SC2 Speedrun, Part 1/8: Liberation Day, The Outlaws, Zero Hour
Full notes on the run here:
http://elitistjerks.com/blogs/1152-hamlet/551-starcraft_2_speedrun/
Notes on these missions:
1. Liberation Day 2m12s. (starts 0:15)
Nothing special here. I try to run Raynor straight ahead to trigger the cutscenes while using the Marines to fight.
2. The Outlaws 2m53s. (starts 2:44)
There's no point mining minerals because there's not enough time to do anything with them. The SCV's help soak damage from the Hellions and Bunker so you don't lose Marines. Time can be improved with better micro.
3. Zero Hour 20m08s. (starts 5:52)
Fixed time mission. Unlike some others, even killing all the Zerg doesn't end this one early. I kill all the Zerg anyway since I need something to do while waiting. Note the outhouse easter egg in the north with the Tauren Marine in it. Also, amusingly, if you wipe out the Zerg you can take out the Nydus Worms that spawn during the final attack script and prevent that final assault on your base from even happening.
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