For those wondering: this mod is SC: Evo Complete Crossover Edition and available through StarCraft 2. All you gotta do is create a custom melee game, select 'create with mod' and type SC: Evo Complete Crossover Edition in the search bar!
the nerfs I saw on the broodwar units are the following: - reduced Siege tank splash damage - vulture attack speed is slightligy slower - Science vessel defense matrix did not reduce damage as efficiently and lasted less time - Ghost lockdown ability was waaaaay shorter - Spider mines splash damage was reduced - Goliath speed and damages were reduced, and range did not upgrade, goliaths have insane range when upgraded
@@Kayther33 The weakness of Brood War is that everything dies to hard counter. The strength is in the OP'ness of the generic units. Nerfing the abilities allows SC2 to utterly STOMP SC1, due to the lack of mobility options of SC1. I also don't consider quality of life options nerf/buffing. If SC1 was limited to 12-unit control groups, then it would be game over from the start and uninteresting. So modernizing the control schemes of SC1 are practically a necessity. Granted, most of the stuff dropped from SC1 was all overpowered for the more fast paced nature of SC2. But that is the nature of modding. Personally, I would love to see SC1 have most of its tools done properly (faster attack speed on the Goliath air weapons, Ghosts with proper lockdowns, super fast spider mines, ect.) simply because it would give the FEELING of Brood War vs. SC2 better. Rather than SC1 struggling to keep up with SC2, it should be SC2 being frustrated trying to deal with brood war bull manure.
Me too! I would love to see more of this mod. Apparently it's becoming popular in South Korea so I wonder what sorts of pro replays are going to come of that
I love watching pro players but pro players often ruin things, they're so invested to exploit some advantage/weakness/imbalance (and balance councils must respond), that certain units/abilities became overpowered and they must be nerfed or even removed (even if it not guaranteed to win) and in the end, we can''t have nice things. I loved Mothership's Vortex. Or even just Broodlords, for years, it was fine, then someone found a way to make endless nonstop wave after wave after wave of broodlings, it was so beautiful, not everyone could pull it off though, but still, broodling duration had to be reduced significantly and we had never seen "broodlings wave" ever since (because it's no longer possible as they die quickly).
I MISS the classic siege tanks. The transformation sounds and the thundering shock cannon blasts. Many of the unit sound effects in SC2 are just panzy assed in comparison.
@@cousinpatsey2471 huh? The SC1 tank sounds way stronger, if you compare both units and listen to - The siege transformation. - The siege blast both sound louder and punchier than SC2. Same with the SC1 carriers vs SC2 carriers. I think it maybe just this mod where the sound has been nerfed a bit, but bring up any video between the SC1 and SC2 with relatively equal volume and you will hear it.
This is true. Sc2 attack animation sound effects sound... squishy. Brood war marines, lings/hydras, zealot attacks, a lot of things in brood war sound actually menacing and powerful. Marines shooting in sc2 sound like they are firing staple guns. Lings attacks sound like they are squishing slime
Hey man I appreciate the support, glad you enjoyed the video! Right? This mod is so cool to see, I can't wait to see the rest of the matchups. Replays of this one are harder to find but I'll make it work
Definitely!! What I don't understand is how come no one has thought of this? Imagine legendary matchups of the best BW players vs the best SC2 players?!? Jaedong, Flash vs Serral, Maru. This would be legendary!!!
Gonna be honest with you guys, SC2 factions in general have more variability and would likely bulldoze most of the other factions. I'm not sure how BW Zerg fights SC2 Terran. At all. I think in terms of Mirror Matchips, TvT is probably the closest. I think Sc2 Zerg and Protoss would run over their respective BW counterparts without much issue.
@@elgar7252 On the other hand, Reavers and Storm is pretty strong compared to their SC2 equivalents. SC2 Bio would have a hell of a time trying to get away from Scarab shots. And if Maelstrom comes online, Bio is just kinda screwed. As for BW Zerg, Defiler is still stupid powerful, but their early game would definitely struggle.
Are the Goliath charon boosters enabled? They ought to be able to outrange the liberators and valkyries have more halo rockets to also win in an air fight.
I think the Charon boosters were nerfed for the Goliaths they ought to have outranged the liberators easily. I think BW should not be nerfed so we can see how the two versions truly match up.
Red really needed ghosts. Lockdown is one of the most insane abilities, even among the many absurd abilities of SC1. He even did use it, but not nearly enough. Ghost-goliath-tank (with spidermines as a mineral dump) becomes an insane comp when you can actually micro it, which in SC1 you couldn't do.
2:25 In sc1 unless you are rushing, you will always fly the barracks as a scout. The standard TvT in broodwar is mech vs mech. Sc1 marines are too squishy vs siege tanks and spider mines.
Probably needs a rethink from the sc1 players. Sc1 bio vs sc2 bio may actually work out in favor of Sc1 bio. I know it's not used much, but blind could be incredible against sc2 terran because they can't remove it. The unit would just be useless.
@@flamerollerx01 If they actually copied SC1marine properties into this mod I would say that the battle should be relatively balanced while slightly in favor the SC2 ones because of the Medivac.
@@flamerollerx01 I was thinking the same. People might have forgotten just how insane the medic healing rate is in SC1, it beats the pants off of the medivac healing rate
@@Taron_HaiTar Although there are medics that can partially suppress the biological and chemical forces in the early stage battle with SC2 humans, the medics are completely suppressed without the mobility and troop-carrying capabilities of the hospital ship.
This type of matches would be so much interesting to bring to ranked - unranked at least .. the choice that you can play BW terran/protoss/zerg or default SC2 races .. This would make the game having 3 "new" races with almost no hard work, only balancing issues to handle
Would need a lot of balance, tbh. I don't think BW Zerg could even compete with Sc2 Terran and Protoss, and probably Zerg as well. Banelings go brrrrrr
OMG!! 😵😲 How come all this time such a thing hasn't been thought off???? Imagine the dream matches of legendary BW players vs the best SC2 players?!?!?!?!
when barcode was throwing down so many spider mines i was sure he baited so many scans that he could safely go for wraiths with cloack. also valkyries would've been nice against those liberators. nice as they're their predecessors.
The fact that the SC1 SCV has 60 hp while the SC2 SCV only has 45 hp would probably have some troll matches where SC1 players would just rush the enemy with their 60 hp workers. 😅
It's a shame Blizzard doesn't do a better job of pushing and supporting amazing ideas like this and that fantastic race overhaul mod. More of this please, subbed!
Totally agree, there's so much they could do with the StarCraft IP! I really appreciate the support and I'm glad you enjoyed the video! I have one more of this mod in the queue and then I need some more people to submit replays of this one!
In the Nintendo 64 version of Starcraft you could controll 18 units at any given time. The port on console was better in this regard. I was hoping they would fix the bad pathfinding and this in the remastered version. But I dont think the original has aged well, it plays poor and controls poorly. Not even a good story and some great music really saves it. I did enjoy my playtrough of the game as a mod in the SCII engine.
Very cool, indeed. And it goes to show that the future is better. Though I still think that the SC1 player relied heavily on ground units. Goliaths were the only anti air, and they sucked. If he also built Wraith, he could have saved more ground units.
Right? I think it's so cool, it's like seeing a more technologically advanced Terran going up against the old one. I think some interesting meta could be developed out of this with SC1 Terran needing to figure out a way to deal with the SC2 air superiority
One of the biggest nerfs to the bw Terran is the responsiveness of the sc2 engine…. I saw so many moments that a brood war army wouldn’t have been able to stop and kill a mine in time, but in the sc2 engine it cannot land. Also- at 18:55 fun fact: scvs, probes, drones, vultures, and archons all have a hidden mechanic in which they ‘hover’ and are thus untargetable by spider mines.
I just realisized "The Quality of Life features" that you reffer to just makes game more boring... whereas seeing broodwar tech in sc2 made me so excited wow
Pretty sure sc1 terran is heavily nerfed. Kinda weird considering it leaves sc1 terran with no counterplay in some situations. Like that last BC bust, ghosts with proper lockdown could have countered it, but they are nerfed so there is nothing you can really do.
Thank you for sharing the mod name and steps to play it. I've seen several videos now of this mod being shown, but no one ever mentioned how to get the mod.
Liks SINS of a Solar Empire with Rebels and Loyalists. The Rebels wouls be SC1 Loyalists SC2. Factions are listed below: Terran Raiders (TR) [SC1] Terran Dominion (TD) [SC2] Zerg Overmind (ZO) [SC1] Zerg Queen (ZQ) [SC2] Protos Khala (PK) [SC1] Protos Scion (PS) [SC2]
The red usser understimated heavily the liberators he needed to use wraits to constantly drain the enemy scans aswell to strike down the terrifying battlecruisers :0
@@ElleixGaming There is a similar mod called starcraft 2 PLUS, only there you can select several units from the last part right before the start of the game
StarCraft 2 terran was OP since StarCraft 2 existed. It's ridiculously overloaded. The Medivac is a good example of it. It's a transport and a medic, and even has that freaking boost so a skilled player can use it with impunity.
There's an infinite amount of questions with a game like this though. Who has the 50% miss chance to the high ground? Do you get vision of high ground when it shoots you? Can those vultures remake their spider mines? How were the damage types (especially medium armor) and hovering shenanigans carried over? How accurate are abilities like SC1 nuke and SC1 energy/shield regen/ shield damage calculations? Are the build times the same? SC1 is building significantly faster than I remember it here. And Lockdown has a much more reasonable less than infinity time. The other thing is, this seems heavily stacked in BW favor because they're balanced off of having *half* the gas they do versus when dropped into SC2 and their units tend to do more damage AND cost less supply (if we lift the numbers straight out of BW). If you converted all 20 of the SC1 siege tanks into SC2 ones, it'd be around 60 supply, not 40 plus those 20 SC1 tanks doing nearly double the damage in siege mode than their counterparts. The difference of unit density, damage, and DPS is massive. Though, I guess as this game points out, your biggest advantage in SC2 is SC1 had quite a few tech structures and you probably have better mobility, eco, and/or defensive options.
These are all really good questions. I'll have to look into the balance notes of the game, but I'm willing to bet they took the SC2 mechanics where things like high ground vision are concerned. In terms of balance with damage like nukes or balancing economy like gas cost is something I'm not sure about! Another concern is definitely the quality of life that's implemented with the SC2 versions, like chrono boost, mules, larva injects. So I wonder how that would balance out the economy cost too. For example SC2 Zerg can inject larvae and doesn't have the need for macro hatcheries while SC1 Zerg will likely need macro hatches, but maybe the cost of their gas units isn't as brutal. So many questions man lol I wanna see more of this mod!
Using this mod I finally am able to live my dream of using the Protoss Scout in Sc2's engine! Love it. Tho I typically only play against AI so not good for watching/casting.
This was a good game. Azur recognising the lack of anti air on barcodes side and switching to BCs really payed off. Very vulnerable to lockdowm though, not something that would have worked well if the barcode had the cash and time to build the composition.
@@stevenbragg85 definitely not valks, BC 6 armour versus several very low damage missiles (i think its like 4 damage by 6 missiles) is an easy win for the BC. Major option would be lockdown, as mentioned. Its a really powerful ability against any mechanical capital ship. But for actual damage, your options are goliaths, a decent anti air item with rather long range thats very vulnerable to marauders (even with science D matrix, marauders just dish out a lot of anti armour damage),wraiths, which are pretty good versus air unit's, but i think lose a 1v1 to a stim marine, or your own BCs, which have yamato cannon (great spell) and a single shot high damage attack, great for focus firing down enemy BCs. Your mobility is much lower due to not teleport, but with lockdown support you can bassically always grab one or 2 BCs whenever you find the fleet, and BCs are expensive and slow to build, most trades where you kill any number of BCs is worth for you. Other option is, of course, playing zerg and building 7 billion scourge, then just deleting all the BCs with them, because SC1 zerg decided that they were the air power and refuse to let anyone else have a say in the matter.
@@Santisima_TrinidadLack of Medic's with Optical Flares (because SC2 don't have any way to remove "Blind" status) to take care of those Liberators range, and well of course the SC1 Ghost with Lockdowns to take care of those Medivacs and BC's 👍.
@@unnamedlegeon blind probably wouldn't be very useful. It only removes that units vision, they can still shoot if other units give them vision. so unless you have enough medics to blind every unit the opponent has in the area, or at least enough that you can quickly deal with the non blind unit's, it would do effectively nothing. Or just straight up nothing, because scan exists. Would be great against harassing liberators, but those weren't really a thing this game.
That was insane. Jayzus. If Broodwar terran just masses tank/ Goliath. From the start he would of won. He had no anti air for the battle cruisers. 30 Goliath's would of melted them.
Honestly probably one of the crazier games I've covered! Yeah the huge commit into tanks and lacking anti-air in the late game made it hard for barcode to manage that tech switch into BCs. Insane game all around
Yeah it looks like the modders made some balance tweaks to make certain aspects of brood war match SC2. Man it would be kind of wild to see the income difference if they kept it
If Dropships in Broodwar had speed upgrade, they would be the fastest flying unit in the game. Though if Battlecruisers had that upgrade too, they would be as fast as a Wraith, which looks silly.
@@ElleixGaming No. Sorry. They don't actually have the upgrade. It is just that Brood War units have a sped up state for every unit in the game. Lurkers for example already have increased speed without any upgrades. This is why it looks like they are hovering a bit when moving. It is only relevant in hacked maps.
I think the brood war player should have used some Valkyries against the liberators, or some clocked Wraith. Goliath are cheap, but too squishy and the range cannot match the liberators
Seeing the old Starcraft 1 designs with the graphical quality of Starcraft 2 makes me a little upset that we didn't get that from the start. I mean why? Why did they make Starcraft 2 cartoony? The old designs were so much better, imo.
[Spoilers] I'm really fascinated by this matchup. At first glance, I'd imagine that the SC2-era Terran has some significant advantages over the SC-era Terran: SC2 infantry outmatches BW equivalents, SC2 macro mechanics that SC1 lacks, and generally more variety in the strategies that they can use. But we see in this match up that BW Terran has a lot to leverage - mostly in factory tech that's cheaper and more abundant than their SC2 versions, and some unique spells that are not present in SC2 like Lockdown. I could have seen this match going the other way if Barcode either switched to Wraiths to answer Asur's Liberators, or used more Ghosts and Goliaths and/or controlled them better. It felt like the Liberators got amazing value value and really controlled Barcode's movement for most the match. I'm very curious about how the SC2 vs BW matchups for Protoss and Zerg would go. Come to think of it, it would be amazing if we could combine the mods seen in this channel and get the Scion and UED races in the mix too. Just imagine how chaotic a free for all would be!
Those are all really good points. I said it at the beginning of the video but my money was also on the SC2-era Terran, but thinking more critically about it, the SC Terran have easier access to mech and I think there's potential for some really interesting meta in this matchup I do think that part of barcode's issue with the liberators is that this is such an unusual matchup in the first place that it's easy to forget about a unit like the liberator and then you get stuck trying to navigate around them the whole game, especially since the unique siege mechanic of the liberator is a great counter to goliaths. Seeing this added in the 'All Races' mod would be insane!
BW Terran has tremendous advantages in some ways compared to SC2. I've always been a true believer that BW Terran is cooler than SC2. We really need some pro tournaments in this, and for people to figure out a new meta for which BW units to counter SC2 builds.
Goliaths are totally nerfed in this version. Any air unit will be obliterated by Goliaths with charon boosters. it's an air unit nightmare back in the day.
For those wondering: this mod is SC: Evo Complete Crossover Edition and available through StarCraft 2. All you gotta do is create a custom melee game, select 'create with mod' and type SC: Evo Complete Crossover Edition in the search bar!
thanks a lot, this is really amazing !!!
@@bongkem2723no. Here a units from sc2
Just wondering witch of these mods are getting updatet. Have been playing on SC.evolution. but its 3 mods with almost same names 😅
If this was actually Brood War Terran that Ghost Lockdown on the Liberators would have lasted for a day and a century.
True! 😅
This is how we know it's in the SC2 engine 😂
I think the lockdowns should last longer to help balance it out, give the broodwar terrans a little bit more of an edge
@@ElleixGaming This would have dealt with the liberators and battlecruisers in the end.
Depends if Medics are involved, surely? Unless they lost the cleanse? I'm not familiar with 2.
the nerfs I saw on the broodwar units are the following:
- reduced Siege tank splash damage
- vulture attack speed is slightligy slower
- Science vessel defense matrix did not reduce damage as efficiently and lasted less time
- Ghost lockdown ability was waaaaay shorter
- Spider mines splash damage was reduced
- Goliath speed and damages were reduced, and range did not upgrade, goliaths have insane range when upgraded
dont know if count it as a nerf as in broodwar was the same but you can lockdown the same unit twice without any real usage. so is as hard as broodwar
yea I kept wondering if he got the charon boosters upgrade, because the gols certainly should have been able to out-range the libs
@@Kayther33 The weakness of Brood War is that everything dies to hard counter. The strength is in the OP'ness of the generic units. Nerfing the abilities allows SC2 to utterly STOMP SC1, due to the lack of mobility options of SC1.
I also don't consider quality of life options nerf/buffing. If SC1 was limited to 12-unit control groups, then it would be game over from the start and uninteresting. So modernizing the control schemes of SC1 are practically a necessity.
Granted, most of the stuff dropped from SC1 was all overpowered for the more fast paced nature of SC2. But that is the nature of modding. Personally, I would love to see SC1 have most of its tools done properly (faster attack speed on the Goliath air weapons, Ghosts with proper lockdowns, super fast spider mines, ect.) simply because it would give the FEELING of Brood War vs. SC2 better. Rather than SC1 struggling to keep up with SC2, it should be SC2 being frustrated trying to deal with brood war bull manure.
Yeah for brood war lovers like us, it's a bit frustrating, but it was still fun to watch
most of these are to compensate for units pathfinding and standing much closer together i think.
Bug: spider mines are semi-detectors in SC1 but they weren't acting like them in the mod. They should be able to destroy cloaked ghosts.
Only 1 match? i NEED MORE OF THIS
Oh trust me I'm on the same boat! I'm going to see if Asur has more replays in his library with this mod
@@ElleixGamingIs this a some specific mod ? Do you know how to make a ladder match with bw units?
Wait for gsl special match in may 15th
@@ermian1 its a extension mod called "SC Evo Complete" you can play it yourself!
This is a new thing, to be honest. I would love to see this kind of version to be played in professional SC tournament
Me too! I would love to see more of this mod. Apparently it's becoming popular in South Korea so I wonder what sorts of pro replays are going to come of that
I love watching pro players but pro players often ruin things, they're so invested to exploit some advantage/weakness/imbalance (and balance councils must respond), that certain units/abilities became overpowered and they must be nerfed or even removed (even if it not guaranteed to win) and in the end, we can''t have nice things. I loved Mothership's Vortex. Or even just Broodlords, for years, it was fine, then someone found a way to make endless nonstop wave after wave after wave of broodlings, it was so beautiful, not everyone could pull it off though, but still, broodling duration had to be reduced significantly and we had never seen "broodlings wave" ever since (because it's no longer possible as they die quickly).
I MISS the classic siege tanks.
The transformation sounds and the thundering shock cannon blasts.
Many of the unit sound effects in SC2 are just panzy assed in comparison.
When I saw them in this video I just was: "Arclite..my beloved.."
Not gonna lie I don't know how you can say the SC1 tank doesn't sound weaker. Sounds like a pea shooter in comparison.
@@cousinpatsey2471 huh?
The SC1 tank sounds way stronger, if you compare both units and listen to
- The siege transformation.
- The siege blast
both sound louder and punchier than SC2.
Same with the SC1 carriers vs SC2 carriers.
I think it maybe just this mod where the sound has been nerfed a bit, but bring up any video between the SC1 and SC2 with relatively equal volume and you will hear it.
This is true. Sc2 attack animation sound effects sound... squishy. Brood war marines, lings/hydras, zealot attacks, a lot of things in brood war sound actually menacing and powerful.
Marines shooting in sc2 sound like they are firing staple guns. Lings attacks sound like they are squishing slime
@@AdmiralBison when i first picked up a copy of sc2 i remember my *visceral* disappointment in the zergling attack sound compared to sc1
Found yourself a new sub after this. As a BW spectator and a SC2 player this was just awesome to watch.
Hey man I appreciate the support, glad you enjoyed the video! Right? This mod is so cool to see, I can't wait to see the rest of the matchups. Replays of this one are harder to find but I'll make it work
They straight up just need to add the BW versions of each race to SC2 as different factions. Would spice things up.
Definitely!!
What I don't understand is how come no one has thought of this?
Imagine legendary matchups of the best BW players vs the best SC2 players?!?
Jaedong, Flash vs Serral, Maru. This would be legendary!!!
It would be hard to balance but it would be FREAKIN AWESOME. I still think we should have a 4th playable race just like WarCraft.
@@AdmiralBison i guarantee you a ton of people thought of this, including me. there have been attempts at it, too.
Gonna be honest with you guys, SC2 factions in general have more variability and would likely bulldoze most of the other factions. I'm not sure how BW Zerg fights SC2 Terran. At all.
I think in terms of Mirror Matchips, TvT is probably the closest. I think Sc2 Zerg and Protoss would run over their respective BW counterparts without much issue.
@@elgar7252 On the other hand, Reavers and Storm is pretty strong compared to their SC2 equivalents. SC2 Bio would have a hell of a time trying to get away from Scarab shots. And if Maelstrom comes online, Bio is just kinda screwed.
As for BW Zerg, Defiler is still stupid powerful, but their early game would definitely struggle.
Are the Goliath charon boosters enabled?
They ought to be able to outrange the liberators and valkyries have more halo rockets to also win in an air fight.
The solution for BW terran should have been more ghosts with lockdown. That would heavily balance the threat of the liberators and of course the BCs
Totally agreed. That would ultimately allow the goliaths to walk under them too. Would have really changed the late game
He just needed anti air earlier on.
The Goliaths with range should've been there before the first lib attack.
I think the Charon boosters were nerfed for the Goliaths they ought to have outranged the liberators easily.
I think BW should not be nerfed so we can see how the two versions truly match up.
sc:bw already have s class unit named valkyrie
Goliaths with range nerf are useless he surely needed valks, wraith or bcs to counter air units.
Red really needed ghosts. Lockdown is one of the most insane abilities, even among the many absurd abilities of SC1. He even did use it, but not nearly enough. Ghost-goliath-tank (with spidermines as a mineral dump) becomes an insane comp when you can actually micro it, which in SC1 you couldn't do.
2:25 In sc1 unless you are rushing, you will always fly the barracks as a scout. The standard TvT in broodwar is mech vs mech. Sc1 marines are too squishy vs siege tanks and spider mines.
Probably needs a rethink from the sc1 players. Sc1 bio vs sc2 bio may actually work out in favor of Sc1 bio. I know it's not used much, but blind could be incredible against sc2 terran because they can't remove it. The unit would just be useless.
@@flamerollerx01 If they actually copied SC1marine properties into this mod I would say that the battle should be relatively balanced while slightly in favor the SC2 ones because of the Medivac.
@@DWVoid0321 But Sc1 bio has medics, which should make Sc1&2 bio even.
@@flamerollerx01 I was thinking the same. People might have forgotten just how insane the medic healing rate is in SC1, it beats the pants off of the medivac healing rate
@@Taron_HaiTar Although there are medics that can partially suppress the biological and chemical forces in the early stage battle with SC2 humans, the medics are completely suppressed without the mobility and troop-carrying capabilities of the hospital ship.
I've watched a lot of these with korean casts. Glad to see more English casts. i hope this becomes more common
I'm definitely planning on casting more of it! Hoping I can find a good source of replays soon
This type of matches would be so much interesting to bring to ranked - unranked at least .. the choice that you can play BW terran/protoss/zerg or default SC2 races .. This would make the game having 3 "new" races with almost no hard work, only balancing issues to handle
It seems that they nerfed SC1 tank splash damage
That would make sense! I'm really curious to see if they balanced the unit costs as well. I might do some demoing of it on a livestream sometime
Oh! Indeed! Why worker bring 5 minerals insteed 8?
Yooo actually with a bit of balance sc1 vs sc2 competitive would be dope af
Would need a lot of balance, tbh. I don't think BW Zerg could even compete with Sc2 Terran and Protoss, and probably Zerg as well. Banelings go brrrrrr
OMG!! 😵😲
How come all this time such a thing hasn't been thought off????
Imagine the dream matches of legendary BW players vs the best SC2 players?!?!?!?!
Right? After so many years we're just now getting a taste of this! It would be so cool to see this enter a competitive scene
when barcode was throwing down so many spider mines i was sure he baited so many scans that he could safely go for wraiths with cloack. also valkyries would've been nice against those liberators. nice as they're their predecessors.
Ah yeah the baited scans are something I didn't think about. Would have been awesome to see the wraiths take on the liberators
The fact that the SC1 SCV has 60 hp while the SC2 SCV only has 45 hp would probably have some troll matches where SC1 players would just rush the enemy with their 60 hp workers. 😅
It's a shame Blizzard doesn't do a better job of pushing and supporting amazing ideas like this and that fantastic race overhaul mod.
More of this please, subbed!
Totally agree, there's so much they could do with the StarCraft IP!
I really appreciate the support and I'm glad you enjoyed the video! I have one more of this mod in the queue and then I need some more people to submit replays of this one!
This was amazing, so fun to look at.
I’m hoping we get to see more, it’s so cool
Red needed some ghosts to lock down those Battle Cruisers, then his Goliaths could have cleaned house
dude needed Valkyries
actually confused he didn't build them and instead kept going for goliaths
even Wraiths would be nice... they basically have the same missile as Goliaths, but they can become cloaked (stealth) and also attack ground units...
its like Terminator T-800 vs T-1000
If they implemented spider mines correctly, then workers won't trigger them (as all workers are considered hovering, like vulture bikes themselves).
The yellow guy just refuse to build raven... hilarious matchup
Brood War has so many OP unit and so many counter play that it magically balance each other out.
brood war units being able to be controlled more than 12 at a time is honestly a terrifying thought
I think that alone helps balance it 😂 except for the one supply hydras, those will never make me feel ok
In the Nintendo 64 version of Starcraft you could controll 18 units at any given time. The port on console was better in this regard. I was hoping they would fix the bad pathfinding and this in the remastered version. But I dont think the original has aged well, it plays poor and controls poorly. Not even a good story and some great music really saves it. I did enjoy my playtrough of the game as a mod in the SCII engine.
Ghosts with lockdowns and upgraded goliaths can make mincemeat of the Battle cruisers
when i first saw the thumbnail i thought "what?? no way!!" this is awesome.👍
my favorite words: "the future battlecruisers..." 👏
😂 future battlecruisers is going to be a regular phrasing in this mod whenever they appear lmao
Spider mines don't target SCVs (hovering units) in SC1. They do target cloaked and burrowed units. I don't know if that changed in this mod.
Very cool, indeed. And it goes to show that the future is better. Though I still think that the SC1 player relied heavily on ground units. Goliaths were the only anti air, and they sucked. If he also built Wraith, he could have saved more ground units.
Right? I think it's so cool, it's like seeing a more technologically advanced Terran going up against the old one. I think some interesting meta could be developed out of this with SC1 Terran needing to figure out a way to deal with the SC2 air superiority
And the placing of the Spider Mines is pretty obvious and predictable. I think pro SC1 players shouldn't be doing that 🤔.
One of the biggest nerfs to the bw Terran is the responsiveness of the sc2 engine…. I saw so many moments that a brood war army wouldn’t have been able to stop and kill a mine in time, but in the sc2 engine it cannot land.
Also- at 18:55 fun fact: scvs, probes, drones, vultures, and archons all have a hidden mechanic in which they ‘hover’ and are thus untargetable by spider mines.
I just realisized "The Quality of Life features" that you reffer to just makes game more boring... whereas seeing broodwar tech in sc2 made me so excited wow
Pretty sure sc1 terran is heavily nerfed. Kinda weird considering it leaves sc1 terran with no counterplay in some situations. Like that last BC bust, ghosts with proper lockdown could have countered it, but they are nerfed so there is nothing you can really do.
Oh, nice. Confederate Remnants vs. Dominion Army has been a thing I wanted for a while
Brood War Mech is so cool, though the Goliaths really couldn't shine this match.
Oh wow, did the modders finally did it, bringing SC1 to SC2 😁.
Workers normally dont trigger spider mines in sc1 bc theyre hovering, but i wonder if sc2 workers will trigger them
Maybe SC2 farmers will post the same code mechanism.
Thank you for sharing the mod name and steps to play it. I've seen several videos now of this mod being shown, but no one ever mentioned how to get the mod.
Too much fun and nostalgic to watch :)))
No wraith produce?
UED tech was all around SC Broodwar from lockdown, charon busters and the mighty Valkeyries.
why no 2x3 depots for brood war?
probably for the sake of more consistent walling on maps designed for sc2 buildings.
Why Goliath damage to Air Units so weak? it is not a fair game
25:21 SC2 The scene when the battleship's Yamato cannon cannot kill in one hit, and the SC1 Goliath is protected by the science ship's shield.
Liks SINS of a Solar Empire with Rebels and Loyalists. The Rebels wouls be SC1 Loyalists SC2. Factions are listed below:
Terran Raiders (TR) [SC1]
Terran Dominion (TD) [SC2]
Zerg Overmind (ZO) [SC1]
Zerg Queen (ZQ) [SC2]
Protos Khala (PK) [SC1]
Protos Scion (PS) [SC2]
This looks like a really cool mod, I have to try it out too! :D
You gotta try it out dude, if you do send me the replay! This is a fun one for sure
The red usser understimated heavily the liberators he needed to use wraits to constantly drain the enemy scans aswell to strike down the terrifying battlecruisers :0
There are also zergs and Protoss from sk1 in this mod?
Yes it does! So all the BW versions of the races can go up against their SC2 equivalents
@@ElleixGaming There is a similar mod called starcraft 2 PLUS, only there you can select several units from the last part right before the start of the game
@@azm04eu5-1 That one is not near to the quality of this one tho.
I'd like to see this game were the units also have brood war pathing.
The memes you could make out of a game like that 😂
StarCraft 2 terran was OP since StarCraft 2 existed. It's ridiculously overloaded. The Medivac is a good example of it. It's a transport and a medic, and even has that freaking boost so a skilled player can use it with impunity.
THAT'S AWESOME!!!
There's an infinite amount of questions with a game like this though. Who has the 50% miss chance to the high ground? Do you get vision of high ground when it shoots you? Can those vultures remake their spider mines? How were the damage types (especially medium armor) and hovering shenanigans carried over? How accurate are abilities like SC1 nuke and SC1 energy/shield regen/ shield damage calculations? Are the build times the same? SC1 is building significantly faster than I remember it here. And Lockdown has a much more reasonable less than infinity time.
The other thing is, this seems heavily stacked in BW favor because they're balanced off of having *half* the gas they do versus when dropped into SC2 and their units tend to do more damage AND cost less supply (if we lift the numbers straight out of BW). If you converted all 20 of the SC1 siege tanks into SC2 ones, it'd be around 60 supply, not 40 plus those 20 SC1 tanks doing nearly double the damage in siege mode than their counterparts. The difference of unit density, damage, and DPS is massive. Though, I guess as this game points out, your biggest advantage in SC2 is SC1 had quite a few tech structures and you probably have better mobility, eco, and/or defensive options.
These are all really good questions. I'll have to look into the balance notes of the game, but I'm willing to bet they took the SC2 mechanics where things like high ground vision are concerned. In terms of balance with damage like nukes or balancing economy like gas cost is something I'm not sure about!
Another concern is definitely the quality of life that's implemented with the SC2 versions, like chrono boost, mules, larva injects. So I wonder how that would balance out the economy cost too. For example SC2 Zerg can inject larvae and doesn't have the need for macro hatcheries while SC1 Zerg will likely need macro hatches, but maybe the cost of their gas units isn't as brutal. So many questions man lol I wanna see more of this mod!
OMG!!! SC1 is so more brutal game
Ultimately, the BW Terran won. For once the SC2 Terran destroyed them the timeline changed and that SC2 Terran ceased to exist.
A group of valks may have helped a lot against the air.
You know, Red losing out due to Goliaths being sub-par anti-air is lore accurate to why the Terran dropped them in favour of the Viking.
I like that lmao a lore accurate loss
This is awesome!
This is so cool.
I’m surprised we don’t see more content featuring these mods!
Do goliaths not have aa range upgrade in this mod? That tiny range looks so painful.
I want to see flash VS clem on this mod now!
That would be such an honor to watch!
Hey cool!
Using this mod I finally am able to live my dream of using the Protoss Scout in Sc2's engine! Love it. Tho I typically only play against AI so not good for watching/casting.
The AI can get brutal too! It's awesome seeing the SC1 units in the SC2 engine
scvs don't trigger spider mines because they hover.
I wonder if Starcraft 2 High Templar is hovering. Because in Brood war he is not for some reason.
this is sick, dude
For real, I'm stoked Asur submitted this replay. Glad you enjoyed it man!
All those spider mines are giving me flashbacks to playing against Teemo in LoL forever ago.
I didn't play a lot of LoL back in the day, but when I did, I chose Teemo quite often lol I'm not sorry
hoping for 2v2s like both zergs vs both terrans etc.. so we see entire race roster vs the other
Warping Battlecruisers….the greatest advantage
This was a good game. Azur recognising the lack of anti air on barcodes side and switching to BCs really payed off. Very vulnerable to lockdowm though, not something that would have worked well if the barcode had the cash and time to build the composition.
Agreed! The switch to air was a really great choice, and those liberators were brutal!
Whats the answer to the SC2 BCs? valkyrie?
@@stevenbragg85 definitely not valks, BC 6 armour versus several very low damage missiles (i think its like 4 damage by 6 missiles) is an easy win for the BC.
Major option would be lockdown, as mentioned. Its a really powerful ability against any mechanical capital ship. But for actual damage, your options are goliaths, a decent anti air item with rather long range thats very vulnerable to marauders (even with science D matrix, marauders just dish out a lot of anti armour damage),wraiths, which are pretty good versus air unit's, but i think lose a 1v1 to a stim marine, or your own BCs, which have yamato cannon (great spell) and a single shot high damage attack, great for focus firing down enemy BCs. Your mobility is much lower due to not teleport, but with lockdown support you can bassically always grab one or 2 BCs whenever you find the fleet, and BCs are expensive and slow to build, most trades where you kill any number of BCs is worth for you.
Other option is, of course, playing zerg and building 7 billion scourge, then just deleting all the BCs with them, because SC1 zerg decided that they were the air power and refuse to let anyone else have a say in the matter.
@@Santisima_TrinidadLack of Medic's with Optical Flares (because SC2 don't have any way to remove "Blind" status) to take care of those Liberators range, and well of course the SC1 Ghost with Lockdowns to take care of those Medivacs and BC's 👍.
@@unnamedlegeon blind probably wouldn't be very useful. It only removes that units vision, they can still shoot if other units give them vision. so unless you have enough medics to blind every unit the opponent has in the area, or at least enough that you can quickly deal with the non blind unit's, it would do effectively nothing. Or just straight up nothing, because scan exists. Would be great against harassing liberators, but those weren't really a thing this game.
That was insane. Jayzus. If Broodwar terran just masses tank/ Goliath. From the start he would of won. He had no anti air for the battle cruisers. 30 Goliath's would of melted them.
Honestly probably one of the crazier games I've covered! Yeah the huge commit into tanks and lacking anti-air in the late game made it hard for barcode to manage that tech switch into BCs. Insane game all around
Uh what about Thors 🤔.
SC1 worker should mine 8minerals each time.
Yeah it looks like the modders made some balance tweaks to make certain aspects of brood war match SC2. Man it would be kind of wild to see the income difference if they kept it
I just want my Vultures back in SC2 Hellions feel so bad to use I have no idea what their purpose is besides the occasional run-by.
The other day I watched Light vs Mini playing this. I don't remember if Protoss won twice or sc2 won twice.
Charon Boosters are bugged.
Amazing going to this effort and overlooking the only real AA BW Mech has.
goliaths also don't do bonus damage against large/armored targets
So addicted in ground force makes the liberator much more op.
Red should have built like half dozen wraiths, and they would've resolved his problem with liberators in mid game quite nicely/
lol floating the barracks to the enemy is what you do in broodwar TvT
What other folks have said, Broodwar Terran is too nerfed to actually be a BD Terran. Still, nice to watch.
feels like Lockdown didn’t last as long as it should have
It actually looks like Valks should have been built over the mass goliaths that just kept suiciding into the liberators
When the UED started fighting with The Old Confederate:
If yellow was competent, it could've ended much faster.
Same with red though.
Workers are hovering units and do not trigger mines.
I guess SC1 TvT meta of spamming tanks does not work so well when SC2 Terran has a non meme A2G unit (Lib instead of wraith).
Yeah I didn't read cuz I'm illiterate and stupid so I thought it was just skins at first. A mod like this tho is really cool imo.
how about valquiruess???
If Dropships in Broodwar had speed upgrade, they would be the fastest flying unit in the game.
Though if Battlecruisers had that upgrade too, they would be as fast as a Wraith, which looks silly.
Oh thanks for that clarification! Totally forgot about the upgrade, I’ll have to play through all the races to brush up on my BW tech
@@ElleixGaming No. Sorry. They don't actually have the upgrade.
It is just that Brood War units have a sped up state for every unit in the game.
Lurkers for example already have increased speed without any upgrades. This is why it looks like they are hovering a bit when moving.
It is only relevant in hacked maps.
I think the brood war player should have used some Valkyries against the liberators, or some clocked Wraith. Goliath are cheap, but too squishy and the range cannot match the liberators
These ones are also cool I like these ones
I can't wait to see more of this mod! I need to solicit my discord for this one haha
ah... I'd totally play this all day.
Right? Imagine a ladder with this format haha
Seeing the old Starcraft 1 designs with the graphical quality of Starcraft 2 makes me a little upset that we didn't get that from the start. I mean why? Why did they make Starcraft 2 cartoony? The old designs were so much better, imo.
Bro what's up terran is op in the mod or the zerg, in the match vikings or wraiths is the diferente. 🥴🥴
[Spoilers] I'm really fascinated by this matchup. At first glance, I'd imagine that the SC2-era Terran has some significant advantages over the SC-era Terran: SC2 infantry outmatches BW equivalents, SC2 macro mechanics that SC1 lacks, and generally more variety in the strategies that they can use. But we see in this match up that BW Terran has a lot to leverage - mostly in factory tech that's cheaper and more abundant than their SC2 versions, and some unique spells that are not present in SC2 like Lockdown. I could have seen this match going the other way if Barcode either switched to Wraiths to answer Asur's Liberators, or used more Ghosts and Goliaths and/or controlled them better. It felt like the Liberators got amazing value value and really controlled Barcode's movement for most the match.
I'm very curious about how the SC2 vs BW matchups for Protoss and Zerg would go. Come to think of it, it would be amazing if we could combine the mods seen in this channel and get the Scion and UED races in the mix too. Just imagine how chaotic a free for all would be!
Those are all really good points. I said it at the beginning of the video but my money was also on the SC2-era Terran, but thinking more critically about it, the SC Terran have easier access to mech and I think there's potential for some really interesting meta in this matchup
I do think that part of barcode's issue with the liberators is that this is such an unusual matchup in the first place that it's easy to forget about a unit like the liberator and then you get stuck trying to navigate around them the whole game, especially since the unique siege mechanic of the liberator is a great counter to goliaths. Seeing this added in the 'All Races' mod would be insane!
BW Terran has tremendous advantages in some ways compared to SC2. I've always been a true believer that BW Terran is cooler than SC2. We really need some pro tournaments in this, and for people to figure out a new meta for which BW units to counter SC2 builds.
so cool
Wut up wut up. does this mod have zerg and protoss too?
Wutup Wutup! It does! So we can see matchups between all the old and new versions. I’m just waiting on more replays!
Is barcod Slayers Boxer?
Goliaths are totally nerfed in this version. Any air unit will be obliterated by Goliaths with charon boosters. it's an air unit nightmare back in the day.