interact with the characters much. One cutscreen in WoL and the three final levels in HoTS that's it. He doesn't get much screen time with the other characters.
@@GeneralFatman27 I like to think that Mengsk just got some random shmuck to get plastic surgery to become a body double and he just peaced out to some secret luxury condo where he laughs at the tactical ineptitude of his body double while sipping cognacs.
30:00 - If I head to guess, the timer thing is no weirdness but the result of the bottom timer being a realtime match timer, while the top one is a "gameplay timer" (lacking a better name) connected to the game speed. And as you are playing on the "fast" side of the game speed option, I guess this answers the time discrepancy. If correct, playing on the slowest speed should result in the reverse: Countdown has more than 20 minutes left after 10 minutes of real time.
Defeating all 5 enemies on the Kel Morian Combine also results in victory. You don't have to wait and mine if you don't want to, you could just clear the map instead. I find the mission to be more enjoyable that way anyway.
Yup and you can infest all their CCs to carry over to the next mission. Although I guess that's irrelevant for this challenge run. Could use them as HP soaks in a pinch I guess.
@@Krakacain123 He could, as long as they don't use spawn broodling it would be within the rules. There's just no point since the rules prevent him from making use of those infested command centers.
@@timemonkey He can justify building a queen's nest to tech to hive for upgrades. However queens themselves are unnecessary for a zergling-only run, as proven in this video. There's no way to justify using them here at all, since they aren't transports like overlords nor are they necessary for economy like drones. No queen => no way to infest command centers in the first place.
well, with maybe the exception of that random tank that blocked him from building a nydus, lol, then again, that might just be due to the pathfinding as well!
Eye for an eye was the mission where I lost the most units at once I’ve ever lost on any StarCraft game. I was a kid and trying to have fun and I killed my drones off and maxed out with 400 zerglings. I burrowed them all in one place and because units in SC1 stack when you burrow them there was like a tiny tiny space where there were 400 zerglings. I sent my last batch over, but I missed burrowing one zergling and it stayed unborrowed. I looked away to go grab some overlords so I could start unburrowong zerglings to send them to attack, and a reaver came up and fired a scarab at the one unburrowed zergling. I was playing this in 2000 as a kid with our old computer and the scream of 400 zerglings dying at once broke my computer and made a screeching noise all through the house as the computer froze trying to process the maximum amount of zergling carnage possible in the shortest amount of time conceivable. I will never forget that as long as I live.
if you were wondering what The Reckoning's mission chapter says, here it is: The Reckoning, but not the one at the end of Heart of the Swarm. This is a different reckoning that also happens to be about Kerrigan at the end of a campaign. Frankly it's a little weird that they couldn't even come up with another mission name. Doesn't it sort of ruin the drama of what Kerrigan forces Zeratul to do when they rip this mission name out and give it to the HotS climax instead as if they couldn't just whip out a thesaurus to come up with an alternative name? It's silly I tell ya'
Memories of that final Zerg mission came flooding back to me upon seeing it. I can recall coming home from middle school excited to continue the campaigns, and the feeling of hopelessness upon seeing that map. IIRC I cheated to beat it without even trying to do it legit. XD
Grant's channel is the only reason I ever decided to actually beat SC:R and SC2. Now I'm quite deep into the SC:MR and the UED: First Light mods, not even speaking about the coop component of SC2. I never realized how much non-pvp content does Starcraft have. Thank you, Grant, for being the person who introduced me to this wonderful universe.
The little easter egg jokes from previous challenges are such a nice touch like the lings not being able to jump up and chew on their starship or the mengsk is bronze league
3:11 there's a trick. Burrow all the Zerglings. When you double click on a burrowed unit, it will select ONLY burrowed units of that type. So you double click, unburrow, attack move, rinse and repeat, and you can have all your zerglings on the move fast.
7:08 I never knew that Reavers had anti-zergling force fields until now. Probably because I’ve never liked producing them, or that I’ve never used zerglings against them.
This! ...but! ..in my head going 'full circle' is to 'come all the way around to the beginning' - and my brain just feels like 'going full circle' would better represented by the circles circumference... since it goes around... the circle..? Anyways, my brain just want it to be πr2 instead. this kinda sounded more convincing, even to me, before I wrote it down xD
The Culling of Stratholm Zerglings only is just the best xD I love watching people beat games through completely unintended strategies for the sake of challenges never conceived by the devs.
I think using overlords would been fine and even more interesting as it would allow for more diverse strategy plays, and I find it hard to draw a line that justifies why using overlord for transport breaks the zergling only rule but using drones to build and mine with does not.
Grant, you missed a mission: In (IIRC) the Brood War Protoss campaign, there's a mission where you get control of a Zerg base as well as your Protos one. You almost certainly could beat that one 'ling only. (Similarly, there's a Protoss mission in the original campaign where you get a Terran base. That one would be a lot harder to beat marines-only, though, since the two bases are far apart and the 'Toss base has units you can't lose.)
Again, definitely worth a watch even after watching the VoDs for every mission. Now I hope the secret Zerg mission where you play as Protoss will be in Zealots only!
I'll never forget the intro of SC2 Zerglings Only, where you had Stukov describe Zerglings as "They are the ultimate weapon of the final war." I think about that a lot. Also, You needed that beacon from the Helms Deep UMS maps that would just send all your military units into the enemy at once, which was the primitive version of the almighty F2. Even without it, excellent job on this run. While there were a few rough patches caused by your own rules, that's a big part of the charm, and it honestly didn't seem like this was any more taxing on you than marines-only. It shows how the two starting units are at least more equivalent in Brood War. Zealots-only, from what little I saw, uh, let's just say I'm looking forward to that one.
In each of these challenge missions there is generally one moment that sticks with me some time afterwards. SC1 Marines was sending a fleet of barracks to Mengsk's island base prepared for a tough fight to be greeted by a single missile turret. Here it's "is that a half-HP Seige Tank with 2 kills?"
18:48 evil GiantGrantGames be like seriously though as someone who only came to know of your channel due to your deathless runs, this was hillarious to hear
I miss the times I was called a celebrate and was like "yea, I celebrate every day with my zergling boy & girls." Such a cheerful title! (A part of my brain knows the error but that party pooper shall shut up)
Man, I wish one day I can be as cool as that one siege tank with 2 kills from "slay the beast" What an absolute legend ruining all that planning you people did.
1:54 The amount of challenge attempts I've done that died to a ramp is incalculable and extremely upsetting. On the other hand mastering the art of the ramp makes you a certified micro god according to even the gods above I'm pretty sure
That Kel Morian Combine mission is actually one of my favorites. It allows me to play the game in my favorite way. Everything...f@cking...DIES... You kill everyone and everything on that map, and the game just gives you the 10k minerals. Yeah, it takes longer to kill everything than it does to mine. But, come on, are the Zerg really the type to not eat everything in sight?
I've always found these really interesting, but lately they've also been really fucking funny. Great writing and great visual gags GGG, keep it coming.
17:45 In "The Kel-Morian Combine " you should have tried to kill all Terran. That makes the mission way more fun (and with all command centers destroyed you automatically win). This would be way cooler and more challenging.
Fun Fact: Eye for an Eye (Zerg 8) was unfinishable in the original SC1, as the scripted dialogue on destroying the first nexus caused the game to crash.
One really funny bit from the stream that didn't make it into the video: "This is the Noah's Ark strategy for dealing with Reavers - send in Zerglings two at a time so they don't all die at once."
45 seconds in, and I guarantee that the OG bone trench from Zerg 3 is going to be a nightmare. That AI was killer with siege tanks, and I remember actually maxing out on hydra/ling to march across once and only having about 18 units left when I hit the bunkers on the high ground
My god, you make zergling only look EASY for some of these! Like it’s the way Zerg was meant to be played, or something! (#Swarmling-Reconstitution-is-awesome)
In SC1 you if you put any of your units on move command on another friendly unit they wont be able to attack. Could have saved you a lot of resets with Fenix and the other heroes and units that you dont want to attack with.
11:00 this is actually one of my favorite missions. Without rules, of course, I just immediately research drops, get my eco going and bring an Overlord to the upper lip of the high ground near my base. I then drop a Drone and some reinforcements to sneak a Hatchery, then build Sunken Colonies and Spore Colonies. The enemy is denied a lot of minerals this way and they focus their attacks on the high ground defenses which are chipping away at their economy and infrastructure (and lose a whole bunch of everything). Then when they are gutted out, I take the upper expansion with Hydralisks and just move towards the central area of the canyons, to do the exact same thing with the eastern wing. It saves so much resources and effort to do it this way. A shame that it is not available with this video - maybe try a colonies only run?
About the last mission. You can find a safe path to UED, and send a droplord with a drone to sneak into enemy base without noticed Build a hatchery, then a nydus canal, then you can attack UED without efficient counterattack because most UED BCs are at frontline.
If you ever try this again, burrowed lings are different for double click control grouping. SO the ling tornado start is actually effective. Pathing will still be crazy.
When I think about it. What the fuck happened to those cere-something? Did they just forgot that those existed in starcraft 2? Well it wouldn't surprise me. The writer of the zerg campaign sniffed glue while writing
The Culling of Strathome looks like such a cool challenge in this run and reminds me of how I'd cheese ZvZ matches a very long time ago by building on enemy zerg creep. You could get away with a lot back in the late 90s back when there was no meta and nobody knew what they were doing.
You do your job very well and are on the top end of professionalism in your trade, and I am happy to experience that in such niche categories such as StarCraft. Thanks a ton!
As I've said to people before, Starcraft 1 is harder due to one specific fact that was not the case in 2: Map-specific difficulty. Sure, some missions seem a lot easier than others, but it all is in the mindset of telling a better story, something which, to be honest, I wish Starcraft 2 had embraced far more, where missions continuously test your knowledge of how you play compared to others. The Zerg campaign exemplifies this immensely, in my honest opinion.
Exactly. This is one of the main reasons why I like SC1 so much. In SC2 you already know the map after doing a mission once, and the ability to change your approach is limited, as the mineral fields and paths are pretty linear (start at A, then go to B and make an outpost, and after that proceed to C, and so on.) In SC1, however, the maps generally feel like they give you multiple paths to victory, with multiple mineral fields around the map. Wanna go from A to D and then B? Do it. Maybe you wanna go "vanilla" and just grab the minerals on your path to the objective? Go for it. Each time you replay a mission, you can choose a different approach/route, without having to limit yourself by "only making firebats" or "zerglings only" as you generally have to in SC2.
@@Sarik0497 Starcraft 1 is still highly rated to this day because of it. ESPECIALLY with the fact that the units that get sent at you in wave-based missions are units that the AI builds, not units that are just spawned for the hell of it. It made it much easier to figure out how you could push through, and any path would lead to victory. That tactical fluidity is one of the main things sorely lacking in SC2.
Those shenanigans on "The Culling"! Of all the wonky strategies I've seen on your channel, that shit might be my favorite... And that's saying a lot, considering all the crazy challenge runs you've done so far. Lovely stuff, man!
30:04 for those wondering: the mission's countdown timer is at real-time *on normal game speed.* meaning, on fastest game speed it's _about_ 60% faster. the ingame timer added with Remastered also functions a bit weirdly, it only passes in real-time on the fastest game speed, and will be slower on lower game speeds, so actually at no point can you ever get these timers synced up XD historically, this same thing actually also happened in SC2, it might _still_ happen with displayed timers even, but they DID fix attack/movement speed display to display correct values based on the game speed that you entered the game on, meaning it will display 2.25 for movement speed on normal game speed, but 3.15 on fastest. however, it wont change them in-game if you change the gamespeed while in a game. which, to their credit, the only time you'll notice this is in official campaigns or running maps through the Editor as those are the only time the game speed can be changed in game.
The mechanics in starcraft / brood war are really really difficult. One tip for moving large armies if you have to do that again is pre-group them into groups of 12 physically (have clumps with some space in between) and have some closer and some further away. Box select the furthest group attack move minimap box select next group etc. By having some closer you try to eliminate the snake effect by commanding the ones in the front around the time the lings are parallel to one another (the back ones have caught up to this spot).
Man, To Slay the Beast was such a hard level. The only time I actually managed to beat that level Zeratul popped up to attack it and just kept swinging at it and couldn't kill it so it didn't count as a win. great job on that level.
If you happen to read this, you can try this in your Zealot run. I have not played BW in a bit, but if the "follow" command by clicking on another unit while a group of units is selected still works in remaster, you can get the leftover units to attack by this workaround. I wrote tl:dr but the basic idea is, that you create your hotkey attack groups with... was it Ctrl+number(1-9, maybe 0 also). So you have your about 120 units able to attack within a few seconds. Then, you select a full group of the "leftover" units, and you click on one of the hotkey control group units. (I think it was by pressing the right mouse key on the unit you wanted followed, but the game does not have that many controls so it can not be hard to find.) If you move the unit, you see that with a small delay the units ordered to follow will start to move too. Then you take another leftover group, choose a unit from another hotkey control group and do the same thing... Pretty soon you will have a situation, where you can order your hotkey groups to attack, and all the leftover units will follow some units from the groups already attacking. Once any of the hotkey units die inside enemy base, the following units will be freed from the order to follow, and since they have followed the unit into a battle, they will auto attack an enemy within their attack range. (Or you run deep into the enemy base and micro manage the leftovers pouring in after the first attack wave.) That way you have just created a situation, where your entire 200 army can be send to attack at the same time. Of course it is not that refined of an attack, but with that trick the attack will keep going as long as there are units left and you can always micro manage the units that have already reached the enemy base even before the unit they follow dies. I even recall chaining up the trick, so that there is one control group of attackers, each having some units to follow them, and then have some other units to follow those units. It becomes like 12 trains attacking a single base. It was something to look at. I especially liked it for Overlord drops, since you could build a ridiculous amount of overlords and chain them into a cloud of them moving at the same time.
The all marines run inspired me to do this for all of the races and only took me line a week. There are a lot of strategies that im curious why you didnt do in the later missions because the only one that gave me trouble was omega but congrats for completing it!
Ooooh, round up episode. Zealots only confirmed? I wonder what Grant would use for AA. Clearly not Dragoons and Cannons, they have scary anti ground. Scouts?
I was and still an a full Zerg fan on StarCraft, even using the mind control ability to capture drones to build a Zerg army during the Protos missions.
That one siege tank on Slay The Beast is a legend. It charged your zerg base, got out without dying, then got dropped behind the mineral lines specifically to foil your absurd plan. What an absolutely ridiculous annoying hero!
Truly an icon
And that siege tanks name, Sgt. Hammer.
Е🆆🆆🆆🆆 В🆁ОΝІЕ!! 🅶🆄-🆁ОЅЅ! 🅶О ВАСΚ ТО 🅳Е🆅ІАΝТА🆁Т ΥО🆄 🅵А🅶🅶ОТ!!! ЅТА🆁С🆁А🅵Т ІЅ А 🅶АМЕ 🅵О🆁 РЕОР🅻Е 🆆НО А🆁ЕΝ'Т НОМОЅЕХ🆄А🅻Ѕ 🆆НО 🅻ІΚЕ ТО 🆆АТСН Т🆅 ЅНО🆆Ѕ АІМЕ🅳 АТ 🅻ІТТ🅻Е 🅶І🆁🅻Ѕ!!!!
Clearly it was the ghost of Duke in is Siege Tank - he'd obviously studied tactics.
And that siege tank's name is: Sun Tzu
33:15 Fitting for Mengsk to sit back, hunker down, and let others die for him. The AI is quite in character.
Don't forget he lost a lot of units when ued attacked him
The 3 factions didn't really work together, Mengsk had a bunch of tanks but lack anti air, DuGalle had a bunch of anti air but ground attack is lackluster, Artanis sucks at defending unlike the other two
@@stankobarabata2406 at least Tassadar and conclave Protoss know how to build reavers
@@stankobarabata2406 I think you are right, remastered Protoss feels very weak in Zerg missions. In the final mission he's pretty much irrelevant, DuGalle has Valkyries and BCs so I usually go for him first. Mengsk defense is incredible unless you use air units, Artanis on the other hand is irrelevant, like he's bad at offense and even worse at defense
Artanis is canonically trying to fill boots way bigger than his, in character I guess
"It doesn't matter how many die so long as I can make progress"
Spoken like a true Zerg.
I will kill as many of my people as I have to so long as I am victorious!
"Thousands will die."
"Millions. It doesn't matter. We are the swarm"
*Soviet union anthem beginnings playing* spoken like a true Soviet
Spoken like a true imperial! For the Emperor!
@ADITYA SIDHIQ PRATAMA I feel like ww1 is more appropriate here
Zergling only is like sending a swarm of 2 pound rats against your mortal enemies, its both the most terrifying and impressive thing they'll see before death and I'm enjoying every second of it
weirdly enough zerglings are around one meter tall equivalent in size to a large dog
except the 2 pound rat can solo a dude with a rifle
Except Zerglings are portrayed as Marine-sized in cutscenes, which makes them significantly bigger than the average man. If they have the same mass as humans + metal suits, they're probably somewhere around 150 pounds. That's even more terrifying.
I don't think yall realize how MASSIVE a 2 pound rat is, remember that fat weighs a lot less than muscle, so a single 2 pound rat is roughly twice the size of your foot.
@@skittlesmoo5881 and it's still only half the size of a zergling
This channel keeps making me want to play Starcraft even though I'm terrible at it.
Same
Everyone is terrible at that game dont worry
There's an sc2 custom version of sc1 so you can decide to play sc1 with sc2 pathing
Who said you have to be good, as long as you're having fun it's all good.
I've been playing SC since I was 4 years old and I still suck. Love the game so much XD
"You see, Broodwars had a preset kill limit. Knowing their weakness, I sent wave after wave of my own zerglings at them until they reached their limit and shut down. Ace!, show them the medal I won." -Grant Brannigan
She's built like an Ultralisk, but handles like a Mutalisk.
*Kerrigan:* "Alright Cerebrate, we need to-"
*Cerebrate:* "A-MOVE ZERGLINGS INTO THE SIEGE TANKS! WHOOOO!"
*Kerrigan:* "Okay. You clearly lack Vision; let me get your neural tissue increased a bi-"
*Cerebrate:* "BASE DEAD, MOVIN' ON, WHOOOO!"
*Kerrigan:* "..after I kill you, I'm going to go ahead and pretend this never happened."
*Cerebrate:* "WHOOOO!"
The real reason why we never see a cerebrate in sc2
@@runtergerutscht4401 Oh how I wish Heart of the Swarm followed a new Overmind, or even infested Stukov or a new character, and not boring ass Kerrigan-Sue and the Real houseflies of Koprulu in a braindead story that completely undermines and renders all of Wings of Liberty pointless...
The Zerg campaign in Starcraft 1 was awesome, the Zerg were mysterious, monstrous and alien. Heart of the Swarm simplified and declawed them so much that even if the story weren't dumb, I'd still be disappointed.
@@planescaped Absolutely this. I've thought exactly that there could've or should've been some kind of new Overmind that was born ( possibly from the player cerebrate in SC1 ) and perhaps even reviving the dead one in Aiur? Maybe not, but still, the Zerg after Wings of Liberty feel like nothing more than cuddly pets that were forgiven for everything, because Kerrigan 🤷♂
well now I just feel attacked
@@planescaped Adjectives aren't arguments my dude. Chill out.
I'm waiting for zealots only. Sure it is going to be pure madness
I wonder if that's going to go (start) as badly as SC2 did
'Is it possible to beat Legacy of the Void with Zealots only?'
'Spoilers: It's not.'
Hes already finished zealots only. He just has to get around to 18 hours of footage
Mmmmm Carriers
@@xray5006 he did? Why didn't he post it on the archive channel?
@@1q34w He'll release them before he uploads a video on this channel.
Tassadar: Kerrigan I challenged you to a duel to the death
Kerrigan: Alright
Overlord: Proceeds to drop Kerrigan and immediately pick her up and drop zerglings
Tassadar: Wait. That's illegal.
Tassadar remembering he came to this fight as an illusion: Y'know what, that's fair
Keep in mind that in a parallel universe where Grant is the Cerebrate of the Swarm, a single Zealot prevented a galactic-wide Zerg infestation/Invasion, prevented Kerrigan doing mass murder things, and probably even scaring Amon himself of returning...... Multiple Times.
I love your channel man.
the strategy on "the Culling" was very fun, undermining the enemy from the shadows is something i didnt think would be possible
Almost as fun as the Wrath of the Lich King reference it makes. :D
@@dosbilliam ...you mean the Warcraft 3 reference?
@@VeryPeeved It was also a dungeon in Wrath.
@@dosbilliam yes, clearly it was a reference to the dungeon in Wrath, not a reference to what is easily one of the most iconic missions in RTS history.
@@VeryPeeved Which, having never actually *played* WC3, I wouldn't know that.
What really stuck out to me in this video is the statement "I even got bold and managed to squeeze out a couple drones getting up to five" and that's basically how real zvz goes on ladder. Quality content indeed.
I thought tvp in starcraft 1 was always terrible (basically terran loses if they are slightly out of postion, yes I know pro terrans can beat protoss, but I'd bet most people can't do that consitently on ladder ) But since I hardly play zerg, It never came to mind what a shitshow zvz must be.
@@plasmaoctopus1728 oh dude, it's insane. games that last past the 15-20 minute mark are uncharted territory for most players
it is instantaneous, non-stop aggression with zerglings, transitioning into instantaneous, non-stop aggression with mutalisks. whoever can get a numbers advantage, or whoever can get scourge connections on the other guy's ball of bees, wins the game within like a minute.
@@plasmaoctopus1728 PvT is so hard for me that I never played much of it in SC1. You either rush the Terran and win or you lose against slow push as Protoss. The only good unit you have is Carrier and teching to that get you punished instantly.
ZvZ is insane and also boring because you use only 2 unit and only 1strategy.
@@purpleisthesneakiest Wait am I bad? My friend and I don't play ladder for SC1, but we're both low-diamond in SC2 and when we 1v1 in SC1 zergling muta didn't seem effective because once you get out just 1 lurker, then zerglings become almost worthless and hydra are more cost effective than mutas...? What am I doing wrong?
You know these maps kinda show that Mengsk is a pretty good strategist. GGG's comment of "good boy Mengsk" was kinda foreshadowing
Him fortifying up while watching the UED and Protoss get mulched was very fittingly Mengsk-esque.
@@RoyalFusilier him abandoning those fortifications just to try to save a small outpost tho... maybe Jim had an advisory role?
Yeah, he's a real threat if you deliberately cripple your forces and tactics.
@@timemonkey either way he probably would typically be the hardest base for most players, since he uses tanks to make the typical mass hydra strategy more difficult.
@@plasmaoctopus1728 That's why you use Guardians and destroy him easily.
Micromanaging zerglings in control groups of 12 sounds painful…
+ starcraft 1 pathing = agony
i'm pretty sure it's macromanaging at this point.
less micromanaging and moer macromanaging
I was there Wormsblink, I was there 3000 years ago, I was there when the strength of Blizzard failed
The mission where you had to proxy base was a blast to watch on the archives, thanks for uploading the full run there!
I love how whilst SC2's story made Mengsk look like a buffoon, these runs make him look like a badass and a credible threat, I like this lore better.
Mengsk was just one of the many things SC2 completely ruined in terms of lore.
Mengsk, in lore, is an absolutely brilliant tactician and probably one of the most intelligent characters in the Starcraft universe, easily standing at equal with beings who are canonically hundreds or thousands of years old. He's an absolute beast to fight against in any mission where he's the player's enemy, putting up the best defense a Terran AI can do. (pretty sure Duke is your opponent in True Colors.)
SC2 Mengsk didn't happen. He never happened. Mengsk never changed from a cold intimidating badass into a deranged Colonel Sanders.
If we stop and think about he doesn't really interact with the characters much. One cutscreen in WoL and the three final levels in HoTS that's it. He doesn't get much screen time with the other characters.
@@GeneralFatman27
I like to think that Mengsk just got some random shmuck to get plastic surgery to become a body double and he just peaced out to some secret luxury condo where he laughs at the tactical ineptitude of his body double while sipping cognacs.
@@GeneralFatman27 He did happen, though, sorry.
30:00 - If I head to guess, the timer thing is no weirdness but the result of the bottom timer being a realtime match timer, while the top one is a "gameplay timer" (lacking a better name) connected to the game speed. And as you are playing on the "fast" side of the game speed option, I guess this answers the time discrepancy. If correct, playing on the slowest speed should result in the reverse: Countdown has more than 20 minutes left after 10 minutes of real time.
It does, because I always played on the slowest speed, making the SC1 Terran mission where you need to survive 30min take more time than that.
@@isaachepworth7860 That sounds like pain and torture.
@@vienalicaway2585 It also gives you more time to respond to things, and I prefer it that way.
@@isaachepworth7860 Not for most missions, I meant for holdout missions in particular.
@@vienalicaway2585 So did I.
Defeating all 5 enemies on the Kel Morian Combine also results in victory. You don't have to wait and mine if you don't want to, you could just clear the map instead. I find the mission to be more enjoyable that way anyway.
Yeah, that's a nice way to finish the mission once your zerglings learn to fly and chew those 3/3 battlecruisers to pieces.
Yup and you can infest all their CCs to carry over to the next mission. Although I guess that's irrelevant for this challenge run. Could use them as HP soaks in a pinch I guess.
@@Draeckon He cant get the ccs anyways. He wasnt allowed to tech to queens.
@@Krakacain123 He could, as long as they don't use spawn broodling it would be within the rules. There's just no point since the rules prevent him from making use of those infested command centers.
@@timemonkey He can justify building a queen's nest to tech to hive for upgrades. However queens themselves are unnecessary for a zergling-only run, as proven in this video. There's no way to justify using them here at all, since they aren't transports like overlords nor are they necessary for economy like drones. No queen => no way to infest command centers in the first place.
as usual, the greatest enemy in starcraft 1 is not the enemy AI but the pathfinding
well, with maybe the exception of that random tank that blocked him from building a nydus, lol, then again, that might just be due to the pathfinding as well!
Control groups, too
Eye for an eye was the mission where I lost the most units at once I’ve ever lost on any StarCraft game. I was a kid and trying to have fun and I killed my drones off and maxed out with 400 zerglings. I burrowed them all in one place and because units in SC1 stack when you burrow them there was like a tiny tiny space where there were 400 zerglings. I sent my last batch over, but I missed burrowing one zergling and it stayed unborrowed. I looked away to go grab some overlords so I could start unburrowong zerglings to send them to attack, and a reaver came up and fired a scarab at the one unburrowed zergling. I was playing this in 2000 as a kid with our old computer and the scream of 400 zerglings dying at once broke my computer and made a screeching noise all through the house as the computer froze trying to process the maximum amount of zergling carnage possible in the shortest amount of time conceivable. I will never forget that as long as I live.
The last time I was early, Archimonde was found grizzled in the middle of the forest near a big tree
This honestly doesn't look too different from how most people play Zerg in Starcraft.
Well, most people mass lings and hydras, with maybe ultras as well.
The solution to every problem is more zerglings. If zerglings aren't working that just means you didn't send enough of them.
@@sindrisuncatcher653 1a, 2a, 3a, 4a, 5a, 6a, 7a.....
@@sindrisuncatcher653 What if they decided to float some of their buildings and had air units?
@@semajniomet981 more zerglings
I love that "the Amerigo" mission was possible in this run!
If not for the overlord drop rule, you could've just stuck Fenix into an overlord and left his inside of it somewhere.
He doesn't need to complete an objective, right? So it's fine. It's a no-drop rule, not a no-succ rule.
if you were wondering what The Reckoning's mission chapter says, here it is: The Reckoning, but not the one at the end of Heart of the Swarm. This is a different reckoning that also happens to be about Kerrigan at the end of a campaign. Frankly it's a little weird that they couldn't even come up with another mission name. Doesn't it sort of ruin the drama of what Kerrigan forces Zeratul to do when they rip this mission name out and give it to the HotS climax instead as if they couldn't just whip out a thesaurus to come up with an alternative name? It's silly I tell ya'
"Abathur's cocoon doesn't exist, it can't hurt you"
Abathur's cocoon: 2:50
Grant: I’m not a magician.
Also Grant: *slows the passage of time itself*
Memories of that final Zerg mission came flooding back to me upon seeing it. I can recall coming home from middle school excited to continue the campaigns, and the feeling of hopelessness upon seeing that map.
IIRC I cheated to beat it without even trying to do it legit. XD
Grant's channel is the only reason I ever decided to actually beat SC:R and SC2.
Now I'm quite deep into the SC:MR and the UED: First Light mods, not even speaking about the coop component of SC2. I never realized how much non-pvp content does Starcraft have.
Thank you, Grant, for being the person who introduced me to this wonderful universe.
If you enjoy the universe.... there are also comics and novels.
Kerrigan: I am the swarm
GGG zerglings: Press X to doubt
The little easter egg jokes from previous challenges are such a nice touch like the lings not being able to jump up and chew on their starship or the mengsk is bronze league
The jumping and chewing on starship is a reference to Alarak's line in the LOTV campaign
@@drarenthiralas1683 rly, I didnt know that, it makes it even cooler
Oh yes, now I remembered
3:11 there's a trick. Burrow all the Zerglings. When you double click on a burrowed unit, it will select ONLY burrowed units of that type. So you double click, unburrow, attack move, rinse and repeat, and you can have all your zerglings on the move fast.
7:08 I never knew that Reavers had anti-zergling force fields until now.
Probably because I’ve never liked producing them, or that I’ve never used zerglings against them.
I think he was joking about their AoE attack times 3, so the constant stream just denies the enemy the area in melee range
I'm also quite sure the reaver's anti-ling force field is just a metaphor for them genociding lings faster than they can approach
Imagine this run, but with Stracrafts Cartooned texture map
i would love to see that
Zerglings will be cute af
It's called Starcrafts, not Stracraft Cartooned. If not Starcrafts, than Carbot's version :p
@@FenekkuKitsune but starcrafts is literaly a cartooned version of starcraft
I mean, if you want to see that for free just play Cute Defense on the SC2 arcade, its almost the same
The "Full Circle" mission segment is called πr^2, and I'm on the ground laughing right now.
This! ...but! ..in my head going 'full circle' is to 'come all the way around to the beginning' - and my brain just feels like 'going full circle' would better represented by the circles circumference... since it goes around... the circle..? Anyways, my brain just want it to be πr2 instead.
this kinda sounded more convincing, even to me, before I wrote it down xD
When all you have is the endless swarm of the Zerg...
Stealth mine the enemy's mineral field.
The Culling of Stratholm Zerglings only is just the best xD I love watching people beat games through completely unintended strategies for the sake of challenges never conceived by the devs.
I think using overlords would been fine and even more interesting as it would allow for more diverse strategy plays, and I find it hard to draw a line that justifies why using overlord for transport breaks the zergling only rule but using drones to build and mine with does not.
This run in a nutshell:
_"First you get the money. Then you get the zerglings."_
Grant, you missed a mission: In (IIRC) the Brood War Protoss campaign, there's a mission where you get control of a Zerg base as well as your Protos one. You almost certainly could beat that one 'ling only. (Similarly, there's a Protoss mission in the original campaign where you get a Terran base. That one would be a lot harder to beat marines-only, though, since the two bases are far apart and the 'Toss base has units you can't lose.)
He did both of those with Zealots only
Again, definitely worth a watch even after watching the VoDs for every mission. Now I hope the secret Zerg mission where you play as Protoss will be in Zealots only!
I'll never forget the intro of SC2 Zerglings Only, where you had Stukov describe Zerglings as "They are the ultimate weapon of the final war." I think about that a lot.
Also, You needed that beacon from the Helms Deep UMS maps that would just send all your military units into the enemy at once, which was the primitive version of the almighty F2. Even without it, excellent job on this run. While there were a few rough patches caused by your own rules, that's a big part of the charm, and it honestly didn't seem like this was any more taxing on you than marines-only. It shows how the two starting units are at least more equivalent in Brood War. Zealots-only, from what little I saw, uh, let's just say I'm looking forward to that one.
I like how the time stamp for the "Rain of Fire" mission is called "Rain of Chaos" great reference.
In each of these challenge missions there is generally one moment that sticks with me some time afterwards.
SC1 Marines was sending a fleet of barracks to Mengsk's island base prepared for a tough fight to be greeted by a single missile turret.
Here it's "is that a half-HP Seige Tank with 2 kills?"
With the timer, i'm pretty sure the game was initially made on 'normal' so if you're playing max/faster. that is included in the timer's rate too
18:48 evil GiantGrantGames be like
seriously though as someone who only came to know of your channel due to your deathless runs, this was hillarious to hear
2:45 THE WAVING ABATHUR KILLED ME. I love you grant
The mission names in the time stamps is legitimately the best part of this video.
me after watching an entire series of this: didn't he do this already-- oh, it's a supercut
I miss the times I was called a celebrate and was like "yea, I celebrate every day with my zergling boy & girls."
Such a cheerful title!
(A part of my brain knows the error but that party pooper shall shut up)
Man, I wish one day I can be as cool as that one siege tank with 2 kills from "slay the beast"
What an absolute legend ruining all that planning you people did.
1:54 The amount of challenge attempts I've done that died to a ramp is incalculable and extremely upsetting. On the other hand mastering the art of the ramp makes you a certified micro god according to even the gods above I'm pretty sure
This was the first run i watched from vods and i have to say the Culling was a thing to behold. Gj with the run!
That Kel Morian Combine mission is actually one of my favorites. It allows me to play the game in my favorite way.
Everything...f@cking...DIES...
You kill everyone and everything on that map, and the game just gives you the 10k minerals. Yeah, it takes longer to kill everything than it does to mine. But, come on, are the Zerg really the type to not eat everything in sight?
I've always found these really interesting, but lately they've also been really fucking funny. Great writing and great visual gags GGG, keep it coming.
17:45 In "The Kel-Morian Combine " you should have tried to kill all Terran. That makes the mission way more fun (and with all command centers destroyed you automatically win). This would be way cooler and more challenging.
HELL ITS ABOUT TIME
Mengsk on Omega really went for the Artosis strategy of turtling until 200 supply xD
I love these videos. The humor is spot on. Great work as always.
Fun Fact: Eye for an Eye (Zerg 8) was unfinishable in the original SC1, as the scripted dialogue on destroying the first nexus caused the game to crash.
One really funny bit from the stream that didn't make it into the video: "This is the Noah's Ark strategy for dealing with Reavers - send in Zerglings two at a time so they don't all die at once."
the best thing about destroying the enemy from within is that Garm brood was specialized in that kind of backdoor fighting
All Hydralisk eggs were dumped to Azeroth
45 seconds in, and I guarantee that the OG bone trench from Zerg 3 is going to be a nightmare. That AI was killer with siege tanks, and I remember actually maxing out on hydra/ling to march across once and only having about 18 units left when I hit the bunkers on the high ground
My god, you make zergling only look EASY for some of these! Like it’s the way Zerg was meant to be played, or something! (#Swarmling-Reconstitution-is-awesome)
In SC1 you if you put any of your units on move command on another friendly unit they wont be able to attack. Could have saved you a lot of resets with Fenix and the other heroes and units that you dont want to attack with.
Dude the little lines you quote over the characters as they run around on screen for flavor are killing me. They are so damn good I love them all.
16:17 Love the dialogue you put on top of Fenix. xD
with enough cuddles, cookies and cubes, anything is possible.
11:00 this is actually one of my favorite missions. Without rules, of course, I just immediately research drops, get my eco going and bring an Overlord to the upper lip of the high ground near my base. I then drop a Drone and some reinforcements to sneak a Hatchery, then build Sunken Colonies and Spore Colonies. The enemy is denied a lot of minerals this way and they focus their attacks on the high ground defenses which are chipping away at their economy and infrastructure (and lose a whole bunch of everything). Then when they are gutted out, I take the upper expansion with Hydralisks and just move towards the central area of the canyons, to do the exact same thing with the eastern wing. It saves so much resources and effort to do it this way. A shame that it is not available with this video - maybe try a colonies only run?
About the last mission.
You can find a safe path to UED, and send a droplord with a drone to sneak into enemy base without noticed
Build a hatchery,
then a nydus canal,
then you can attack UED without efficient counterattack because most UED BCs are at frontline.
Doesn't count since this already involves building a drop overlord
If you ever try this again, burrowed lings are different for double click control grouping. SO the ling tornado start is actually effective.
Pathing will still be crazy.
From watching all the vods, i knew this would be a fun main video
Hey thanks for that no death run on wings of liberty on starcraft2, I used your strat to beat the final mission.
When I think about it. What the fuck happened to those cere-something? Did they just forgot that those existed in starcraft 2? Well it wouldn't surprise me. The writer of the zerg campaign sniffed glue while writing
The Culling of Strathome looks like such a cool challenge in this run and reminds me of how I'd cheese ZvZ matches a very long time ago by building on enemy zerg creep. You could get away with a lot back in the late 90s back when there was no meta and nobody knew what they were doing.
You do your job very well and are on the top end of professionalism in your trade, and I am happy to experience that in such niche categories such as StarCraft. Thanks a ton!
That split second Abathur really messed me up xD
As I've said to people before, Starcraft 1 is harder due to one specific fact that was not the case in 2:
Map-specific difficulty. Sure, some missions seem a lot easier than others, but it all is in the mindset of telling a better story, something which, to be honest, I wish Starcraft 2 had embraced far more, where missions continuously test your knowledge of how you play compared to others. The Zerg campaign exemplifies this immensely, in my honest opinion.
Exactly. This is one of the main reasons why I like SC1 so much.
In SC2 you already know the map after doing a mission once, and the ability to change your approach is limited, as the mineral fields and paths are pretty linear (start at A, then go to B and make an outpost, and after that proceed to C, and so on.)
In SC1, however, the maps generally feel like they give you multiple paths to victory, with multiple mineral fields around the map.
Wanna go from A to D and then B? Do it.
Maybe you wanna go "vanilla" and just grab the minerals on your path to the objective? Go for it.
Each time you replay a mission, you can choose a different approach/route, without having to limit yourself by "only making firebats" or "zerglings only" as you generally have to in SC2.
@@Sarik0497 Starcraft 1 is still highly rated to this day because of it.
ESPECIALLY with the fact that the units that get sent at you in wave-based missions are units that the AI builds, not units that are just spawned for the hell of it. It made it much easier to figure out how you could push through, and any path would lead to victory. That tactical fluidity is one of the main things sorely lacking in SC2.
I love how your rules for these challenges bring up all new strats that are so fun to watch you succeed with! WP GGG
Those shenanigans on "The Culling"! Of all the wonky strategies I've seen on your channel, that shit might be my favorite... And that's saying a lot, considering all the crazy challenge runs you've done so far. Lovely stuff, man!
"transport overlords are allowed." So the answer to the title is "No"? Got it. Saved me 30 minutes.
Your challenges are sick really, inspired me to go through all Starcraft games once more. Alongside Mass Recall mode for original
I see that Mensk studied tactics with Duke.
Also i love your videos grant keep them up
30:04 for those wondering: the mission's countdown timer is at real-time *on normal game speed.* meaning, on fastest game speed it's _about_ 60% faster. the ingame timer added with Remastered also functions a bit weirdly, it only passes in real-time on the fastest game speed, and will be slower on lower game speeds, so actually at no point can you ever get these timers synced up XD
historically, this same thing actually also happened in SC2, it might _still_ happen with displayed timers even, but they DID fix attack/movement speed display to display correct values based on the game speed that you entered the game on, meaning it will display 2.25 for movement speed on normal game speed, but 3.15 on fastest. however, it wont change them in-game if you change the gamespeed while in a game. which, to their credit, the only time you'll notice this is in official campaigns or running maps through the Editor as those are the only time the game speed can be changed in game.
Once again you nailed the thumbnail GGG
The mechanics in starcraft / brood war are really really difficult. One tip for moving large armies if you have to do that again is pre-group them into groups of 12 physically (have clumps with some space in between) and have some closer and some further away. Box select the furthest group attack move minimap box select next group etc. By having some closer you try to eliminate the snake effect by commanding the ones in the front around the time the lings are parallel to one another (the back ones have caught up to this spot).
I watch this every week or so at work to stay alive. Thank you for all of your challenge runs : ).
I hope we'll see WarCraft 3 with footman/grunts/ghouls/archers only =)
Man, To Slay the Beast was such a hard level. The only time I actually managed to beat that level Zeratul popped up to attack it and just kept swinging at it and couldn't kill it so it didn't count as a win. great job on that level.
That tassadar moment is hilarious. Also those time stamps
Fenix's captions are gold.
33:15 what a surprise, even the mengsk AI is a coward...
If you happen to read this, you can try this in your Zealot run. I have not played BW in a bit, but if the "follow" command by clicking on another unit while a group of units is selected still works in remaster, you can get the leftover units to attack by this workaround.
I wrote tl:dr but the basic idea is, that you create your hotkey attack groups with... was it Ctrl+number(1-9, maybe 0 also). So you have your about 120 units able to attack within a few seconds.
Then, you select a full group of the "leftover" units, and you click on one of the hotkey control group units. (I think it was by pressing the right mouse key on the unit you wanted followed, but the game does not have that many controls so it can not be hard to find.)
If you move the unit, you see that with a small delay the units ordered to follow will start to move too. Then you take another leftover group, choose a unit from another hotkey control group and do the same thing... Pretty soon you will have a situation, where you can order your hotkey groups to attack, and all the leftover units will follow some units from the groups already attacking. Once any of the hotkey units die inside enemy base, the following units will be freed from the order to follow, and since they have followed the unit into a battle, they will auto attack an enemy within their attack range. (Or you run deep into the enemy base and micro manage the leftovers pouring in after the first attack wave.) That way you have just created a situation, where your entire 200 army can be send to attack at the same time. Of course it is not that refined of an attack, but with that trick the attack will keep going as long as there are units left and you can always micro manage the units that have already reached the enemy base even before the unit they follow dies.
I even recall chaining up the trick, so that there is one control group of attackers, each having some units to follow them, and then have some other units to follow those units. It becomes like 12 trains attacking a single base. It was something to look at. I especially liked it for Overlord drops, since you could build a ridiculous amount of overlords and chain them into a cloud of them moving at the same time.
oh hey, the way you beat The Liberation of Korhal in this is almost exactly what i did when i played through that mission in Mass Recall.
The all marines run inspired me to do this for all of the races and only took me line a week. There are a lot of strategies that im curious why you didnt do in the later missions because the only one that gave me trouble was omega but congrats for completing it!
Ooooh, round up episode. Zealots only confirmed?
I wonder what Grant would use for AA. Clearly not Dragoons and Cannons, they have scary anti ground. Scouts?
Cannons also can shoot and kill ground units...same as dragoons
23:31 Smartest zealot in the entirety of the Brood War campaign.
Probably even the entirety of all Protoss.
I was and still an a full Zerg fan on StarCraft, even using the mind control ability to capture drones to build a Zerg army during the Protos missions.
Perfekt ending!!! huh XD i loved every minute of this!❤