All the SC1/BW spells are amazing - the thing that was holding them back was the general clunkiness of SC1/BW, and, that in BW a group of selected casters would ALL cast the same spell on the same target if given a single order, making pulling off multiple lockdowns, or spawn broodlings, or multiple feedbacks were just too much more work to do.
@@Appletank8 Kidding? Ghost is the cheapest spellcaster in sc1 (25 mineral 75 gas, science vessel is 100/225 for example). And its tech is not much longer than science vessel (just need a cheap addon on the science facility).
@@TheRealXartaX It's a lot of gas for something that's slower and equally fragile as a marine, when Storm and speedLots are on the field. You still have to research lockdown and optics if you don't want them wandering into Dragoon fire. For two Ghosts you could've gotten another Tank.
8:03 I'm pumping my fist to that one! Even I feel bad for Protess as a Zerg watching ghosts, but now Terran has to feel the pain too! XD Loving the "mirror" match-up! Keep em coming :D
If I remember correctly from 20 years ago, while building anything in tight spaces, you can right click a clear space on the map for the SCV. If you do this while building, the SCV ignores the command until the building is done but then exits the building process on the appropriate side of the building to not get stuck while traveling to the point you clicked.
SC1 Ghosts: Hey, can you hand me my BB gun? I gotta go lock something down. SC2 Ghosts: Well, honey, off to win the war. What? Don't be silly. This gun and armor is expensive, you see how decked out I am? I'm gonna go kill 200 zerglings.
@@peterdenov4898 Powerful, yes, but is the gas better invested into tanks, goliaths, and/or vessels with BW Terran? Usually, the answer is yes. EDIT: Yamato is still more powerful than lockdown, if an add-on is going to be utilized from a Science Facility. I'd also argue that two BCs are more pressure than a nuke, as BCs are more reliable.
@@wcjerky it dosen't exactly help that Siege Tanks in SC2 shoot nerf darts where as Cyclones are just yet another harassment unit, both of whom's presence can be entirely negated with little to no effort at all. Sc1 despises jack of all trades units that hyper-exceed at all given roles way more efficiently than the hyper-specialised units. Corruptors and Thors are virtually useless where as Hydras,Vipers, Marines, Window Mines, DT's and Carriers are often the right low effort response vs virtually everything.
SC1 Ghost: wearing spandex that is somehow about as durable as a literal ton weighing power armor. SC2 Ghost: wearing spandex that is somehow twice as durable as a literal ton weighting power armor AND a giant ballistic shield combined.
There is no other way to survive as a T vs P in BW. You have to be a ruthless mad man to make it past the abuse you get from P as a T in early game. If you go play Terran in BW, even at very low level, you will get what im talking about :)
@@PowdergameFan18 Nnnnot really, considering there's several balancing adjustments. What you're looking for is Evo Legacy which is pure BW stats, Evo Complete slightly buffs the low end of BW special damage types, buffed range, boosted mining speeds, changed research time speeds. Wraiths and Scouts also got a small buff in damage and range. Hydras really got shafted in one of the recent patches, due to the fact that their medium armor type translates to "unarmored" in SC2 terms, which made them a bit too tanky for such a cheap core unit, which results them being a bit slow and worse in DPS.
Red had the first game in the bag but overplayed his hand and found himself overmatched on the other side of his map. What he shoulda done is build/move rax nearer to the front and keep expanding as blue did a lousy job economy-wise.
missile turrets surprisingly useful vs basically all air harass and invisible units, wonder if more static defenses are gonna be build in the near future due to that
We saw Blue learning in real time in game 1. Blue went with their standard marine/tank push until they learned tanks were useless against ghosts, so they switched to pure bio, and started dominating. Meanwhile, red stopped building tanks for some reason. I have no idea why, it would have been a good unit to make, but I'm going to guess that red is so used to ghosts owning tanks that they stopped building tanks as soon as they saw enemy ghosts on the field?
SC1 mining mechanic: mining +8 mineral/gas at a time. And the vaspene gas never completely depleted, it's still produced +2/mining. SC 2 mining mechanic: +5/mining, and vaspene gas completely shut off after depleted. If the SC 1 worker only mining +5/mining, and then SC 2 T player using mule, it will out mining SC 1 player every time. Other features like chrono boost, inject larva, will outpaced SC 1 mechanic. I think this mode is still need more balancing.
He had the same problem than protos, he dint made area damage, he needed use the vultures to harrass and fill the battlefield with mines to bait scans and let the blu terran with no scans for the fight aswell needed the tanks to beat marines after all compared with sc2 he HAD the medics yo restore the tanks in case of lockdown Or use the irradiate ability i mean, we saw science vessels with half energy in bunches just fly over terran enemy mass to die, if those vessels made 2-3 iradate at the same time the rival would be unable to take them out quick enough
Wow what a close back-and-forth game. Seems like marauders might have been better for blue to get earlier. That, or Ghosts it's hard to say (or maybe both).
@@Jasonsoloka2024 sure he did, but not with critical mass, his science vessel count is always at low number, which means not enough irradiate and he wasted to much gas on the BW ghost when there aren't many tanks on the field.
Yeah this should seem obvious when comparing the stats of SC1 and SC2 infantry. It's a little confusing to see him attempt to fight bio with bio. Mass vessel and tank is needed behind.
I feel like the BW Terran committed too hard to the ghosts after they worked so well in the first few encounters. The SC2 Terran adapted and that's why he won.
I can't wait to hear Terrans on both sides complaining about Ghosts being OP 😏 Also fascinated by the BW player hard-countering his enemy's Tanks and then, inexplicably, giving up on Tanks himself. It's like he forgot his opponent couldn't do the same ;p Doesn't seem like he was using the Mines well against the Toss either? Surely you'd want to cluster them and engage the army with your units at that location, so they hit?
LOL, SC1 terran: pulls up a smart strategy, using fast APM on all over his ghost, turns around the battle, barely wins the battle and advances SC2 terran : pulls marines, right click.... wins
honestly the only problem i see with spidermines is that they're too spammable. Other than that it's just widow mines that can't hit air and die after shooting.
Red could have win the first battle if had invested on siege tanks. Hell anything with AoE/splash damage could have done it. Unfortunely blue managed a death ball, and red did nothing to adapt.
It will be fun to see a match between Z1 and Z2. but is that just me or all the SC1 races look generally weaker than those SC2 races. It seems to be all SC1 races lost most of their games aganist SC2 races. especially the Z1 seems to be a bit too weak due to lack of splash damage
Siege tanks are under siege, under lockdown. 28 broodwar marines in black Ford raptor trucks.
terran ranch really rocks
Looking for Prince Valerian
18 more vultures out in the yard.
I hate the internet sometimes
@@edwardmarshall2035 Do you know what they're referencing? I don't get what they're doing.
Sc1 sound effects are SO much cooler.
Red was in control in the first game until it decided to stop producing tanks and blindly send waves of units to be EMP'd every minute.
Shoulda countered with his own EMP
Yeah, that was bizarre. It's like he thought his own Tanks were going to be locked-down 🤷♂
Yeah also floating 2-3k the whole 2nd half of the game. He had the win if he just had better macro
Yeah, couldn't wrap my head around a terrain facing a bioball and NOT making some seige tanks
dude I don't wanna watch anything but sc2+1 now, this is amazing and hits just perfectly for my love of sc2 and the nostalgia of BW combined
Agreed. Desperately needed change-up in the SC scene.
Yas
T1 vs T2 was excelent. We want more !! Also the Z1 vs Z2's , and P1 vs P2's.
Thanks.
Z1 Z2 sounds hillarious. Hopefully we get to hear the queen squabbles
Unfortunately Z1 has some serious problems responding to early Baneling pressure, Ravagers, Vipers, Ultras
Also need more 2v2 with team t1 + t2 vs team z1 + z2 or team p1 + p2
th-cam.com/video/2aVa6QhUDQ8/w-d-xo.html
p1 probably just wipes p2 honestly. gateway units are SO much stronger for starcraft 1 protoss that a proxy just ends the game
All the SC1/BW spells are amazing - the thing that was holding them back was the general clunkiness of SC1/BW, and, that in BW a group of selected casters would ALL cast the same spell on the same target if given a single order, making pulling off multiple lockdowns, or spawn broodlings, or multiple feedbacks were just too much more work to do.
It really doesn't help that Lockdown is stuck on the worst spellcaster in BW. High cost, late tech, made of paper, gun is worthless.
Some are totally not balanced. Blinding cloud? Lockdown length?
@@Appletank8 Kidding? Ghost is the cheapest spellcaster in sc1 (25 mineral 75 gas, science vessel is 100/225 for example). And its tech is not much longer than science vessel (just need a cheap addon on the science facility).
@@TheRealXartaX It's a lot of gas for something that's slower and equally fragile as a marine, when Storm and speedLots are on the field. You still have to research lockdown and optics if you don't want them wandering into Dragoon fire. For two Ghosts you could've gotten another Tank.
@@Appletank8 It absolutely isn't considering it more or less removes many times its own gas cost from the game.
That spidermine trap at 26:36 was amazing
A spider mine trap was genius counter to blink.
In the Good Timeline, SC2 would have spidermines & goliaths instead of widow mines & cyclones lol
Jimmy, I need to see flying queens vs joint pain queens like I need air to breathe.
brenda
More sc1 vs sc2 mirrors! That was insane. So cool.
8:03 I'm pumping my fist to that one! Even I feel bad for Protess as a Zerg watching ghosts, but now Terran has to feel the pain too! XD Loving the "mirror" match-up! Keep em coming :D
If I remember correctly from 20 years ago, while building anything in tight spaces, you can right click a clear space on the map for the SCV. If you do this while building, the SCV ignores the command until the building is done but then exits the building process on the appropriate side of the building to not get stuck while traveling to the point you clicked.
Yes, and this was exploited sometimes by players to slip an SCV to where it otherwise would not go.
SC1 Ghosts: Hey, can you hand me my BB gun? I gotta go lock something down.
SC2 Ghosts: Well, honey, off to win the war. What? Don't be silly. This gun and armor is expensive, you see how decked out I am? I'm gonna go kill 200 zerglings.
Dunno man, locking one of the enemy units for 60 second or making one of your units absolutely unkillable for 2 minutes is pretty OP.
@@peterdenov4898 Powerful, yes, but is the gas better invested into tanks, goliaths, and/or vessels with BW Terran? Usually, the answer is yes.
EDIT: Yamato is still more powerful than lockdown, if an add-on is going to be utilized from a Science Facility. I'd also argue that two BCs are more pressure than a nuke, as BCs are more reliable.
@@wcjerky it dosen't exactly help that Siege Tanks in SC2 shoot nerf darts where as Cyclones are just yet another harassment unit, both of whom's presence can be entirely negated with little to no effort at all.
Sc1 despises jack of all trades units that hyper-exceed at all given roles way more efficiently than the hyper-specialised units.
Corruptors and Thors are virtually useless where as Hydras,Vipers, Marines, Window Mines, DT's and Carriers are often the right low effort response vs virtually everything.
SC1 Ghost: wearing spandex that is somehow about as durable as a literal ton weighing power armor.
SC2 Ghost: wearing spandex that is somehow twice as durable as a literal ton weighting power armor AND a giant ballistic shield combined.
@@wcjerky They are stronger however Ghosts are only 1 supply and cost a 1/4th the gas of a bc.
Honestly I'd love to see a 2v2 of SC1 Protoss/Terran vs. SC2 Protoss/Terran if that's at all possible. I want to see which alliance comes out on top.
More of this, it was so fascinating to watch the interplay between old and new!
"Go back go school" lol
Terran player failing to siege his tanks against the colossi when he had the flanking advantage was painful to watch.
Yay. Thanks cold man
SCEvo has been a blessing to casting scene.
absolutely love watching this mod. it's just so exciting to see so many new matchups and kind of a mate that is being evolved during this
Brootwar players are ruthless, 26:50 that trap he set up for the stalkers sacrificing his SCVs was ruthless dude......
There is no other way to survive as a T vs P in BW. You have to be a ruthless mad man to make it past the abuse you get from P as a T in early game. If you go play Terran in BW, even at very low level, you will get what im talking about :)
If they drag in the SC1 Campaign into the SC2 server, shut up and take my money. Would love to drop SC1 into CO-OP Commander maps too.
The mod Mass Recall kinda does the campaign part already.
Mass recall has some graphical and gameplay issues and takes quite a few liberties, this is a fully faithful insertion of the races
@@PowdergameFan18 Nnnnot really, considering there's several balancing adjustments. What you're looking for is Evo Legacy which is pure BW stats, Evo Complete slightly buffs the low end of BW special damage types, buffed range, boosted mining speeds, changed research time speeds. Wraiths and Scouts also got a small buff in damage and range.
Hydras really got shafted in one of the recent patches, due to the fact that their medium armor type translates to "unarmored" in SC2 terms, which made them a bit too tanky for such a cheap core unit, which results them being a bit slow and worse in DPS.
@@Appletank8 I love how the mod goes for translating the feels rather than porting the numbers. Terrific work.
spellcasters in sc1 were sick, if they're controlled sc2-style in this mod they are must have
Amazing! Instant like. Can't wait to go through this episode!
I love to watch some pros vs these bots
Red had the first game in the bag but overplayed his hand and found himself overmatched on the other side of his map. What he shoulda done is build/move rax nearer to the front and keep expanding as blue did a lousy job economy-wise.
how is it possible that nobody thought of this crossover before? this amazing!
This video was Awesome! Ty Winter!
I know the players may not like what happens when SC1 and SC2 collide, but its been great for us viewers!
missile turrets surprisingly useful vs basically all air harass and invisible units, wonder if more static defenses are gonna be build in the near future due to that
Guys remember to like we need to get to 13 something something like so that he will cast another one
We saw Blue learning in real time in game 1. Blue went with their standard marine/tank push until they learned tanks were useless against ghosts, so they switched to pure bio, and started dominating. Meanwhile, red stopped building tanks for some reason. I have no idea why, it would have been a good unit to make, but I'm going to guess that red is so used to ghosts owning tanks that they stopped building tanks as soon as they saw enemy ghosts on the field?
This mod is fantastic when even mirror matchups are interesting
What was up with red's turrets at 8:55? Glitch or map flaw?
Missile turrets didn't have high ground vision.
@@jasonlynch282 thought so. Seems like a huge flaw in the map for drops to literally fly on top of defenses and not be seen :/
You should be adding an extra like to the tally when you cast SC2+1.
Yes! Been wanting to see TvT!
"back in the day......Time moved slower" LMMMMMFAAAAAAAAAAAAOOOOOOOOOOOOO
SC1 Units are awesome, particulary Protoss. Hope to see more of this matches.
SC1 mining mechanic: mining +8 mineral/gas at a time. And the vaspene gas never completely depleted, it's still produced +2/mining.
SC 2 mining mechanic: +5/mining, and vaspene gas completely shut off after depleted.
If the SC 1 worker only mining +5/mining, and then SC 2 T player using mule, it will out mining SC 1 player every time.
Other features like chrono boost, inject larva, will outpaced SC 1 mechanic.
I think this mode is still need more balancing.
The sc1 terran themes are so awesome
He had the same problem than protos, he dint made area damage, he needed use the vultures to harrass and fill the battlefield with mines to bait scans and let the blu terran with no scans for the fight aswell needed the tanks to beat marines after all compared with sc2 he HAD the medics yo restore the tanks in case of lockdown
Or use the irradiate ability i mean, we saw science vessels with half energy in bunches just fly over terran enemy mass to die, if those vessels made 2-3 iradate at the same time the rival would be unable to take them out quick enough
cmon jimmy, dont make winter angry.. he nearly stood up there
Truly poetic..
Would firebats have helped in dealing with that big marine army in the first game?
what are your graphics settings? I find that if I leave the game at maximum looks way too busy, and at minimal it looks quite bad
Wow what a close back-and-forth game. Seems like marauders might have been better for blue to get earlier. That, or Ghosts it's hard to say (or maybe both).
Looking forward to all the matchups. ChatGPT says there are 15 possible matchups between six factions.
There are 21 matchups if you include mirror matches
@@matthiasbrehmer8120 I neglected to tell it to include matches between same factions
Names for SC1: Terran Raiders, Zerg Overmind, Protos Khala
Names for SC2: Terran Dominion, Zerg Queen, Protos Scions
Spidermines behind rocks seems like a nice trap
Switching part of those ghosts to firebats would have been useful.
Winter, I need to see old queens confronting the new ones. We need ZvZ more than any other.
Having to watch a tiny run-by ... while 40 supply of Protoss units gets destroyed in a siege line at 34:54 🤦♂
BW terran made a huge mistake of not using Irradiate to wipe out SC2 bio ball.
He did the dude just instantly microed the infected unit away every time
@@Jasonsoloka2024 sure he did, but not with critical mass, his science vessel count is always at low number, which means not enough irradiate and he wasted to much gas on the BW ghost when there aren't many tanks on the field.
Imagine a lan tournament with this mod
Who would've loved your units being locked down for 3 minutes if the Protoss didn't have the ability to cleanse it, let that sink in.
I think he should have added firebats to the composition, though I don't know if they would have been tanky enough to make it in to deal damage.
They have also very low hp
I love sc1 units / prefer them and just dislike sc1 engine limitations so I am for sc1 terran
How much money do we need to raise for Flash vs. Serral and Flash vs. Maru??? I want these matches so bad!
I love the SC2 VS SC1 and in my 40 benadryl dreams maybe Blizzard will make it official.
we neeeeed ZvZ in this, for the flying vs grounded queens
Can someone help me I can"t play this mode it will show error. What to do?
What is the problem? Did you start the lobby with the right mod? "Sc:evo complete"
Why he built a medic? To flare the observer :)
Kiwian!!
I hope he comes out on .. Top .. :^)
and these snipers are the ultimate counter for protoss sc 2, that emp just destroy them
More please ❤
So the SC1 terran has to add siege tanks to the bio comp otherwise they just have no chance
Yeah this should seem obvious when comparing the stats of SC1 and SC2 infantry. It's a little confusing to see him attempt to fight bio with bio. Mass vessel and tank is needed behind.
Im waiting to see sc2 cannon rush vs brood war lol
It would be funny if the starcraft 1 units still had starcraft 1 graphics
Thank You
Om nom nom
My only problem with this mod right now is that the SC1 units look very clunky compared to the SC2 models.
SC2 would be revitalized so hard if Blizzard could be bothered to do a casual perk modes.
Jimmy face reveal when?
Jimmy is just winter with a mustache and glasses
Jimmy is Raynor, hello?
Psst, more Mechabellum?
Winter weaving in "nice" every chance he gets.
SC1 Ghost counter? Helions! In Combat form!
Tss! Ah... yeah...
God I missed that
I feel like the BW Terran committed too hard to the ghosts after they worked so well in the first few encounters. The SC2 Terran adapted and that's why he won.
Off-screen massacre at 34:53
I can't wait to hear Terrans on both sides complaining about Ghosts being OP 😏
Also fascinated by the BW player hard-countering his enemy's Tanks and then, inexplicably, giving up on Tanks himself. It's like he forgot his opponent couldn't do the same ;p
Doesn't seem like he was using the Mines well against the Toss either? Surely you'd want to cluster them and engage the army with your units at that location, so they hit?
LOL, SC1 terran: pulls up a smart strategy, using fast APM on all over his ghost, turns around the battle, barely wins the battle and advances
SC2 terran : pulls marines, right click.... wins
Let's Go!!
I just came here to see if someone finally realized how fucking broken lockdown would be in sc2
POWER OVERWHELMING
SC2 widow mine is dumb and OP
SC1 "hold my beer"
honestly the only problem i see with spidermines is that they're too spammable. Other than that it's just widow mines that can't hit air and die after shooting.
Nice to see medivacs being shut down, one of the most broken units in the game 😄
L O C K D O W N
GHOST ARE POWERFULL IN SC1🐐🔥
Red could have win the first battle if had invested on siege tanks. Hell anything with AoE/splash damage could have done it.
Unfortunely blue managed a death ball, and red did nothing to adapt.
really need a Bo3 of sc2 evo
SC: Evo is the best thing to happen to SC2
Game one red just needed to EMP blue. Science vessel EMP is just more powerful.
BW tank count gets out of hand real fast in late game since they only cost 2 supply and 25 less gas.
optical flare really useless against any attacking unit since their friends can spot for them
SC1 terran should use firebats against SC2 terran's bio
SC1 sounds are so much better.
It will be fun to see a match between Z1 and Z2.
but is that just me or all the SC1 races look generally weaker than those SC2 races.
It seems to be all SC1 races lost most of their games aganist SC2 races.
especially the Z1 seems to be a bit too weak due to lack of splash damage
JIMMY IS REAL!
I desire more
Always hated hearing sc1 medics die
That is how you throw a game away guys. By running in SC1 Ghost against MMM lol
Modders need to change irradiate and lockdown visual effect. It's not clear, something that doesn't fit SC1 or SC2.
Okay this is better than SC2. Idk msybe its nastalgia