Custom Campaign Initiative

Hand of Humanity (Campaign)

Campaign has 13 missions at the moment and more will be released. All campaign missions are basic single player maps with story elements.

It is year 2511 on and all races are fighting for remaining resources of Koprulu Sector. Minestar Corporation owns almost 70% the remaining resources. The rest are owned by Zerg swarms and Protoss. Minestar Corporation gathers, refines and sells resources that are needed for everyday living to rich people outside Koprulu Sector. Situation is desperate for common people. Hand of Humanity is a military organization who wants to stop Minestar Corporation from selling resources outside Koprulu Sector. Ultimate goal for Hand of Humanity is to stop overspending of natural resources. Some people think that Hand of Humanity is a terrorist organization.

How to play?

Singleplayer campaigns require some file management to make it work properly.

1. Download Hand_of_Humanity.zip ("Files" section at top part of this page)

2. Extract .zip file and place:

  • All map files (such as Hand_of_Humanity_Mission1.SC2Map) to Startcraft II\Maps
  • Hand_of_Humanity_Mod.SC2Mod to Starcraft II\Mods

3. Start map "Hand_of_Humanity_Launcher.SC2Map" to select difficulty and mission.

I recommend to use "Normal" difficulty if you are playing this campaign first time and switch to "Casual" if some mission feels too difficult. "Hard" and "Brutal" are recommended when you want more challenge or replay missions and already know what to wait for.

Hand of Humanity Mod balance changes:

Terran:

  • New unit: APC. Builable from Factory. APC's stats should be as good as Goliath's or Predator's
  • New unit: Warbot. Buildable from Factory. Warbot's stats should be as good as Diamondback's.
  • New building: Chaingun Turret. Same building as Auto Turret but with modified stats. Chaingun Turret's stats should be as good as Photon Cannon's. Buildable by SCV.
  • Modified unit: Flamethrower Turret: Same building as Perdition Turret. Burrow behavior removed.
  • Modified unit: Movement Disrupter: Same building as Psi Disrupter but affects on all races.
  • Modified unit: Mind Control Tower: Same building as Hive Mind Emulator but affects on all races.
  • New upgrade: Juggernaut Plating. Adds +2 armor for Firebats and Marauders including mercenary versions. Research from Barracks Tech Lab.
  • New upgrade: Stabilizer Medpacks. Increases Medic heal amount from 3 per second to 4 per second by 1 energy. Research from Barracks Tech Lab.
  • Wraith cost reduced to 100/100 down from 150/150.
  • Wraith ground weapon damage increased to 10 from 8.
  • Wraith attached Tech Lab requirement removed. (Can build 2 at the same time with Reactor.)
  • Wraith build time is equal to Viking and Medivac. Buildtime reduced to 42 from 50.
  • Wraith and Banshee share same Cloak upgrade.
  • Reaper has G4-Clusterbomb ability without researching.
  • Reaper Nitro pack (speed) upgrade research time increased to 110 from 100.
  • Vulture can use and reconstruct Spider Mines without researching.
  • Vulture health is equal to Hellion. (100 for both)
  • Vulture armor is equal to Hellion. (0 for both)
  • Vulture cost is equal to Hellion. (100 for both)
  • Vulture build time is equal to Hellion. (30 for both)
  • Ghost cost is reduced to 100/100 from 200/100.
  • Spectre weapon is equal to Ghost weapon. (Attack speed 1.5, damage 10 - 20 vs armored)
  • Spectre health is equal to Ghost. (100 for both)
  • Spectre cost is equal to Ghost. (100/100 for both)
  • Spectre build time is equal to Ghost. (40 for both)
  • Spectre movement speed is equal to Ghost. (2.25 for both)
  • Ghost have Cloak, Snipe and EMP Round abilities without researching.
  • Spectre have Cloak, Psionic Lash and Ultrasonic Pulse abilities without reseaching.
  • Nukes are disabled from Ghosts and Spectres.
  • Moebius Reactor upgrade increases starting and maxium energy of Ghosts and Spectres by 50.
  • +1 range upgrade from Engineering Bay affects on Chaingun Turrets.
  • +2 building armor upgrade from Engineering Bay affects on all Terran buildings including new and modified buildings.

Zerg:

  • Zerg can build Lurkers and Scourges. Hydralisk Den can morph to Lurker Den. Hydralisk can morph to Lurker. Scourges hatch in pairs and cost is 50/50.
  • Infected Colonists, Infected Marines and Aberrations are more balanced compared to other units. This affects on many stats. Trained from all "Infested" buildings.

Other notes:

Don't be surprised if my maps are modified suddenly. I'm learning by doing this project so I'm improving my maps and I might remove or add things.

Thanks to everyone who have played my maps. You can use anything (such as triggers etc.) from my maps as you want. If you notice any data, trigger etc. problems report those please. After playing please post a comment and tell did you liked my maps and if you have any tips what things I should improve.

I want to thank SoulFilcher. He created colored APC and ARES icons for my mod. Colored icon of Reaper G4-Clusterbomb is from left2die mod.

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  • Avatar of ddubious ddubious May 09, 2012 at 00:08 UTC - 0 likes

    The overall story was good, though its not over yet. It had a classic SC1 feeling - Terran vs Terran, "good-guy" terrorists and "bad-guys" corporations, Zerg used as a tool by the "bad-guys", etc.

    The active story , like choosing whether to hit Zerg or Terran and what that meant, was a highlight for me. I like choices within each mission - options with story consequences. The scientist mission let me do that. My favorite parts of the story were playing the intro mini-missions to each map, and playing the maps with choices to make (that meant something to the story).

    The terrain was okay. Nothing shiny and overdrawn, but it sticks to a simple palette. I guess this goes hand in hand with building placement - the look and feel of the enemy base. It was fairly regular. Terrain is a tough field to stand out. Many 'pro' mod makes have terrain specialists helping them master the colors, heights, doodads. Its tough to do that all on your own.

  • Avatar of Terhonator Terhonator May 07, 2012 at 16:01 UTC - 0 likes

    Thanks for feedback ddubious.

    I know that there is bug with Vulture Spider mines. Unfortunately I don't know yet how to fix that. I have asked help from forums but so far there is no solution to this. This bug appears even at Wing of Liberty campaign.

    I'll check mission2 for these bugs and see what I can do.

    As you saied about mission10 this is more like exploit than bug. To be honest I haven't ever thought player could send Mules to repair Medivacs on creep zones ;) It is actually just fun if you can find that kind of "exploits" :)

    I agree that APC isn't very useful at the moment. Good news is that APC will be upgraded on next update and units can shoot from APC!

    I agree that difficulty level needs fine tuning. I'm trying to keep my missions about as easy/hard as Wings of Liberty campaign. I agree that Hard and Brutal should be harder than they they are now. I have used mathematic formula to define attack waves. Logic is like "Casual sends 75% of normal attack waves, Hard 125% and brutal 150%". Attack waves are sent every 4 minutes. For example at 20 minute attack waves "supply count" is 20 on normal, 16 on casual and 24 on hard. I'm not very good player myself so I can't design maps for platinium / diamond level players since I'm bronze/silver myself :) At the moment difficulty level affects only amount of units sent on attack waves + AI. I don't know exactly how difficulty affects on "Campaign AI" on each difficulty level.

    I'll do my best to make unique mission objectives. Unfortunately some ideas are very hard to execute.

    Did you like terrain / story of campaign?

    Mission12 is almost done. I'm going to release new mission in about one week.

    Last edited May 07, 2012 by Terhonator

    http://www.sc2mapster.com/media/images/40/774/hoh_logo5.jpg

  • Avatar of ddubious ddubious May 07, 2012 at 05:42 UTC - 0 likes

    Hey, awesome campaign! Downloaded and finished 1 to 11 today. Only a few issues.

    Map 2 - Vultures set to auto-build spider-mines keep charging minerals when maxed out on mines. (might affect other maps, haven't checked) A command center seems to load SCVs to 3 or 4 sometimes, refusing to load more. This doesn't seem to affect other maps. On completion, it auto-ran Map 2 again, instead of progressing to map 3.

    Map 10 - (SPOILER ALERT) Mutas don't seem to attack you if you don't attack their buildings, so you can dash 2 or 3 medivacs over the spores on the left edge of the screen, and mule to repair between the creep zones. Not really a bug, but an exploit. (SPOILER ALERT OVER)

    Comments The APC serves nearly no purpose if troops inside can't fire, with the rare exception of escorting scientists. The pre-missions (hold out for 6 minutes, steal the base, etc.) are awesome to see in custom maps. They fill out the story, and offer unique experiences (like stealing a tech reactor that you yourself can't build). Thumbs up. The missions themselves were good, but even on hard I found the enemy waves too easy. They lack air and attack through predictable paths. I think they need more surprise attacks, like the original campaign's back base muta ambushes, or the classic nydus surprise. Nukes, drop-ships and drop-pods also add an unpredictable element. I was a big fan of missions with unique objectives and game-play (about half of them, saving trucks and stealing tech labs).

  • Avatar of Terhonator Terhonator Apr 22, 2012 at 12:34 UTC - 0 likes

    Uploaded new version. This changes upgrade system alot. My idea is to add story mode upgrades as researchable upgrades. On old version Terran units had all story mode upgrades researched already. All Mineral fields and Vespene geysers have default amount of resources again on all missions. (1500 and 2500)

    Last edited Apr 22, 2012 by Terhonator
  • Avatar of Terhonator Terhonator Apr 01, 2012 at 09:44 UTC - 0 likes

    DEFILERRULEZ: Yes we are going to use Battlecruiser + Hercules. I don't know exactly how many missions there will be. I'm just making making missions for fun and try to fit them into my campaign best way I can.

    TaintedDreams: I'm was thinking that maybe I should change amount of minerals depending on difficulty level. Requires some balancing anyway.

    Last edited Apr 01, 2012 by Terhonator
  • Avatar of TaintedDreams TaintedDreams Mar 27, 2012 at 22:15 UTC - 0 likes

    I've only tested the new version of Mission One so far, found no new glitches / bugs other that what Defiler did, but each base definitely had WAYYY too many resources (7500 for each geyser 2 per base, and 4500 to 5000 minerals per node and around 10 per base). I think you should tone it down to a level where by the time you destroy the next enemy base, the resources at your current base should be close to running out (in terms of being harvested, should have plenty stored up to leave the player room for mistakes). Ignoring the gameplay reasons, it makes no sense lore-wise to have such a massive amount of resources sitting there with such weak defenses. In this case, I'd suggest maybe 500 to 1000 minerals per node, and 1000 to 1500 per geyser.

    Edit: Looked through some of the other maps, and all of them seem to have the same resource set up. You should definitely consider fixing that up, would add a lot more depth to each mission. Also, for Mission Three (General Panzo mission), should add the last area where the general is a bit better defended (Spartan Company or something) to give the end more of a climax feel rather than than an area you can just blaze past.

    Last edited Mar 27, 2012 by TaintedDreams
  • Avatar of DEFILERRULEZ DEFILERRULEZ Mar 27, 2012 at 19:38 UTC - 0 likes

    U will do other missions of this campaign? Because we never use the battlecruiser,i think that the last mission will have it ;p Or also the Hercules(Mega dropship of the campaign)

  • Avatar of Terhonator Terhonator Mar 27, 2012 at 12:58 UTC - 1 like

    Thanks for comments again DEFILERRULEZ.

    Problem with unit names is propably localization problem and I don't exactly understand yet what causes names or buttons to show Unit/Name/Xxx stuff. Thanks for bug report anyway.

    I removed Stimpack from Max for a reason. Max damage per second is 20 so with Stimpack it becomes too high in my opinion. Max doesn't get infantry upgrades at the moment and I'm not sure should I add those upgrades for him since he has his own "special" armor and weapon.

    Flamethrower Turret is same unit as Perdition Turret and I removed burrow ability so it works that way for a reason. My idea was to make Flamethrower Turret and Chaingun Turret as good Protoss Photon cannon. (=almost same cost, DPS, and Health)

    I will check Mission5 triggers again and try to fix victory condition.

    About Mission10 loading screen text - Char is a big planet and I tried to tell that there are also Protoss on Char but it doesn't mean Protoss are on every sector / mission that happens on Char. There will be some Protoss on later missions.

    Last edited Mar 27, 2012 by Terhonator
  • Avatar of DEFILERRULEZ DEFILERRULEZ Mar 26, 2012 at 22:45 UTC - 0 likes

    Ok i tested all this new version,and u improved it very much.(sorry my italian/english) There's only some little mistakes. The marauder Hero (Max Green) haven't a name (Unit/Marauder 2 if i remember right),he also can't receive the infantry upgrades Turret Perdition (your version with... 350 HP!!! :O) don't burrow itself,it's a your choice or it's a issue? On Mission 5 you can't win,i collected >10000 mineraals,but the mission didn't end /: On mission 6 the left vespene geyser of terran (Minestar) base is bad collocated,i can't build a refinery on it. What do you think about upgrades Max Green on every mission with some new abilities (stimpack for example) or DPS/Damage/Health/Armor/Range increments? Where is the "Protoss Fleet" that i can read on the description of the mission 10? Good Job with this really good campagin ;)

  • Avatar of Terhonator Terhonator Mar 25, 2012 at 13:52 UTC - 0 likes

    Hey. There is no "download link" because latest files are always found from "Files" section at top of this page.

    And, yes I'm doing update to all missions. Mostly just modify story and some minor gameplay changes.

Facts

Date created
Jul 19, 2011
Last updated
May 15, 2012

Author