Grant is lucky that the Protoss player didn't do the glitch to be able to move during the cutscene haha. Instead they wasted their time making 20 billion cannons.
Those spawn broodlings were so disgusting, Fenix probably felt them all the way back on Aiur. But hey, good opportunity to stuff Jimmy into a Goliath, and Tassadar in a Dragoon!
On The Hunt for Tassadar it looked like the AI was given a large army so it can A-move through the pre-placed zerg defenders safely (it would be anticlimactic if they just lost in the first 3 minutes without any player input), but to prevent that army from being used to finish the mission immediately they were forced to attack the player's base which had an unusually high number of Sunken Colonies (which can keep you safe and buy you some time to get an army when you see that you're being attacked, and by being static defense instead of an army it prevents you from grabbing everything you have right at the start and finishing the mission with your starting forces). It's quite clever design. (Except for the Spawn Broodlings part, which was a clever exploit on Grant's part.)
It makes perfect sense that Broodling worked on THfT. The recall trigger seems to be somewhere between 50-70% HP, and then it plays the halluc destroyed animation and teleports the units back. Tassadar probably had shield batteries or something and Raynor had SCVs to repair. I'm guessing there's an area threshold on the callback to prevent them from endlessly teleporting. But it's always the same unit because rescripting kill target triggers and removing and replacing units on the map are so difficult it's practically mutually exclusive. So because broodling instant kills no matter the HP the retreat trigger can't proc and the unit just dies.
In Hunt for Tassadar I literally decided to make a queen rush - when having 5 queens you can just leave 2 for broodlings, used rest for parasites and sacrifice 2 mutas for recon. Raynor and Tassi are just waiting in unprotected part of base, where you can go unharmed. I killed them while Zealot wave was still in my base. I wonder why there were no missile turrets, it would make this mission at least hard to some extent.
@@Valcien Default triggers can't, but you can use an exploit to read other parts of the game memory if you know what you're doing (EUD/EPD) Blizzard actively preserved many of these exploits with the remaster (emulated them safely), which was very based of them as they were used in custom maps I don't know all the modern details of using them, though, with SC:R so YMMV (probably don't hook cheat engine into SC:R)
Probably the lore reason why Spawn Broodlings is not in Starcraft 2, because the small humanity that was left in Kerrigen thought it was too broken and unsportmanlike to use it, so she banned its use.
The zerg keeps bullying with 1 hydra because they're salty that their campaign started with an SCV rush and a cannon rush in the same video that had a humiliating 4 missions in 40 minutes.
Grant: Overlords load up and go! Slow overloads struggling to slowly float to the other side...... Yes, we're here, let's unload. Protoss attacks Grant: Load up again and come back to defend!
Tassadar going full anti-Grant here and built all the cannons possible. And that 7 billion zealot timing attack sure was a surprise that no one saw coming.
1:39 I know the way StarCraft II does resource deposits is more efficient, for the player's gameplay POV, but it really does feel more realistic in SC1 (ignoring the particular tileset this time, where volcanic geysers of space-gas will never be realistic*). Certainly encourages big macro for the zerg at any rate. I'm noodling around with designs for a short series of three campaigns (8 missions each) for SC2 and I'm trying to come up with a way for more "realistic" map designs like SC1 without making economics a nightmare. Zerg is fine as-is, and a fast-flying "mining camp" structure for Terrans is an easy addition. Protoss has been, thematically, a struggle. * EDIT: If anyone does any SC1 custom mapping and thinks rocky geysers on installations and space platforms is very silly, vespene geyser graphics unique to each tileset were recently posted on SEN
The Hunt for Tassadar mission actually has another very easy cheese. Using the 2 Mutas you start with, you can quickly at the start bring them to the west border of the map then head north to find both heroes unguarded, and with precise attacks, you can lead them to the south ramp and easily kill them when the red zerg appears. Quickly dodge the protoss coming north when you encounter them of course then go back to chipping at Tas and Jim after they pass through. The Choosing Sides mission I still haven't finished yet... hard...
35:50 If you mean Temu, in my experience it’s not so much a scam as it is “you get the quality you pay for”. I bought some prop equipment which was as good or better quality than I expected for the price.
I mean the only morally right choice for Tassadar would have been a couple of d-matrixed vessels flying in. One EMP and one irradiate would've done the job.
The 7 billion zealot attack was unexpected, the tactical withdrawn of 3/4 of the zealots from brown was even more unexpected. I thought in SCI times that Duke wears a hawaaii shirt and tassadar is a wolf due to their portrait.
10:55 Hey that's what I did. Building a hatchery at the escape route then turtling there. What I didn't do is go Hydra all the way up to the base and instead I used Nydus canal
I do appreciate those goofy SC1 campaign bases, at least in Zerg campaigns. They effectively force you to produce macro hatches for efficient harvesting, and probably help stop noobs from falling into the trap of treating Hatcheries exactly like CCs or Nexuses. They also look a lot more natural and visually interesting than the perfectly optimized cookiecutter layouts of, say, SC2 multiplayer bases. Pain in the ass on Terran and Protoss campaigns, though.
14:26, I think that's actually part of the vanilla game. I can't think of specific levels where you can do this trick, but I think there is at least 1.
On that second mission, I actually think Wraiths would have been the go-to unit to work in tandem with a BC assault force since they swat down basically everything but goons Scouts uncontested once the Photons and Obs are all dead. With your propensity for building twice as many Command Centers as necessary, you basically have infinite-scans to handle the Observers.
There was a map for SC1 I always wanted to finish with friends, the Space Pirates RPG EE, would be curious to see how people played that mission. 14:48 how dare you.
If you get headaches apparently yellow tinted glasses/blue light filters can help or at least that's what Simpleflips said one time in one of his videos and he looks at screens a lot
Crazy how different the ai is on different play throughs. My play of this mission that center island was a continuous battleground for the zerg and protoss. Ended with me trying to hold off 50 strong scout and carrier balls in continuing waves for the zerg main cause i took to long to get to tassidar. Took a few attempts.
Side note/fun fact. If you snipe the shuttle, the scouts return to their spawn point and wait for the next wave. Intantly out of possibility to handle the new wave.
As soon as Grant started to mass BCs I thought to myself "Inb4 enemy goes for a huge fleet of scouts and HT" Lo and behold, they did. I am aware that the AI cheats but honestly did not expect the scout fleet.
This wave of scouts spawning out of nowhere is so huge that it wiped out 2 dozens of 3/3 goliaths and 20+ turrets from that island in the middle and went on smashing the zerg. The AI difficulty in this mod is not Brutal. It's Cheater.
I really feel like most of Grant's harass problems on the second mission would be quite easily fixed by just putting two marine bunkers on the island and in the main Except for that one accidentally redirected giant scout-carrier attack, I'm not quite sure a bunker would be enough there. Still, it would help a good bit I feel
It's Temu you were thinking of, and as far as I've found there really isn't any reason ot dislike it over say... Amazon or mostly any manufacturer, like that of batteries, clothes, phones, and literally anything that uses Cobalt, like paint, dyes, magnets, and the airbags in all cars. Temu isn't special, it's just the new flavor of the month in taking a stand against unethical production, but most consumer products are equally guilty if not more so, and has been such for far longer. The working conditions of cobalt miners are just abhorrent, not to mention lithium, or even just phones, said factories often need nets for not very family friendly reasons. Ultimately if one is to do a sponsorship for any brand of product that isn't a video game or luxury good that are just made by random people with or without passion, Temu is just another fish in the ocean. The dark history of mining companies is an entire doom and gloom rabbit hole I recommend you do NOT go down, I just wanted to educate a tiny bit. Learning what our tech's foundation is, I'd say it's the worst possible mental health check.
Back when grant did a playthrough of mass recall i had a couple of comments on that First, it is actually a very very fun system, it makes the maps feel very natural instead of manufactured. If you had a secondary structure which you return gas to. Like kumber camps in warcraft. In starcraft, where building a command center is a pretty big investment and tales a lot of space, it's kinda horrible to play with. The other comment is that it encourages people to build hatcheries, which you want to do as zerg, tieing into the SC1 zerg favouritism, as far as campaigns and story goes, as the design persists in the protoss and terran campaigns where it's just very silly.
Why do I want you to do zergling/zealot/marine only versions of every one of these reversed missions. Obviously with concessions like able to use static D and dropping units
Spawn broodling in SC1 works on biological and non-robotic mechanical units. It also works even if invisibility cheat is activated, so I guess it doesn't actually do damage but just kills the unit.
Archons, DArchons, Reavers, and Probes are the only ground units not affected by Spawn Broodlings. If it has an organic unit within it, Spawn Broodling will instakill it.
Bug with the supplementary codebase being used. EUD? I think it was called, It causese every mission screen to appear as "defeat" even if you are victorious.
In one of the previous videos, Grant quoted the mod creator talking about how using triggers and other programming shenanigans led to some bugs and weird behavior, including the Defeat screen coming up instead of the Victory screen.
gota admit the way that resources is either 'random' put out in some sc1 maps or 'organic' conentrated rather then the fourth wall 'this is what the meta needs' that it turned into with sc2 ..ye i think i prefer sc1 ,gives more feeling of decent rts battles rather then the sensation of ''squad fire fight' that sc2 doess with the expansions
Grant is lucky that the Protoss player didn't do the glitch to be able to move during the cutscene haha. Instead they wasted their time making 20 billion cannons.
Could you imagine
Imagine working in that physics lab, it's been on fire ever since before they finished building it and just never put out.
6:19
That's okay, Grant. Nobody expects the seven Billion zealot timing attack.
I love how Grant just exaggerates things up
14:31 And then there is a voiceline from Fenix: "Raynor! no!"
Those spawn broodlings were so disgusting, Fenix probably felt them all the way back on Aiur.
But hey, good opportunity to stuff Jimmy into a Goliath, and Tassadar in a Dragoon!
They would have to be in Hyperion/Gantrithor or together an Archon, or else it wouldn't make any difference.
On The Hunt for Tassadar it looked like the AI was given a large army so it can A-move through the pre-placed zerg defenders safely (it would be anticlimactic if they just lost in the first 3 minutes without any player input), but to prevent that army from being used to finish the mission immediately they were forced to attack the player's base which had an unusually high number of Sunken Colonies (which can keep you safe and buy you some time to get an army when you see that you're being attacked, and by being static defense instead of an army it prevents you from grabbing everything you have right at the start and finishing the mission with your starting forces). It's quite clever design. (Except for the Spawn Broodlings part, which was a clever exploit on Grant's part.)
I wonder if Grant could have built a pair of Queens soon enough to broodling Tassadar and Raynor before Artanis’s forces could reach them.
It makes perfect sense that Broodling worked on THfT. The recall trigger seems to be somewhere between 50-70% HP, and then it plays the halluc destroyed animation and teleports the units back. Tassadar probably had shield batteries or something and Raynor had SCVs to repair.
I'm guessing there's an area threshold on the callback to prevent them from endlessly teleporting. But it's always the same unit because rescripting kill target triggers and removing and replacing units on the map are so difficult it's practically mutually exclusive. So because broodling instant kills no matter the HP the retreat trigger can't proc and the unit just dies.
It'd be easy to just set HP and shields back to 100% after the teleport. I think that's what happens there
In Hunt for Tassadar I literally decided to make a queen rush - when having 5 queens you can just leave 2 for broodlings, used rest for parasites and sacrifice 2 mutas for recon.
Raynor and Tassi are just waiting in unprotected part of base, where you can go unharmed. I killed them while Zealot wave was still in my base.
I wonder why there were no missile turrets, it would make this mission at least hard to some extent.
Triggers can't check a unit's HP. I bet it's on a timer that starts counting down if enemy units are near.
@@Valcien Default triggers can't, but you can use an exploit to read other parts of the game memory if you know what you're doing (EUD/EPD)
Blizzard actively preserved many of these exploits with the remaster (emulated them safely), which was very based of them as they were used in custom maps
I don't know all the modern details of using them, though, with SC:R so YMMV (probably don't hook cheat engine into SC:R)
@@Kai-K Oh, wow thank you! Would it still work if the map had two Tassadars?
16:38 you can see the ruins of the turret that was destroyed in the briefing
Grant-“Thank you missile turret”
Missile Turret-*dies
Probably the lore reason why Spawn Broodlings is not in Starcraft 2, because the small humanity that was left in Kerrigen thought it was too broken and unsportmanlike to use it, so she banned its use.
As someone who has lost the campaign version of the hunt for Tassadar to a spawn broodling, that felt like poetic justice.
Depot Dave: "Who are you?"
Command Center Carl: "I'm you but better."
Your just a cheap ******* knockoff
No I'm the upgrade
The zerg keeps bullying with 1 hydra because they're salty that their campaign started with an SCV rush and a cannon rush in the same video that had a humiliating 4 missions in 40 minutes.
Grant: Overlords load up and go!
Slow overloads struggling to slowly float to the other side......
Yes, we're here, let's unload. Protoss attacks
Grant: Load up again and come back to defend!
9:56 Grant channeling the spirit of the disgusting high ground of the zerg base during the first holdout mission of SC 1 2-player co-op.
It's over, Cerebratenekin! I have the higher ground!
You underestimate my _po₩er!_ *sends in 4 Mutas*
Oh man I'm so mad at Grant for not saturating his gas for a minute and a half! Unbelievable.
Tassadar going full anti-Grant here and built all the cannons possible.
And that 7 billion zealot timing attack sure was a surprise that no one saw coming.
15:01 Wow, what xD SC1 is a different kind of beast xD
3:22
_Grant briefly pauses_
Aldaris: *AMUSING*
Tassadar just dissapeared in a puff of smoke and retreated, while you brought your army there. Tassadar is a real master baiter.
1:39 I know the way StarCraft II does resource deposits is more efficient, for the player's gameplay POV, but it really does feel more realistic in SC1 (ignoring the particular tileset this time, where volcanic geysers of space-gas will never be realistic*). Certainly encourages big macro for the zerg at any rate.
I'm noodling around with designs for a short series of three campaigns (8 missions each) for SC2 and I'm trying to come up with a way for more "realistic" map designs like SC1 without making economics a nightmare. Zerg is fine as-is, and a fast-flying "mining camp" structure for Terrans is an easy addition. Protoss has been, thematically, a struggle.
* EDIT: If anyone does any SC1 custom mapping and thinks rocky geysers on installations and space platforms is very silly, vespene geyser graphics unique to each tileset were recently posted on SEN
The Hunt for Tassadar mission actually has another very easy cheese. Using the 2 Mutas you start with, you can quickly at the start bring them to the west border of the map then head north to find both heroes unguarded, and with precise attacks, you can lead them to the south ramp and easily kill them when the red zerg appears. Quickly dodge the protoss coming north when you encounter them of course then go back to chipping at Tas and Jim after they pass through. The Choosing Sides mission I still haven't finished yet... hard...
35:50 If you mean Temu, in my experience it’s not so much a scam as it is “you get the quality you pay for”.
I bought some prop equipment which was as good or better quality than I expected for the price.
The main problem is how they are taking advantage of China's status as a "developing" country to make other countries pay for Temu's free shipping.
The feared Scout Kill Squad, it's where Mengsk got the idea of the Marauder kill teams from
Spawn broodling is so OP it can kill units through god mode (power overwhelming).
I mean the only morally right choice for Tassadar would have been a couple of d-matrixed vessels flying in. One EMP and one irradiate would've done the job.
Terran Spawn Broodling would just pop out a Civilian. Maybe two.
Oo! No, a pair of spider mines. There we go.
The 7 billion zealot attack was unexpected, the tactical withdrawn of 3/4 of the zealots from brown was even more unexpected.
I thought in SCI times that Duke wears a hawaaii shirt and tassadar is a wolf due to their portrait.
12:25 I'd gladly take you to The Hague, Grant.
Your eyebrows will probably be just above sea level, hahaha
Cheers from the Netherlands
It's so cool they had you play as Terran in this one.
10:55 Hey that's what I did. Building a hatchery at the escape route then turtling there. What I didn't do is go Hydra all the way up to the base and instead I used Nydus canal
These videos are a godsend with my messed up sleep schedule; I get to watch them around 12-2am.
I do appreciate those goofy SC1 campaign bases, at least in Zerg campaigns. They effectively force you to produce macro hatches for efficient harvesting, and probably help stop noobs from falling into the trap of treating Hatcheries exactly like CCs or Nexuses. They also look a lot more natural and visually interesting than the perfectly optimized cookiecutter layouts of, say, SC2 multiplayer bases.
Pain in the ass on Terran and Protoss campaigns, though.
It took me a solid 3 seconds to understand the Armory and Legory joke, but it made me legit laugh.
14:26, I think that's actually part of the vanilla game. I can't think of specific levels where you can do this trick, but I think there is at least 1.
On that second mission, I actually think Wraiths would have been the go-to unit to work in tandem with a BC assault force since they swat down basically everything but goons Scouts uncontested once the Photons and Obs are all dead. With your propensity for building twice as many Command Centers as necessary, you basically have infinite-scans to handle the Observers.
9:45 I Have the High Ground
The last map of this campaign is relentless.
There was a map for SC1 I always wanted to finish with friends, the Space Pirates RPG EE, would be curious to see how people played that mission.
14:48 how dare you.
The perfect beginning for my weekend
Guess Tassadar the boy learned tactics on the GiantGrantGames youtube channel
When you wall off like you did in mission 1. Sometimes the AI gets confused with pathing. There was probably a Titanic blob stuck on a wall
Love the SC1 content, keep it coming.
i really enjoy how it took me about 20 seconds to realize you meant the website ebay and not the engineering bay there LOL
A shot from the Yamato cannon will flatten anything!
Tassadar utilizing the power of both the Khala and the Void to use the most powerful Protoss weapons and tactics available.
Cannon turtling.
My god.
Spawn broodlings for the win.
Works on almost everything that scourge don’t.
If you get headaches apparently yellow tinted glasses/blue light filters can help or at least that's what Simpleflips said one time in one of his videos and he looks at screens a lot
30:19 Grant you almost lost your pg rating, but you clutched it up
Crazy how different the ai is on different play throughs. My play of this mission that center island was a continuous battleground for the zerg and protoss. Ended with me trying to hold off 50 strong scout and carrier balls in continuing waves for the zerg main cause i took to long to get to tassidar. Took a few attempts.
Side note/fun fact. If you snipe the shuttle, the scouts return to their spawn point and wait for the next wave. Intantly out of possibility to handle the new wave.
As soon as Grant started to mass BCs I thought to myself "Inb4 enemy goes for a huge fleet of scouts and HT"
Lo and behold, they did. I am aware that the AI cheats but honestly did not expect the scout fleet.
you can never expect the Gantrithor
Thanks for the fun reversal! And broodlings. x)
14:23. All you needed was 2 queens!
Get well soon! I'm looking forward to enjoy the video.
I could never be mad at your saturation Mr.GiantGrantGames
Thanks for posting
22:30 - Marine walks through the building.
You're the best. Even if English isnt my native language I watch all of your videos bcz they're awesome.
This wave of scouts spawning out of nowhere is so huge that it wiped out 2 dozens of 3/3 goliaths and 20+ turrets from that island in the middle and went on smashing the zerg.
The AI difficulty in this mod is not Brutal. It's Cheater.
noone can resist the chestbursters lol
Nobody expects the spanish inquisi..... seven billions zealots push 😂
14:22
Sup Tassadar.
So I heard you always wanted to try being a Broodling for the Swarm, and yeah Raynor can try it too
I used my allies' creep to get an early Nydus canal down then built a million sunks.
14:15 Nearly 15 minutes of build up for:
grant unlocking a new speedrun strategy with raynor and tassadar broodlings lol
It's super neat that you play terran in that mission rather then the zerg.
I’m really mad at you for leaving that gas unsaturated for like a minute and a half
was anyone else trying to reach though time and space to make Grant build 2 queens to just kill Tassadar before he even got to the base?
Possible, I done that but ai went insane
"A spore or two" 😂
Next week: Starcraft: Heart of the Hague, featuring Ban Ki-Maru and Kofi Annaniwa.
Obligatory HOW COULD YOU NOT NOTICE THAT YOU DIDNT SATURATE THE GAS?!?!
also giantgrantgames brought to you by Temu XD
I really feel like most of Grant's harass problems on the second mission would be quite easily fixed by just putting two marine bunkers on the island and in the main
Except for that one accidentally redirected giant scout-carrier attack, I'm not quite sure a bunker would be enough there. Still, it would help a good bit I feel
This was a great episode
It's Temu you were thinking of, and as far as I've found there really isn't any reason ot dislike it over say... Amazon or mostly any manufacturer, like that of batteries, clothes, phones, and literally anything that uses Cobalt, like paint, dyes, magnets, and the airbags in all cars.
Temu isn't special, it's just the new flavor of the month in taking a stand against unethical production, but most consumer products are equally guilty if not more so, and has been such for far longer. The working conditions of cobalt miners are just abhorrent, not to mention lithium, or even just phones, said factories often need nets for not very family friendly reasons.
Ultimately if one is to do a sponsorship for any brand of product that isn't a video game or luxury good that are just made by random people with or without passion, Temu is just another fish in the ocean. The dark history of mining companies is an entire doom and gloom rabbit hole I recommend you do NOT go down, I just wanted to educate a tiny bit.
Learning what our tech's foundation is, I'd say it's the worst possible mental health check.
for the playing as a Terran mission WRAITHS
This is how bases should be in general, with resources at random locations. The maps with neatly arranged minerals and gas are crap.
they make more scene from a realism perspective but they make gameplay a pain in the ass
Back when grant did a playthrough of mass recall i had a couple of comments on that
First, it is actually a very very fun system, it makes the maps feel very natural instead of manufactured. If you had a secondary structure which you return gas to. Like kumber camps in warcraft. In starcraft, where building a command center is a pretty big investment and tales a lot of space, it's kinda horrible to play with.
The other comment is that it encourages people to build hatcheries, which you want to do as zerg, tieing into the SC1 zerg favouritism, as far as campaigns and story goes, as the design persists in the protoss and terran campaigns where it's just very silly.
Uhm, why did it say "Defeat" at around 14:45 -ish?
Tassadar is printF confirmed.
armoury and leggery my god
Is the headache named Twitch Chat by any chance?
U can broke last too with science vessel
Why do I want you to do zergling/zealot/marine only versions of every one of these reversed missions. Obviously with concessions like able to use static D and dropping units
Tassadar! You will die the same way your brother Fenix died - with a broodling to the face.
Wha? Huh? Is Raynors vulture biological? Spawn broodling? He just can’t catch a break
Spawn broodling in SC1 works on biological and non-robotic mechanical units.
It also works even if invisibility cheat is activated, so I guess it doesn't actually do damage but just kills the unit.
Archons, DArchons, Reavers, and Probes are the only ground units not affected by Spawn Broodlings. If it has an organic unit within it, Spawn Broodling will instakill it.
@@JulianCastelle23errm ackchually, Spoida Moines are also robotic which means they can't be Spawn Broodling'd
Hope you get better Grant
Grant, I think you could have Nydus'ed on to your ally's creep.
Creepy Hydra Stalker Hiiii
How would Omega look like in Reversed? Given that it's, basically, FFA vs Kerrigan, who do you play as?
you can choose right at the start of the mission
How can i play it too)
How many times did you killed Raynor already?
Why did the first mission score screen say defeat?
Bug with the supplementary codebase being used. EUD? I think it was called, It causese every mission screen to appear as "defeat" even if you are victorious.
A first time here from Mr. Grant? 30:19
But why did the score screen for the Hunt for Tassadar say defeat?
In one of the previous videos, Grant quoted the mod creator talking about how using triggers and other programming shenanigans led to some bugs and weird behavior, including the Defeat screen coming up instead of the Victory screen.
gota admit the way that resources is either 'random' put out in some sc1 maps or 'organic' conentrated rather then the fourth wall 'this is what the meta needs' that it turned into with sc2 ..ye i think i prefer sc1 ,gives more feeling of decent rts battles rather then the sensation of ''squad fire fight' that sc2 doess with the expansions
Tassadar is a master baiter
Temu is possibly the one you were thinking of. They are terrible.
GiantRhymeGames
So they are broodable.
Woo