@@levibradshaw8655I happened to spot it back in the mission you get ultras, in the thirty seconds before it died. It really confused me then, but in the evo mission I learned that it was intentional.
TOTAL KERRIGAN DEATH COUNT: 53 Deadliest mission: The Reckoning: +15 Longest deathless (for a very particular definition of 'deathless', that is, with no Kerrigan deaths) streak: 5 missions: Harvest of Screams, Shoot the Messenger, Enemy Within, With Friends Like These, Conviction. Total Extra Hero death counter: 18 Extra Hero stats: Dehaka - 8 Hyperion - 5 Stukov - 4 Niadra - 1 Honorary mentions: Ursadonny Furmillion, ~650 Honorary Ultralisks from the Evo mission, and the Stinkylisk on Raynor's base who definitely didn't die to random splash but heroically sacrificed himself to save Jim from sure doom. You may not be recognised as heroes by the game, but you are the true heroes in out hearts! Perfect Missions (with no Hero deaths at all): Crucible, Harvest of Screams, Shoot the Messenger, Conviction; total of 4 Closest bet: @Thougar, who guessed 43, miss by 10. My personal guess was ~40, and it would've been quite correct, if not for Nova and her mail spam. Thanks for following this counter!
@@vic1ous511 in 'With Friends Like These'. I didn't count Hyperion death in this mission (it did, in the first try, but it was not controlled by Grant and also, technically, a building)
Mod Maker here, It was a blast watching Grant play through HotS 1 Hp and in response to his accusation that this mission is evil, every other LotV 1 Hp mission have a troublesome start, irritating defense or tedious clearing or all of them so this can be considered graduating the tutorial of WoL and HotS 1 Hp. (I put in the Mengsk voiceline "I have done great and terrible things, it is true..." ) While I was making this mod I had to vent some negative emotions and this was expressed in this and the Ultra evo missions, plus leaving the 3rd mission base (no impalers). After watching WoL 1 Hp, I went back and made some of the brutal missions more manageable in this and LotV. For the this mission, I added the SOS which deletes the defenses by mineral line and to Jim, plus several hundred spider mines though not all since the editor had issues doing that and the bonus minerals. The spider mines were added in predictable locations (mineral lines, choke points, grass sections at end) to make them more reasonable. Ultralisk strains got detection because a lot of people were complaining about them (I am going to add a reminder varying by difficulty when it gets mentioned). Like Grant said this mission is vary different than the other missions and many play testers mentioned this jarringness. To counter this expectation management issue I added the Nova messages highlighting different areas of concern (hinder bases, anti air, invisible, etc) with a consistent tag line (intel to Augustgrad) and added them to each arc roughly, plus a note about Mengsk prepping in intro. The time estimate in a previous mission was for people to prepare sufficient time while playing this mission. I think the longest time I have heard it take someone to beat this was 2 and half hours. Usually once you get the second base you can survive till the end, getting there is the hard part. Turrets were given additional range to counter Broodlords and coincidentally they counter Vipers, which for a moment I was concerned would nullify a lot of the defenses (I am not the best spellcaster so I miss stuff there). Since I skip a lot of cutscene while testing I did not realize the Kerrigan gets sniped in the intro. As for level design for this mod, if I cannot beat it I will adjust the mission until I can (I liked Muta Ling combo with Kerrigan on Baneling duty), everything 1 HP, and what entertains me or I find interesting. Sky Furies reinforce initial locations because I copied pasted them and it works for nice harassment.
Some ideas that I thought about adding to the mission in addition to everything else before deciding I had done enough. Firebat army, have them spawn at the back of your base and just keep coming 5 at a time. 3 sniper Wrathwalkers placed in area before the final base that had slow attack speed but could shot across half the map. Drop pod marines, dropping a few marines every once in a while on your buildings.
I kept questioning where the spider mines are coming from. Maybe giving them as an ability to the Thor or hero fliers when they land (slap on a long cooldown, and maybe timed life so the density has an upper limit) would be interesting as a harassment tool in this mission. Although reminding the player the Ultra is a detector after you murder the Odin might be a sensible idea because it looks unbelievably frustrating if you want a Hydra Ling playstyle. Also a thought. I know we are keeping somewhat true to the original mission, but couldn't we have our allies send a swell of units with their automatic attacks every 5 minutes or so, opposed by an attack by megsk to thin their ranks, so if you support them you get a big healthy wave of ablative attackers, and if you don't you might get next to nothing till a wave of Hydras pop out to blow up the banshees.
I think you should modify part of the ultra evo mission to tutorize that they have detection, it didn't stick with Grant here and I along with alot of other viewers completely forgot. Other then that looks like it was alot of fun for him which is a pretty good measuring stick for a hard but fair mission.
@@ACEYGAMES I think they already did. Remember the Dark Templar? Edit: that said, it’s still not a reliable means of mobile detection due to being fat and expensive for 1 hp
I love how despite using the absolute maximum number of banelings there still was only a few left over after that assault, meaning those 24 you spent the extra time making actually did tip the scale in your favor.
@@ThisIsntATH-camr You are misunderstanding the point. It's not about whether you can overwhelm something, but the attration rate when doing so. Let's use a simple example of one tank. If you have 10 and roll them their way, you might lose 5 and kill it. If you have 20 and roll them their way, you might lose 8 and kill it So having 10 more does not mean you have 10 more left at the end. Now, repeat this a number of times, and the extra at the beginning might not translate to extra at the end. That's the issue with the OP's statement--he thinks that the extra at the start are effectively the ones that are left over, when it doesn't translate that way. For all we know, having 20-30 less at the start could only result in having 1-2 less at the end.
@@justanoman6497 when a tank can only shoot once and kill 5 banelings before being destroyed, he will not magically kill 8 when there are more banelings. It is still just an AI that targets the closest enemy
@@raevar9779 try rolling a group of baneling from a distance without microing them (given how many he had in the final, he can't micro them) and see what happens. It have nothing to do with the enemy AI, it have to do with how your unit cluster more when you have more. The more you have, the fatter the cluster gets, and at least at "10", the AoE of the tank shot is not "saturated" width wise.
Mengsk said he was going to make you pay for every inch of ground you took on Korhal, and man did he live up to that. Good lord. Made for one hell of a finale though.
grant gets given a detector just 1.5 missions ago. grant then proceeds to spend entire mission complaining about not having said detector, even though he actually used it once to reveal spider mines
To be fair, it's really easy to not "remember" that part, because this mod made other changes in that Evolution mission "only for this mission", so it's understandable that you would expect that change also to be a one-off. Like the other changes that were only done for one mission.
it's weird to say, but the lack of Overseer is probably why Mengsk doesn't do his signature move and throw ghosts with nukes at you in this level. Hadn't realised this until just now.
What an interesting design decision by the dev to make the only mobile detection the most expensive meele unit and then spam the entire floor with spider mines.
Not trying to be snarky, but you did unlock mobile detection. As shown a couple missions ago, Ultralisks are detectors now. I don't blame you for forgetting, but you could see the spider mines when you tried to stinky on the Odin. EDIT: specifically at 21:19 you can see the spider mines.
To be fair, as some other things had been changed "just for this mission" or "just for this segment" the introduction text for the Ultralisk Evolution Mission kinda read the same way. I certainly wouldn't have expected them to keep that Detector status.
At the end you were blocking the friendly AI zerg forces. Maybe one strategy could be to purposfully block them in, let them accumulate and then release and have your units attack along with them! Great Finale
Broodlord actually works "fine". Sure, the long ranged missile outrange them, but... that missile is slow and if you have a large enough stack of broodlords, you can trade the turret 1 on 1. And... that's good enough. 80 supply of broodlord guarded by 40 supply of muta can clear a section of the map and that's more than good enough. I basically alternated between bowling 200+ baneling and using the air comp to clear the map. Nothing else really works.
Sadly Abathur was to good at his job. He saw that there never was any need ever to detect anything throughout the whole campaign they went on and just threw out the Overseer genes. T.T
I interpret Jim's "Be ready soon." as a suggestion for Kerrigan/the player, rather than a redundant description of _his_ status. Less annoying than Mengsk's "I will not let you destroy humanity's only chance at salvation." It's a line that'd make sense if he said it to Jim -- from his perspective, Jim's rebellion isn't just treason, it's treason during a war for humanity's very survival. But it makes no sense for him to tell Kerrigan that.
i know im not playing so im not under stress but my heart keep screaming grant use the spore to detect the mine instead of run into it for 5 minute straight
Okay the 24 and thor joke was good. Also I've noticed the double ready voiceline ever since you pointed it out in a previous video so damn you for this blasphemous knowledge.
One of the funniest mods I've ever seen, on par with legacy of the memes, and it's ironic, because it's such a small change, just one stat. Hoping to see Legacy of the Void 1 HP soon.
0:54 Keyword: usually. You are not going anywhere anytime soon. 2:18 Bunkers and Siege tanks is one thing, but spider mines in the mineral line is just evil. 6:00 Lol. 10:09 At least it's more engaging than the Torrasque Evo mission. 13:55 I would have to disagree. The Siege tank just fired high-calibre liberation at Kerrigan. I feel like you could've finished the mission a lot sooner if you went all in on bowling.
I'm a bit torn when it comes to an otherwise simple mod idea drastically changing missions beyond minimum requirements to make them functional. While in general it does make the mission more interesting, there's a part of me that wants to remain a purist when it comes to what is being changed. As such I'm genuinely happy that the dev added the SOS feature! Either way, though, a really cool mod! Can't wait for Legacy of the Enduring Nightmare-- I mean Void.
Yeah, at some point I realized a lot of people are purists for this mod so I began doing optional challenges and adapting missions to be optional if I changed them a lot.
After Guy Fieri said that restaurant workers need to stop complaining about not being able to survive on below minimum wage, I've definitely called him worse than "Sky Fiury"
Usually i would point out the fact the ultralisk detects but let's face it: it wouldn't change a thing XD The broodlord was already the objectively worst choice, now with the missile turrets they have the potential to make someone remake the evo mission
"Your defenses could use some work, Arcturus" Really Kerrigan? Because the only way I think they could have gone harder would have been a bunker *inside* the mineral line instead of just next to it at the start.
@@andreystolyarov7608 just use it with a queen or 2. And put the ultra on hold position, the queens shoot the widow mines and can place some creep tumors for vision and creep spread. Ofcourse won't always work (the mines next to the bunker lines and siege tanks) but the ammount of workers and other units Grant lost in his mineral lines would make it worth it.
Reminds of another mod at some point where you also skipped both brood lords and impalers, it was also hell on this map, maybe nightmare? certainly brings back memories.
Aside from the opening sequence where you need to rush to help Jim (unless you get lucky like Grant did), this isn't actually all that "hard". It is almost impossible for the enemy to crack a defense of lurker and spores, and as resource doesn't run out, you will basically never lose. It is just... grindy as all fook because enemy is really entrenched.
@justanoman6497 yes, but it takes 30 minutes minimum to win on casual whereas in vanilla game you can finish it in 2 minutes. I wonder if there are any speedrun records in 1hp mode
I have no idea how Jim survived on that second attempt of yours. Mine always died, so I have to clear to Jim's base via spawn bane first BEFORE claiming my own mineral line. I think you just got lucky or it might take you another try or two to figure out that is the safe option.
Its honestly kinda painful to see him still spawn banes and THEN attack, one wave of prespawn banes and then drop the rest on the bunkers woulda been more than enough
Great Finale.
Entirely understandable that you didn't realise but you technically did have mobile detection: the stinkylisk.
Wasn't that just for the evolution mission?
@@levibradshaw8655 Nope. When he controls it, it says "detector". It even saw the spidermines.
And also infestor's goo
@@levibradshaw8655I happened to spot it back in the mission you get ultras, in the thirty seconds before it died. It really confused me then, but in the evo mission I learned that it was intentional.
21:17 you are right. It is detector
TOTAL KERRIGAN DEATH COUNT: 53
Deadliest mission: The Reckoning: +15
Longest deathless (for a very particular definition of 'deathless', that is, with no Kerrigan deaths) streak: 5 missions: Harvest of Screams, Shoot the Messenger, Enemy Within, With Friends Like These, Conviction.
Total Extra Hero death counter: 18
Extra Hero stats:
Dehaka - 8
Hyperion - 5
Stukov - 4
Niadra - 1
Honorary mentions: Ursadonny Furmillion, ~650 Honorary Ultralisks from the Evo mission, and the Stinkylisk on Raynor's base who definitely didn't die to random splash but heroically sacrificed himself to save Jim from sure doom. You may not be recognised as heroes by the game, but you are the true heroes in out hearts!
Perfect Missions (with no Hero deaths at all): Crucible, Harvest of Screams, Shoot the Messenger, Conviction; total of 4
Closest bet: @Thougar, who guessed 43, miss by 10. My personal guess was ~40, and it would've been quite correct, if not for Nova and her mail spam.
Thanks for following this counter!
You should definitely add the stinkylisk in the hero death counter
I'm sure he deserved it
@@timotheebrasseur6188 updated slightly, thanks
Great job with these stats. I now am wondering how many hatcheries died.
Hyperion died ?, pretty sure that's a lost mission, so that can't be right 🤔
@@vic1ous511 in 'With Friends Like These'. I didn't count Hyperion death in this mission (it did, in the first try, but it was not controlled by Grant and also, technically, a building)
Mod Maker here,
It was a blast watching Grant play through HotS 1 Hp and in response to his accusation that this mission is evil, every other LotV 1 Hp mission have a troublesome start, irritating defense or tedious clearing or all of them so this can be considered graduating the tutorial of WoL and HotS 1 Hp. (I put in the Mengsk voiceline "I have done great and terrible things, it is true..." ) While I was making this mod I had to vent some negative emotions and this was expressed in this and the Ultra evo missions, plus leaving the 3rd mission base (no impalers). After watching WoL 1 Hp, I went back and made some of the brutal missions more manageable in this and LotV.
For the this mission, I added the SOS which deletes the defenses by mineral line and to Jim, plus several hundred spider mines though not all since the editor had issues doing that and the bonus minerals. The spider mines were added in predictable locations (mineral lines, choke points, grass sections at end) to make them more reasonable. Ultralisk strains got detection because a lot of people were complaining about them (I am going to add a reminder varying by difficulty when it gets mentioned).
Like Grant said this mission is vary different than the other missions and many play testers mentioned this jarringness. To counter this expectation management issue I added the Nova messages highlighting different areas of concern (hinder bases, anti air, invisible, etc) with a consistent tag line (intel to Augustgrad) and added them to each arc roughly, plus a note about Mengsk prepping in intro. The time estimate in a previous mission was for people to prepare sufficient time while playing this mission. I think the longest time I have heard it take someone to beat this was 2 and half hours. Usually once you get the second base you can survive till the end, getting there is the hard part.
Turrets were given additional range to counter Broodlords and coincidentally they counter Vipers, which for a moment I was concerned would nullify a lot of the defenses (I am not the best spellcaster so I miss stuff there).
Since I skip a lot of cutscene while testing I did not realize the Kerrigan gets sniped in the intro. As for level design for this mod, if I cannot beat it I will adjust the mission until I can (I liked Muta Ling combo with Kerrigan on Baneling duty), everything 1 HP, and what entertains me or I find interesting. Sky Furies reinforce initial locations because I copied pasted them and it works for nice harassment.
you did a great mod sir, thank you :)
Some ideas that I thought about adding to the mission in addition to everything else before deciding I had done enough. Firebat army, have them spawn at the back of your base and just keep coming 5 at a time. 3 sniper Wrathwalkers placed in area before the final base that had slow attack speed but could shot across half the map. Drop pod marines, dropping a few marines every once in a while on your buildings.
I kept questioning where the spider mines are coming from. Maybe giving them as an ability to the Thor or hero fliers when they land (slap on a long cooldown, and maybe timed life so the density has an upper limit) would be interesting as a harassment tool in this mission. Although reminding the player the Ultra is a detector after you murder the Odin might be a sensible idea because it looks unbelievably frustrating if you want a Hydra Ling playstyle.
Also a thought. I know we are keeping somewhat true to the original mission, but couldn't we have our allies send a swell of units with their automatic attacks every 5 minutes or so, opposed by an attack by megsk to thin their ranks, so if you support them you get a big healthy wave of ablative attackers, and if you don't you might get next to nothing till a wave of Hydras pop out to blow up the banshees.
I think you should modify part of the ultra evo mission to tutorize that they have detection, it didn't stick with Grant here and I along with alot of other viewers completely forgot. Other then that looks like it was alot of fun for him which is a pretty good measuring stick for a hard but fair mission.
@@ACEYGAMES
I think they already did. Remember the Dark Templar?
Edit: that said, it’s still not a reliable means of mobile detection due to being fat and expensive for 1 hp
Oh god the GGG video got posted, that means I should’ve been asleep 2 hours ago
This is truly the revenge for that one viking in the opening cinematic dying in one hit.
And now for 1 hp Zerglings only.
Nah be merciful only tarask ultralisks they are such a powerful unit that if we give him them in the beginning surely he can sweep thee entire game
His lack of zergling rushes has saddened me.
A 1hp zergling only would be a sight to see 😅
Too easy needs to be no production too
+real scale
Nah.
1 shot ultralisks only
I love how despite using the absolute maximum number of banelings there still was only a few left over after that assault, meaning those 24 you spent the extra time making actually did tip the scale in your favor.
It's hard to say tbh, because the more you have the more you lose to some AoE. So it doesn't quite translate in the way you think it does.
@@justanoman6497
That’s only true to some extent. AoE can only cover so much area, more than that and they get overwhelmed.
@@ThisIsntATH-camr You are misunderstanding the point. It's not about whether you can overwhelm something, but the attration rate when doing so.
Let's use a simple example of one tank. If you have 10 and roll them their way, you might lose 5 and kill it.
If you have 20 and roll them their way, you might lose 8 and kill it
So having 10 more does not mean you have 10 more left at the end.
Now, repeat this a number of times, and the extra at the beginning might not translate to extra at the end.
That's the issue with the OP's statement--he thinks that the extra at the start are effectively the ones that are left over, when it doesn't translate that way. For all we know, having 20-30 less at the start could only result in having 1-2 less at the end.
@@justanoman6497 when a tank can only shoot once and kill 5 banelings before being destroyed, he will not magically kill 8 when there are more banelings. It is still just an AI that targets the closest enemy
@@raevar9779 try rolling a group of baneling from a distance without microing them (given how many he had in the final, he can't micro them) and see what happens.
It have nothing to do with the enemy AI, it have to do with how your unit cluster more when you have more. The more you have, the fatter the cluster gets, and at least at "10", the AoE of the tank shot is not "saturated" width wise.
Mengsk is truly a war criminal.
He not just uses land mines, he also uses them against workers, which was outlawed since Brood War.
Mengsk said he was going to make you pay for every inch of ground you took on Korhal, and man did he live up to that. Good lord. Made for one hell of a finale though.
grant gets given a detector just 1.5 missions ago. grant then proceeds to spend entire mission complaining about not having said detector, even though he actually used it once to reveal spider mines
To be fair, it's really easy to not "remember" that part, because this mod made other changes in that Evolution mission "only for this mission", so it's understandable that you would expect that change also to be a one-off. Like the other changes that were only done for one mission.
@@Schilani but when he made an ultralisk, and it revealed the spider mines, and he didn't notice even though eh watched it happen?
Jim actually surviving the first wave that is sent to his base was very lucky on your part, I had to rush him to rescue him @_@
his first reset was because the hyperion was destroyed, so he was just lucky in his second run
This finale was sponsored and enabled through...
Baneling & Baneling
Your local partner for everything splitterbane.
it's weird to say, but the lack of Overseer is probably why Mengsk doesn't do his signature move and throw ghosts with nukes at you in this level. Hadn't realised this until just now.
What an interesting design decision by the dev to make the only mobile detection the most expensive meele unit and then spam the entire floor with spider mines.
Not trying to be snarky, but you did unlock mobile detection. As shown a couple missions ago, Ultralisks are detectors now. I don't blame you for forgetting, but you could see the spider mines when you tried to stinky on the Odin.
EDIT: specifically at 21:19 you can see the spider mines.
Spore crawlers can move without being targeted by them and then burrow to give detection.
Truly the most convenient detection of all time! So mobile, so tanky, doesn't take supply or space in the army...
To be fair, as some other things had been changed "just for this mission" or "just for this segment" the introduction text for the Ultralisk Evolution Mission kinda read the same way. I certainly wouldn't have expected them to keep that Detector status.
gotta love the icon on kerrigan when she is speaking while in the egg.
36:24 RIP Simon the Spore, the legend with 3 Sky Fury kills and 2 Pride of Augustgrad kills
"is Jim gunna be ok?" Jim has marines, hes gunna be just fine.
By the way, you managed to beat the mission faster than the modmaker
"I feel like the AI allies are actually pretty good here"
Battlecruiser, Sky-Feirri, bunkers:
So should we remind Grant he could've mind controlled science vessels for mobile detection?
At the end you were blocking the friendly AI zerg forces. Maybe one strategy could be to purposfully block them in, let them accumulate and then release and have your units attack along with them!
Great Finale
Rofl. The Spider Mines at all the base locations is quite possibly the funniest bit.
I genuinely had no idea Overseers aren't available in the campaign.
Me, watching the intro cut scene "huh,aren't the drones normally in the mineral line?"
Me after "oh, thats why"
Broodlord actually works "fine". Sure, the long ranged missile outrange them, but... that missile is slow and if you have a large enough stack of broodlords, you can trade the turret 1 on 1. And... that's good enough. 80 supply of broodlord guarded by 40 supply of muta can clear a section of the map and that's more than good enough.
I basically alternated between bowling 200+ baneling and using the air comp to clear the map. Nothing else really works.
Grant: did I hear a spider mine?
*sends whole group of Zerglings instead of just one*
Am I the only guy looking at the poor overlord begging to become an overseer?
Sadly Abathur was to good at his job. He saw that there never was any need ever to detect anything throughout the whole campaign they went on and just threw out the Overseer genes. T.T
I mean he have spore crawlers too. He can just move them to see mines.
@@wiesmin7559 also have to spread creep for the spore crawlers its a solution but in no way is it a viable mobile detection.
Or get a ultralisk, which have detection........
56 minutes vid. Perfection
I interpret Jim's "Be ready soon." as a suggestion for Kerrigan/the player, rather than a redundant description of _his_ status.
Less annoying than Mengsk's "I will not let you destroy humanity's only chance at salvation." It's a line that'd make sense if he said it to Jim -- from his perspective, Jim's rebellion isn't just treason, it's treason during a war for humanity's very survival. But it makes no sense for him to tell Kerrigan that.
i know im not playing so im not under stress but my heart keep screaming grant use the spore to detect the mine instead of run into it for 5 minute straight
Great finale! This has been one of my favorite series you've done big props to the mod maker. Looking forward to LoTV
That was quite the heavy grind. Thanks for your service! o7
This mod is truly crazy and infinite money mandatory. ^^
Thanks for the fun~
Even without the mod , last mission of hots look like i think it should be
Grant sending an army of mutas for every single missile turret hurts my soul
Okay the 24 and thor joke was good.
Also I've noticed the double ready voiceline ever since you pointed it out in a previous video so damn you for this blasphemous knowledge.
And at the end kerigan dies from the artefact at the cutscenes
Imagine if they used the xel naga artifact, everything would be dead
This mission taught Grant why Muta/Ling/Bane is the meta build in 1v1.
Thanks Grant for appreciating us Side Monitor watchers!
Mengsk at the end be like: "Such power, how can you control so many?"
One of the funniest mods I've ever seen, on par with legacy of the memes, and it's ironic, because it's such a small change, just one stat. Hoping to see Legacy of the Void 1 HP soon.
and now for the final challenge, 1HP Legacy of the void.
may the three races have mercy on grants soul for that.
54:28 "impossible! how can you control so many?"
"Your defenses could use some work, Arcturus."
Kerrigan, hush!
Now if only we got a closing AI generated cinematic where Mengsk clicked the artifact button once and Kerigan instantly died.
Can't wait for the Legacy of the Void 1 Shot hahaha
the finale was learned on char and real scale: an unending tide of banelings covering everything ina wave of acid
There should be Sky Furries in Heart of the MEME where they only have 1 HP but they can also 1 shot everything.
without overseers, that final mission just seems like a pain, but at least ultralisks are mobile detectors
Infinite money mission and zerglings exist
@@Zylosio yes, but if you aren't trying to cheese the mission, it would be a pain. Raptor ling spam can easily work for every mission, but regardless
0:54 Keyword: usually. You are not going anywhere anytime soon.
2:18 Bunkers and Siege tanks is one thing, but spider mines in the mineral line is just evil.
6:00 Lol.
10:09 At least it's more engaging than the Torrasque Evo mission.
13:55 I would have to disagree. The Siege tank just fired high-calibre liberation at Kerrigan.
I feel like you could've finished the mission a lot sooner if you went all in on bowling.
So sad that Kerrigan died to the Xel'Naga artifact in the cutscene where she confronts Mengsk, because she only had 1 hp
In 1HP everything is basically a baneling anyway.
I'm a bit torn when it comes to an otherwise simple mod idea drastically changing missions beyond minimum requirements to make them functional. While in general it does make the mission more interesting, there's a part of me that wants to remain a purist when it comes to what is being changed. As such I'm genuinely happy that the dev added the SOS feature!
Either way, though, a really cool mod! Can't wait for Legacy of the Enduring Nightmare-- I mean Void.
Yeah, at some point I realized a lot of people are purists for this mod so I began doing optional challenges and adapting missions to be optional if I changed them a lot.
I laughed so hard at the dozens of mineral spidermines
After Guy Fieri said that restaurant workers need to stop complaining about not being able to survive on below minimum wage, I've definitely called him worse than "Sky Fiury"
spidermines going after workers feels so wrong
Usually i would point out the fact the ultralisk detects but let's face it: it wouldn't change a thing XD
The broodlord was already the objectively worst choice, now with the missile turrets they have the potential to make someone remake the evo mission
"Your defenses could use some work, Arcturus" Really Kerrigan? Because the only way I think they could have gone harder would have been a bunker *inside* the mineral line instead of just next to it at the start.
With this mod Stinkylisks are mobile detectors
The most insane and deadly game of 1hp lethal tag
very explosive finale!!! well done sir!
You don't have detection, they don't have detection. I think with infinite money it evens out.
Ultra
@@mischaprudon3316 I've seen in the comments. Doesn't change much. A bit too expensive for a unit that so easy to lose.
@@andreystolyarov7608 just use it with a queen or 2. And put the ultra on hold position, the queens shoot the widow mines and can place some creep tumors for vision and creep spread.
Ofcourse won't always work (the mines next to the bunker lines and siege tanks) but the ammount of workers and other units Grant lost in his mineral lines would make it worth it.
This is the most savage thing I've ever seen a mod maker create
Reminds of another mod at some point where you also skipped both brood lords and impalers, it was also hell on this map, maybe nightmare? certainly brings back memories.
The tier list for this mod is insane. Splitter banes: S+ tier. Torrasque ultralisks: Z- tier
If you can get to Slayn in 1hp Void, everything can change! Destroyer is probably the most powerful unit ever in 1hp.
43:30 All paths lead to a Boulevard of Broken 'Lings
And it all ended with gigantic tide of acid. Perfect.
thrilled to see the return of Secret Bowling at 27:40
This was hard as hell, even on casual...
Aside from the opening sequence where you need to rush to help Jim (unless you get lucky like Grant did), this isn't actually all that "hard". It is almost impossible for the enemy to crack a defense of lurker and spores, and as resource doesn't run out, you will basically never lose. It is just... grindy as all fook because enemy is really entrenched.
@justanoman6497 yes, but it takes 30 minutes minimum to win on casual whereas in vanilla game you can finish it in 2 minutes. I wonder if there are any speedrun records in 1hp mode
Who wants to tell him that ultras are detectors
As a foreigner I didn't even undestand it wasn't fury first time so the edit-comment was...unxepected.
Never thought of it, but the fact that the units Zagara sends aren't getting your upgrades or evos doesn't make sense lol.
I wonder how much (probably about 20 minutes) this would have been shorter if he never built a single mutalisk lol.
24:02: And that's why you need armor upgrade for your mutas.
Armies will be shattered… just that it’s your own this time.
Hell yeah, one hour grant video!
Now let us see real scale nightmare on 1 hp
I have no idea how Jim survived on that second attempt of yours. Mine always died, so I have to clear to Jim's base via spawn bane first BEFORE claiming my own mineral line. I think you just got lucky or it might take you another try or two to figure out that is the safe option.
GG
Some ally you are, no creep pushed forward.
BuT cAn YoU dO iT dEaThLeSs?
Should we tell him that spore crawlers are detectors?
Now 1hp legacy of the void, looking forward to seeing it!
How did I not know that warhounds have a melee attack...
What an incredible mission ! I can't wait to see lotv, it is gonna be insane
Great series Grant! LoV 1hp will be crazy
Yup! This is definitely The Baneling Splitter strain Campaign Heart of the Swarm the only unit effective at destroying the Dominion at 1 hp 😂😂😂😂😂😂😂😂
The baneling is king now and statue!!! nice GG
Almost 1 hour? This is gonna be pain.
If only Grant remembered the muta bombs or evo chamber defenses
I feel like using banelings from the start (normal ones not the ones spawned by kerrigan) would have made this mission 10 times easier.
Its honestly kinda painful to see him still spawn banes and THEN attack, one wave of prespawn banes and then drop the rest on the bunkers woulda been more than enough
Kerrigan will just get annihilated tryng to get close enough to spawn more banes more often than not
I`m sorry, but ULTRA IS A DETECTOR !
Btw nice series, it was fun)
Zagara’s waves of 3 zerglings, a baneling, and a hydralisk are... disappointing.
52:30 I don't appreciate being called out like that.
But thanks for the notice.
Who knew building baneling is the answer. Its like 2HP unit in a 1HP challenge with AOE
In the beginning, you have spore crawlers wich are detectors, cound't have use them to snipe the mines?
I cannot wait until 1HP LOTV
Grant try this map with marines only for a true WW1 experience