Just wait until the Overmind headbutts the Ganthritor, Aldaris swats the Hyperion out of the sky, the marines blow up the Amerigo along with Kerrigan and Arcturus never meets Raynor 'cause everyone gets eaten on Mar Sara... But still ascends to rule anyway.
What an awesome surprise, a word of warning for those willing to play this: there are several difficulty spikes making some missions vastly tougher than others.
It's some crazy difficulty spikes as well, happening pretty randomly. I'm looking forward to seeing Grant try an eye for an eye. It's the one mission I just couldn't manage to beat even after 20+ resets. (Probably cause I'm bad with HT)
There was that one Protoss mission in Legacy of the Void where zerg did come out of the caves. So putting spider mines in front of the caves wasn't foolish, just ahead of its time.
With this character's death, the thread of prophecy is severed. Restore a saved game to restore the weave of fate, or persist in the doomed world you have created. I love the implication of Jim being immediately killed in his first skirmish with the Zerg and like, that's it. Story's just kinda over. Man, missions like Eye of the Storm and Omega are gonna be insane in this, huh. Even stuff like the 10k minerals mission.
Good mod. Regarding SC1 Swarm feeling more Swarm-like than SC2 Swarm, the difference might be as simple as the F2 button. It feels more like you're sending an unstoppable wave when you spend a solid 20 seconds simply selecting and A-moving your units. Also, from a Lore perspective, SC1 Swarm was a truly alien entity controlled by an alien, unknowable entity. SC2 Swarm is controlled by a human. The Overmind had no need for a Zerg-Adjutant or any other organism that communicated be talking because none of them had ears. Everything was psionic. Now we have drop pods, subway systems, and a larger (and admittedly more robust) hierarchy with far more mobile, non-immortal Broodmothers.
Kerrigan was a shifting point of the Swarm, but it was absolutely intentional, and by design of the Overmind. The Overmind was powerful, but it was essentially a slave. It could only rebel so far, and through its precognition it saw what Kerrigan could do. It purposely made her more sentient and independent than the queens or cerebrates. Through Kerrigan the Zerg would be freed, and so it could almost be assumed that the overmind *knew* it needed to die and thus attacked Aiur. Now, given that Kerrigan was designed with free will in mind, she had a level of adaptability that other zerg would not have. She did employ strategies that the zerg did not previously use, such as cooperation with other races instead of outright destruction or assimilation. This isn't to say that she didn't utilize the strengths of the Swarm, namely swarming. The HOTS intro cinematic shows the Swarm doing what it does best. For the purposes of a competitive RTS, it is not viable to run a massive army of mostly zerglings and few larger units (unless you are Grant) in SC2, but the Swarm operates off of massive amounts of fodder (lings and some hydras) with some larger supporting units in the assist. They adapt to threats as necessary, but fodder is the basis of the zerg armies in any case.
I think what might have happened in mission 2 is Raynor pathed up to Purple base to activate it then when he got in combat and attacked your Creep Colony he might have triggered that as him being attacked so Blue went into "Defense Mode" until they cleaned up all the enemies that were attacking their base but because there were no enemies Blue never left "Defense mode" which caused him to rally a bunch of Marines defensively, then when you attacked with your small force Blue finally defended against that Creep Colony attack and reverted to "Attack Mode" So what I'm saying is your of forgetting Sunk upgrade requirement "blunder" was actually a 1 bajillion IQ move.
The problem with that to mee is blue never attacked the creep colonies red did, tho there is a good chance that the red marines are actually blue's just coloured that way because they are the scripted ones at the start, if that is the case then yeh that would explain Edit: in the score screen at the end red looks like a separate player, so i'm unsure if that would work that way.
Aww. From the title, I was expecting you to start on the last mission, and have to basically put things back the way they were. Like, re-building all of the bases, and beating back the zerg to their starting structures.
Love it! I also love how the mod maker only cared about you killing production structures and units, not having to wait for every depot and turret to be destroyed.
I miss the reverse campaign, a shame they never continued tho. I love it when there are new voicelines, spliced or AI, i remember loving the executor nral videos where he did the AI voices, it fits very well in starcraft 1 because voices there always sound a little robotic either way, i wish this one had more of those. It would be fun to hear the Overmind freaking out that Raynor refuses to die
I once spent hours researching how to record in specific file formats in order to make a joke sound pack for _Natural Selection_ of me just saying what each sound was, as in bullet ricochets were me saying the word 'Ricochet'. By the time I was done, I had over eighty different sound files for it, and I used it until I stopped playing. The people I played with even downloaded it a few times. So this sort of thing? It's awesome. I'm not particularly talented or skilled at anything and I liked NS enough to kill a few hours making a joke. This is dedication and love on a whole different level, and I respect the effort involved and appreciate the people who invest into doing this. I get how much work is involved for not much reward. So well done, guys. Looking forward to watching this.
The timing of "Wish they had a counter here" and the counter shoing up is why you can't script this kind of stuff lol. I can't wait to see more of this stuff Grant, please do more!
I remember that Mindhawk's Starcraft 2 Reversed was incomplete. It was super fun to watch, especially the Ultra-Brutal optional challenge. I wonder, has it been completed since it was last featured?
I was considering throwing this out as a suggestion in the update vod so I'm glad you're playing through it There's also SC1 alternate timeline edition
I played the alternate timeline edition and it was awesome. Some of the voice acting does sound a bit weird, but it makes sense given they're making their own recordings on top of the original voice lines.
Aside from the price difference I think one of the greatest benefits the SC1 Hydra has over the SC2 version is pathing. Namely that it can actually be micro’d with something approaching reliability. And in a game where getting a single Goliath or Dragoon up a ramp can take literal seconds of utmost attention and babysitting having a mostly responsive unit is a MASSIVE advantage. In SC2 pretty much everything has decent to great pathing so all the hydra has are its stats. In SC1 you could feasibly maneuver a control group of hydras so that they never get surrounded or pull back weakened ones…in SC2 a single blob of Move command Zerglings can surround Hydras with maybe four mouse clicks, or a group of stimmed Marines can eat a few volleys thanks to overkill before A-moving and shredding the Hydras.
7:549:4813:43 - *Weakest sunken colony.* Even at the end against all that stuff, alone, it *still* killed someone just for the road! I was off Starcraft content for a bit, but you always know how to pull me right back in, Grant. Really excited for this series, impressed so far with the level of effort that's gone even into those early maps from the mod. Can't wait to see the thread of destiny severed over and over again. "I'll probably be playing it no matter what, if people want to see it or not." The sign of a truly engaging mod, and rest assured, we want more.
28:30 I have been exposed to far too much internet, I can can never disassociate the phrase cute and funny from the more degenerate meaning. But on a less degenerate note, I would like to see this playthrough continue since playing the campaigns in reverse is a fun concept and I wish we'd gotten it in full for Starcraft II.
I played all of the Real Scale stuff, and easily my favourite was HotS. The majority of the units all coming in groups made it feel so good just swarming over everyone. It also made my CPU cry, but that's a small price to pay for being able to truely experience the Swarm. Anyways, that was a really roundabout way of saying I like swarmy Zerg too.
Surprised to see this as this Reversed Campaign was made as more of a personal project that I then decided to upload. Few disclaimers for others: 1) AI attack patterns can be a little repetitive. Reasoning: There is generally only 1 AI difficulty type where the AI can actively kill bases (99% of the AIs in SC1 available involve sending only 3 units every 10 minutes) (Hard AI is better but still has like 5 minute delays in between attacks along with additional random preparing delay stuff). AI are like 10x better at defending than attacking (since they will constantly make units to defend, but won't constantly attack). To give an example of how much stronger the AI is, the first attack by blue at 13:50 is the standard first attack by an Insane AI, while the second hardest AI would only send 3 marines (and the delay would of been longer between different attacks). 2) AI is often given all tech options. (The AI could technically make BCs in Mission 2 but the build timers are like 10x longer). Reasoning: The AI in SC1 has a list of things it checks before it can do something. The Insane AI/Hardest AI options will essentially break and do nothing if they can not build everything as they will get stuck trying to do something (like make a tank) when the pretty much can't. (This does not apply to custom AI, however, restricting units on custom AI prevents them from attacking) 3) The map is "editable" by anyone. This means you could lower the difficulty if you wanted to or change the AI. This generally should not break the map except with the side effect of the "opposing AI" being unable to win (since they can't kill your ally). The original campaign made by me can be found on StarEdit Network or you can play a meme-ified version that was modified by Executor Nral. Executor Nral has added more diverse AI-generated voice acting and some additional hero units to make the game overall easier. 4) Very few maps contain something called "EUD" triggers. This was kinda my first time experimenting with them. EUD triggers allow for significantly more control of certain things but cause some side effects (such as disabling saving and disabling "extended unit limits"). I stopped adding EUD triggers after the BW Protoss campaign for this reason as I didn't originally know the side effects and didn't know enough about them to warrant their use (originally was used just to detect hero health to make them "escape"). 5) As I said, the map is editable so you could change various things. I've recently learned just enough EUD triggers that I've learned how to make custom AI in SC1 (side effects mentioned above will still apply) but am currently busy with other projects. I may or may not return to try and change the AI as a result. Everything I made in SC1 has been through trial and error self-teaching (never looked at guides before). The game can be difficult though as I was able to mostly breeze through my way through SC2 Campaign on Brutal. Thanks for playing though!
This mod is amazing Not only is this a great idea as replaying the campaigns as the other factions, the creator also improved everything else like the map design and enemy AI over the base game.
That was really cool, its nice and familiar because they are missions we've all done a million times but you get to play the reverse side of it. I'd love to see more.
The revision of desperate alliance is so cool. It makes so much more sense that there’s a huge base and tons of forces trying to hold out against the Zerg. Instead of the original of 1 barracks and like 10 starting marines lol
This looks fun! i personally want to see more Side note- i love how Grant was talking about having a marine counter and then immediately the game is like "Marine counter" in the first mission lol
I love the idea of this campaign. I've seen it created by a couple of different people. One of them made changes to the missions for balancing reasons, another gave the player side (now controlled by the AI) extra units. Resources have also been changed for balancing purposes. Take the first mission for example; Zerg do not start with a base in the vanilla campaign. Other minor things bother me as well, such as how Mar Sara is a red player instead of blue. It is a simple fix. I wanted to make the missions exactly reverse. It's easier to do on the start of editing the mission as you just open the level and switch the sides. The hard part is adjusting the triggers and scripting the enemy AI to run through the mission as the player would. I also personally found the mission briefing section to be the most tedious part when I looked at it. I had only attempted this using the standard StarEdit and soon after dropped the project when I realized that extra tools would be needed. StarEdit does not allow you to select all AI types for example. I still have a desire to go through and edit the missions to be perfectly reverse, balancing be damned. It may be a couple of years as I have other modding projects that I want to release first for other games, but I do still want to give this idea my own take which would be much closer to a simple mirror image. Some early missions will likely be really hard and late game missions a cakewalk.
As a huge fan of SC:BW:R and SC:R it'd self and SC:R map maker and making/learning Ai, this is neat idea! I don't know why i didn't think of this. lol Love to see more.
Really glad you are playing this. I wanted to check it out, but I can't beat SC2 on hard, much less brutal, so you playing it is the only way I will get to see StarCraft Reversed.
Terran just doesn't know how to lift building and derp their marines and firebat 2 at at time through their own chokepoint into a perfect hydra concave...
This is really really fun to watch! ^v^ I'm already curious now that we're about to see the first installation mission, and I definitely want to see more! ESPECIALLY eventually Omega if it goes all the way up to broodwar, that'll be crazy.
I've played through the reversed campaign for sc1 not that long ago and I have to say, for me the key to winning this was actually Mutas. I kept trying to break the front bunkers with lings and hydras for a long time with no success, but then making a deathball of mutas and going for the exact same corner you went for with the drop became key to winning the entire thing.
Reverse SC1. A nice concept that was well made in WoL. I can't wait for later missions like the last missions of both Protoss campaigns, and the BW Zerg campaign. The very last mission of that last campaign will be insane.
this is a super fun looking mod, I always forget that Starcraft 1 had a pretty strong custom campaign library even if it was harder to get going than in SC2
This is the kind of mod I've been dreaming about since I was a kid because I always wanted to play as the enemy in some of those big and cool macro missions.
I've played Starcraft on N64 when I was 6 years old, now I am 29 years old. I always wondered how it would be to play the other side, so great mod to relive my childhood dreams.
One thing I really liked about Mindhawk's Reverse was that Raynor had limited resources and you could see them. Kinda just felt nice to siege him and slowly grind him down
I rly wanna see more of this, it looks so fun! btw another thing that would've been interesting is if there were a 2p vs version where one person is trying to beat the campaign and the other is trying to stop the first guy.
Today we answer the age old question, Can the starcraft 1 campaign beat giantgrantgames with only marines?
Just wait until the Overmind headbutts the Ganthritor, Aldaris swats the Hyperion out of the sky, the marines blow up the Amerigo along with Kerrigan and Arcturus never meets Raynor 'cause everyone gets eaten on Mar Sara... But still ascends to rule anyway.
💀💀💀💀💀💀💀
Y'know, if people didn't know what you were talking about, they'd probably think you were having a medical emergency.
Oh shit 😂😂😂😂😂
Let's talk about that.
Final missions: Kerrigan pilots the overmind directly into the ganthrithor
Without spoiling it too much. The final mission will do one better.
What an awesome surprise, a word of warning for those willing to play this: there are several difficulty spikes making some missions vastly tougher than others.
I can imagine! I'd assume like, most any mission that's normally super easy, is now hard cus... well, you're the side that's normally getting stomped
But... This doubles my desire to see Grant play it. I feed off his suffering.
Good old 6 insane AIs
@@TheArbieoLol i respect you straight admitting it
It's some crazy difficulty spikes as well, happening pretty randomly.
I'm looking forward to seeing Grant try an eye for an eye. It's the one mission I just couldn't manage to beat even after 20+ resets. (Probably cause I'm bad with HT)
There was that one Protoss mission in Legacy of the Void where zerg did come out of the caves. So putting spider mines in front of the caves wasn't foolish, just ahead of its time.
The first Protoss mission in BW also has zerg spawn from caves, but not infinitely.
Seems reasonable, considering the Dominion drove some of Naktul's brood into caves in SC2
THEY DROVE SOME OF MY *BROODS* INTO *CAVES*
@@RoyalFusilier The way she says broods will be seared into my brain for all eternity
With this character's death, the thread of prophecy is severed. Restore a saved game to restore the weave of fate, or persist in the doomed world you have created.
I love the implication of Jim being immediately killed in his first skirmish with the Zerg and like, that's it. Story's just kinda over. Man, missions like Eye of the Storm and Omega are gonna be insane in this, huh. Even stuff like the 10k minerals mission.
Good mod.
Regarding SC1 Swarm feeling more Swarm-like than SC2 Swarm, the difference might be as simple as the F2 button. It feels more like you're sending an unstoppable wave when you spend a solid 20 seconds simply selecting and A-moving your units.
Also, from a Lore perspective, SC1 Swarm was a truly alien entity controlled by an alien, unknowable entity. SC2 Swarm is controlled by a human. The Overmind had no need for a Zerg-Adjutant or any other organism that communicated be talking because none of them had ears. Everything was psionic. Now we have drop pods, subway systems, and a larger (and admittedly more robust) hierarchy with far more mobile, non-immortal Broodmothers.
Those are some solid points I've never thought about... Very interesting analysis, thanks!
Kerrigan was a shifting point of the Swarm, but it was absolutely intentional, and by design of the Overmind. The Overmind was powerful, but it was essentially a slave. It could only rebel so far, and through its precognition it saw what Kerrigan could do. It purposely made her more sentient and independent than the queens or cerebrates. Through Kerrigan the Zerg would be freed, and so it could almost be assumed that the overmind *knew* it needed to die and thus attacked Aiur.
Now, given that Kerrigan was designed with free will in mind, she had a level of adaptability that other zerg would not have. She did employ strategies that the zerg did not previously use, such as cooperation with other races instead of outright destruction or assimilation.
This isn't to say that she didn't utilize the strengths of the Swarm, namely swarming. The HOTS intro cinematic shows the Swarm doing what it does best. For the purposes of a competitive RTS, it is not viable to run a massive army of mostly zerglings and few larger units (unless you are Grant) in SC2, but the Swarm operates off of massive amounts of fodder (lings and some hydras) with some larger supporting units in the assist. They adapt to threats as necessary, but fodder is the basis of the zerg armies in any case.
@@lochslea 99% of that is just retcons from the bad Starcraft 2 writing.
Grant ~ Man, I'd be great if there was a marine counter.
Game ~ Spawns in marine counter.
Grant ~ :D
4:25
I think what might have happened in mission 2 is Raynor pathed up to Purple base to activate it then when he got in combat and attacked your Creep Colony he might have triggered that as him being attacked so Blue went into "Defense Mode" until they cleaned up all the enemies that were attacking their base but because there were no enemies Blue never left "Defense mode" which caused him to rally a bunch of Marines defensively, then when you attacked with your small force Blue finally defended against that Creep Colony attack and reverted to "Attack Mode"
So what I'm saying is your of forgetting Sunk upgrade requirement "blunder" was actually a 1 bajillion IQ move.
The problem with that to mee is blue never attacked the creep colonies red did, tho there is a good chance that the red marines are actually blue's just coloured that way because they are the scripted ones at the start, if that is the case then yeh that would explain
Edit: in the score screen at the end red looks like a separate player, so i'm unsure if that would work that way.
The first several missions are like a cosmic horror story with Raynor in just eternal torment of being killed by zerglings. "Kill Raynor" indeed!
Haven't had enough SC1, have you?
I'm really interested in this - Hope it's a fun run!
tease! sounds like you can never get enough sc1!
Rematch potential?
Shame that grant fell off the UED AI Project, but this is fun too.
Aww. From the title, I was expecting you to start on the last mission, and have to basically put things back the way they were. Like, re-building all of the bases, and beating back the zerg to their starting structures.
Love it! I also love how the mod maker only cared about you killing production structures and units, not having to wait for every depot and turret to be destroyed.
13:13 lol it's realistic, Jim is just building up like a player would smh.
Jim all out with the only terran strat
22:44
Spin little hydra, SPIN!!!
how can you even notice those moments??
It can dance if it wants to,
It can leave the swarm behind;
And 18:20 for the drone edition
More SC1, yes. This is really well made too.
I miss the reverse campaign, a shame they never continued tho.
I love it when there are new voicelines, spliced or AI, i remember loving the executor nral videos where he did the AI voices, it fits very well in starcraft 1 because voices there always sound a little robotic either way, i wish this one had more of those.
It would be fun to hear the Overmind freaking out that Raynor refuses to die
Amusing. Your taste in custom campaigns grows ever more explicable, TassaGrant!
I once spent hours researching how to record in specific file formats in order to make a joke sound pack for _Natural Selection_ of me just saying what each sound was, as in bullet ricochets were me saying the word 'Ricochet'. By the time I was done, I had over eighty different sound files for it, and I used it until I stopped playing. The people I played with even downloaded it a few times.
So this sort of thing? It's awesome. I'm not particularly talented or skilled at anything and I liked NS enough to kill a few hours making a joke. This is dedication and love on a whole different level, and I respect the effort involved and appreciate the people who invest into doing this. I get how much work is involved for not much reward. So well done, guys. Looking forward to watching this.
Hyped to see Gr. Edmond Duke Nukem doing a bit of disciplining
Oh I love that the briefings got changed too. Just that bit of polish that tells me we're in for a good time this series
The timing of "Wish they had a counter here" and the counter shoing up is why you can't script this kind of stuff lol. I can't wait to see more of this stuff Grant, please do more!
Yeah, Grant... "walnuts"... "walnuts" are the nuts that have "juice" in them...
💀
The juice is stored in the nuts.
i loved the sc 2 wings of liberty reverse and hope the series goes well
19:58 I really enjoy when Grant starts talking and has no idea where he is going with his metaphor. Great work buddy.
I remember that Mindhawk's Starcraft 2 Reversed was incomplete. It was super fun to watch, especially the Ultra-Brutal optional challenge.
I wonder, has it been completed since it was last featured?
I don't think so, last I checked he was up to the mission where Raynor and co steal the Odin.
@@Sone01TheFirstdon’t you mean the Odin steals Raynor and co?
@@lapisliozuli4861 No...
@@Sone01TheFirst then what is reversed?
@@ch420newsteam Same thing as every mission, you play as the opposition to Raynor, in this case he has the Odin and you have to destroy it.
I was considering throwing this out as a suggestion in the update vod so I'm glad you're playing through it
There's also SC1 alternate timeline edition
I played the alternate timeline edition and it was awesome. Some of the voice acting does sound a bit weird, but it makes sense given they're making their own recordings on top of the original voice lines.
Aside from the price difference I think one of the greatest benefits the SC1 Hydra has over the SC2 version is pathing. Namely that it can actually be micro’d with something approaching reliability. And in a game where getting a single Goliath or Dragoon up a ramp can take literal seconds of utmost attention and babysitting having a mostly responsive unit is a MASSIVE advantage. In SC2 pretty much everything has decent to great pathing so all the hydra has are its stats. In SC1 you could feasibly maneuver a control group of hydras so that they never get surrounded or pull back weakened ones…in SC2 a single blob of Move command Zerglings can surround Hydras with maybe four mouse clicks, or a group of stimmed Marines can eat a few volleys thanks to overkill before A-moving and shredding the Hydras.
3:17 Grant casually triggering my PTSD.
Darkest dungeon reference?
@@Saamri-d1o It's an Elden Ring reference most likely since Margit says "lay these foolish ambitions to rest" each time you die to him.
@@Saamri-d1oAs person above said, Elden Ring boss. Important note that he's the first reall skillcheck you HAVE to pass for progression. Its rough.
"I don't want to party by myself, I wanna have friends"
Me too, Grant, me too. T_T
7:54 9:48 13:43 - *Weakest sunken colony.* Even at the end against all that stuff, alone, it *still* killed someone just for the road!
I was off Starcraft content for a bit, but you always know how to pull me right back in, Grant. Really excited for this series, impressed so far with the level of effort that's gone even into those early maps from the mod. Can't wait to see the thread of destiny severed over and over again. "I'll probably be playing it no matter what, if people want to see it or not." The sign of a truly engaging mod, and rest assured, we want more.
This looks like a fun campaign
I love when Grant forgets to think and does a funny
It really enhances the StarCraft experience
I actually just got finished watching the Reverse Starcraft 2 a few days ago. I'm always up for this kind of series.
28:30 I have been exposed to far too much internet, I can can never disassociate the phrase cute and funny from the more degenerate meaning.
But on a less degenerate note, I would like to see this playthrough continue since playing the campaigns in reverse is a fun concept and I wish we'd gotten it in full for Starcraft II.
My Little SC:BW Mod Can't Be This Cute! 😭
@@SchemingGoldberg Omega and Delta squadrons left equipment behind!? Correction needed!! 💢💢 😭
UUOOOHHH
This is so awesome!!! What a great switch of perspective, and new content to try out! i hope to see more of this mod!
Hooray, this will be a very fun series to watch
I played all of the Real Scale stuff, and easily my favourite was HotS. The majority of the units all coming in groups made it feel so good just swarming over everyone.
It also made my CPU cry, but that's a small price to pay for being able to truely experience the Swarm.
Anyways, that was a really roundabout way of saying I like swarmy Zerg too.
Another fan of swarmy Zerg! There are dozens of us, dozens!
I just started playing real scale how do you zoom out?
@@yonokhanman654 One might even say... There's a swarm!
@someoneidk2804 I just use my mouse wheel. If your mouse doesn't have a wheel, you can look up Zoom Out in the keybinds Might be Page Down?
@@unfairlive2 Booooo (I did laugh, but still; boooooooo)
Surprised to see this as this Reversed Campaign was made as more of a personal project that I then decided to upload.
Few disclaimers for others:
1) AI attack patterns can be a little repetitive.
Reasoning: There is generally only 1 AI difficulty type where the AI can actively kill bases (99% of the AIs in SC1 available involve sending only 3 units every 10 minutes) (Hard AI is better but still has like 5 minute delays in between attacks along with additional random preparing delay stuff). AI are like 10x better at defending than attacking (since they will constantly make units to defend, but won't constantly attack). To give an example of how much stronger the AI is, the first attack by blue at 13:50 is the standard first attack by an Insane AI, while the second hardest AI would only send 3 marines (and the delay would of been longer between different attacks).
2) AI is often given all tech options. (The AI could technically make BCs in Mission 2 but the build timers are like 10x longer).
Reasoning: The AI in SC1 has a list of things it checks before it can do something. The Insane AI/Hardest AI options will essentially break and do nothing if they can not build everything as they will get stuck trying to do something (like make a tank) when the pretty much can't. (This does not apply to custom AI, however, restricting units on custom AI prevents them from attacking)
3) The map is "editable" by anyone. This means you could lower the difficulty if you wanted to or change the AI. This generally should not break the map except with the side effect of the "opposing AI" being unable to win (since they can't kill your ally). The original campaign made by me can be found on StarEdit Network or you can play a meme-ified version that was modified by Executor Nral. Executor Nral has added more diverse AI-generated voice acting and some additional hero units to make the game overall easier.
4) Very few maps contain something called "EUD" triggers. This was kinda my first time experimenting with them. EUD triggers allow for significantly more control of certain things but cause some side effects (such as disabling saving and disabling "extended unit limits"). I stopped adding EUD triggers after the BW Protoss campaign for this reason as I didn't originally know the side effects and didn't know enough about them to warrant their use (originally was used just to detect hero health to make them "escape").
5) As I said, the map is editable so you could change various things. I've recently learned just enough EUD triggers that I've learned how to make custom AI in SC1 (side effects mentioned above will still apply) but am currently busy with other projects. I may or may not return to try and change the AI as a result.
Everything I made in SC1 has been through trial and error self-teaching (never looked at guides before). The game can be difficult though as I was able to mostly breeze through my way through SC2 Campaign on Brutal.
Thanks for playing though!
This mod is amazing
Not only is this a great idea as replaying the campaigns as the other factions, the creator also improved everything else like the map design and enemy AI over the base game.
Map maker should have labelled maps as 01, 02, 03,ect so that they would be in order in the list.
The simple fact that you don't have to hunt every missile turret already makes it a great mod
That was really cool, its nice and familiar because they are missions we've all done a million times but you get to play the reverse side of it. I'd love to see more.
Every mission: "Somehow Raynor returned"
I love that the first mission is literally making you do an early game zerg rush. Literally training you for how they play in multiplayer.
The revision of desperate alliance is so cool. It makes so much more sense that there’s a huge base and tons of forces trying to hold out against the Zerg. Instead of the original of 1 barracks and like 10 starting marines lol
I had such high expectations, but then they sunk in the second mission and dropped in the third
This looks fun! i personally want to see more
Side note- i love how Grant was talking about having a marine counter and then immediately the game is like "Marine counter" in the first mission lol
Jim Raynor is now the Kenny of the Starcraft Universe.
This is fantastic and I for one 1000% want to see more.
Of all the vids of giant grants I've seen, that have made me want to replay starcraft 1. This is the one that's made me want to replay it the most.
I have been waiting for you to pick this up ever since I saw Neal’s heavily edited playthrough. Can’t wait to see it in full!
I really enjoyed this and can't wait to see more! Watching the sc1 speed run got me back into the mood for more sc1
I love the idea of this campaign. I've seen it created by a couple of different people. One of them made changes to the missions for balancing reasons, another gave the player side (now controlled by the AI) extra units. Resources have also been changed for balancing purposes. Take the first mission for example; Zerg do not start with a base in the vanilla campaign. Other minor things bother me as well, such as how Mar Sara is a red player instead of blue. It is a simple fix.
I wanted to make the missions exactly reverse. It's easier to do on the start of editing the mission as you just open the level and switch the sides. The hard part is adjusting the triggers and scripting the enemy AI to run through the mission as the player would. I also personally found the mission briefing section to be the most tedious part when I looked at it. I had only attempted this using the standard StarEdit and soon after dropped the project when I realized that extra tools would be needed. StarEdit does not allow you to select all AI types for example.
I still have a desire to go through and edit the missions to be perfectly reverse, balancing be damned. It may be a couple of years as I have other modding projects that I want to release first for other games, but I do still want to give this idea my own take which would be much closer to a simple mirror image. Some early missions will likely be really hard and late game missions a cakewalk.
More please, these missions feel more like puzzles and would be good motivation for me to come back to this myself
As a huge fan of SC:BW:R and SC:R it'd self and SC:R map maker and making/learning Ai, this is neat idea!
I don't know why i didn't think of this. lol
Love to see more.
Really glad you are playing this. I wanted to check it out, but I can't beat SC2 on hard, much less brutal, so you playing it is the only way I will get to see StarCraft Reversed.
Terran just doesn't know how to lift building and derp their marines and firebat 2 at at time through their own chokepoint into a perfect hydra concave...
This is really really fun to watch! ^v^ I'm already curious now that we're about to see the first installation mission, and I definitely want to see more! ESPECIALLY eventually Omega if it goes all the way up to broodwar, that'll be crazy.
This is so cool. I didn't know there was a modding scene for SC1! I'd love to watch the rest.
This mod is one of the greatest, and be sure to listen all briefing, with the AI voices they made such a incredible and fun work with dialogues ❤️
I've played through the reversed campaign for sc1 not that long ago and I have to say, for me the key to winning this was actually Mutas. I kept trying to break the front bunkers with lings and hydras for a long time with no success, but then making a deathball of mutas and going for the exact same corner you went for with the drop became key to winning the entire thing.
more of this more of this MORE OF THIS, OMG that was so fun to watch I can't wait to see how every other map looks
Reverse SC1. A nice concept that was well made in WoL.
I can't wait for later missions like the last missions of both Protoss campaigns, and the BW Zerg campaign. The very last mission of that last campaign will be insane.
Man, this looks really well done. Can't wait to see more
Great mod and video I love what mission 3 looked very "Zurgy" with the drop than wave assault like Grant said.
It is so nice to see Grant play Zerg in SC1 and actually enjoy it.
I'd definitely be interested in more of this. Thank you for the video.
I dont think i ever heard you this joyful about a mod, and for that alone i want to see you do the rest of it :D
this is a super fun looking mod, I always forget that Starcraft 1 had a pretty strong custom campaign library even if it was harder to get going than in SC2
Seems very fun! Always nice to see how things play from the other side
This was brilliant fun! I always wondered how tough the assault mission would have been from the zerg side.
this is dope. I'm about to start playing this myself. I'd love to see the full series.
Yes! This looks like so much fun, and it's of a difficulty level I'd never be able to play. xD Please continue!
This is the kind of mod I've been dreaming about since I was a kid because I always wanted to play as the enemy in some of those big and cool macro missions.
This was a lot of fun to watch, and I’m excited to see more!
This was really fun! Would love to see you do the rest of this!
Once you crack a nuts shell, whats inside is reffered to as the "nutmeat". This goes for all nuts, except peanuts, which are a legume.
100% would love to watch this! Thanks for all you do Grant! ❤
as someone who cant play zerg its always fun to see zerg played well.
I loved starcraft 2 reversed, and this is gonna be great.
I've played Starcraft on N64 when I was 6 years old, now I am 29 years old. I always wondered how it would be to play the other side, so great mod to relive my childhood dreams.
So far so good, I usually don't like sc1 stuff but this is pretty enjoyable.
One thing I really liked about Mindhawk's Reverse was that Raynor had limited resources and you could see them. Kinda just felt nice to siege him and slowly grind him down
What an incredible idea. This is so cool. Love it.
This is awesome, I hope all 6 campaigns get done if they haven’t already!
This is going to be great!
Thanks for all your zany gameplay, Grant!!!!
OH I'VE SEEN CLIPS OF THIS CAMPAIGN FROM ANOTHER CHANNEL! I am soooo excited to see Grant playing this and can't WAIT to see more of it!
This is a really cool idea. Please, keep going with the mod!
Reverse mods are always amazing to behold.
I think it'll be very fun to see a full playthrough of this!
What a great idea so happy the watch you again ! good luck
Loved this mod and would love to see you play more of it!
I would love to see the rest of this mod, it seems fun indeed and I do very much like to see the reverse perspective.
That last mission was so satisfyingly swarmy. Keen to see the rest of the campaign!
aaah thats a dream coming true
This gona be a great series Grant! I really like It.
Lol the prevent training 10 marines part got me in, sounds so crazy.
I remember your voice. You ran the campaigns using only barracks units. Those footages and explanations were savory.
I rly wanna see more of this, it looks so fun!
btw another thing that would've been interesting is if there were a 2p vs version where one person is trying to beat the campaign and the other is trying to stop the first guy.
That was fun :)
I did NOT expect it to be in SC1, I was expecting the mod to be a twist of mass recall but I'm fine with this