I remember this. I thought it was a fun campaign and it inspired me to make missions myself. Especially the early version of BioTech3 was made with your AI triggers as a blueprint.
I see you have a 16th mission in the launcher picture but I only found 15 in the zip. Does it mean that map aint ready yet?
njordys, that is exactly what I wanted to hear :) Inspiring others to make campaigns was one of my goals. Campaign had 16 missions but I decided to cut it to 15 missions so mission 16 in launcher is mistake at the moment. I have a plan to continue campaign with HotS dependencies in part2. Player will be Zerg in that series. I will build the story same way as in SC1 and SC2.
FenixKissKerrigan, thank you! Terrain needs always more work. Mar Sara missions are better detailed than Haven and Char at the moment.
EDIT: I signed at wrong profile name :D This is my real profile.
Hi. I noticed that JayborinoPlays made a let's play from my campaign. Thank you!
Legacy of the Void is out now and finally the "data" part of core game should be finished. When HotS came out I got little spark to continue my work but I'm was still worried about data part because I know that LotW will break data things.
At the moment I have some ideas:
- I will rework Hand of Humanity campaign to use LotW units. This can change current missions but I want to make some sort of "final" version of the campaign. HoH uses WoL mod at the moment.
- Banished Brood part has only 1 mission so I am going to combine few Zerg missions to the Hand of Humanity campaign and these mission will be like "spinoff" missions. Campaign should have around 20(?) missions: 15 (?) Terran, 5 (?) Zerg or something like that.
- When I begin my work on mod file I know that I need to do some big compromises. For example I may need to completly change mission objectives or completly recreate or delete custom units but in total I can promise more buildable campaign units. I also may need to modify story if I need to change mission objectives and so on.
EDITS: More text, No Terrazine in Bel'Shir :( I believe I wont add Protoss because it requires lot of work to modify 3rd race the way I want to.
If you weren't that motivated to begin with it was a good idea to wait for LotV. Having a lot of work right now trying to move everything to the new dependencies.
- Mod uses LotV dependencies
- More units from campaign added
- Tilesets updated to LotV
- 6 difficulty settings. All difficulty levels not tested yet. Difficulty affects to attack waves only.
- No new missions yet
- Some modified mission objectives on maps
- Changed order of some missions
- Banished Brood mission1 included on HoH
- Attack waves are smaller but bases have more units and defense structures, this way player can move out from base earlier
- All units are "Tier1". You can build all units as early as you can build Marine. For example Battlecruiser does not need Fusion Core, Starport does not need Factory and Factory does not need Barracks.
- All Terran & Zerg units modified, mostly some tuning on Health, damage, attack speed and costs.
- Cloak mechanics and most of abilities removed
- New hotkey system, most abilities use QWER buttons
Most important changes, including big changes to game core mechanics:
- Vespene requirement removed from all units, compensated with minerals
- Supply requirement removed from all units
- Zerg builds ground units from Spawning Pool
- Zerg builds air units from Spire
- Zerg buildings do not require or produce creep
- All Terran & Zerg area damage effects modified (In short "frindly fire" should not happen to own units.)
- All Terran & Zerg damage effects with "Create persistent" modified. (Tooltips have showed wrong amounts compared to actual damage)
- New buildable units: Primal Roach, Brutalisk, Leviathan, MULE
- Baneling, Viper, Guardian, Corruptor, Ravager, Impaler trained from Spawning Pool. No need to morph from other units.
- Reactor and Tech Lab removed.
- Units with "supply value" 1 or less spawn in groups of 2 or more. (such as Baneling, Marine, Medic)
- Merc Compound now produces units. (No longer instant summon with long cooldown) Mercenaries buildtime is 100 % longer compared to normal units.
- Flamethrower turret and Hellion removed unless I understand how these units actually work. (Complex damage effects)
- Players have less resources in bases & expansions
- Healing effects now heal 6 per second and do not require energy.
- SCVs gather 4 Mineral in 3 seconds. MULEs gather 12 Minerals in 9 seconds. (=Same effiency)
- Changed order of Haven03 and Haven04
- MarSara02: Required minerals reduced to 6000.
- Haven03: Fire weapon no longer needed to kill Infestation Pits. (This caused some problem with other invulnerable mechanics, I liked the effect so I will try to recreate it if I find better way to do it.)
- Haven04: Main objective changed to destroy Mineral Refinery. Zerg removed, replaced with Terran base
- Char05: Mission objective changed to "Destroy all enemy buildings.".
- Kaldir01: Mission objective changed to "Infest 3 Command Centers".
- Attack waves (=difficulty) changed so that "Normal" is only slightly harder than before. "Very easy" and "Easy" are slightly easier and "Hard", "Harder" and "Very hard" are more harder.
- Campaign is now combined Terran & Zerg campaign. You play around half of missions as Terran and half as Zerg. This means changes to story line, mission objectives and mission order.
- New buildable units: Hybrid Reaver, Hybrid Destroyer, Hybrid Nemesis, Infestor
- Flamethrower Turret is back, using different model and stats.
- Mind Control Tower and Sensor Tower removed.
- Infestor and Science Vessel have Mind control ability.
- 2 new upgrades available in Terran Armory.
- Kaldir01 mission temporary removed. (Yes, the war will continue on Kaldir)
- New mission: Mission17.
Damn son ! I tryed all the new maps yesterday... The new changes are interesting,like no armor and biological/mechanical bonus damage, but the mono units for the enemy forces you to a monounits composition, sorry but this new version is too simplified and boring to me
Hey. Thanks for feedback. The simplicity of mechanics is definately the thing that shares opinions. I have tried to combine best things of Starcraft 1, Starcraft 2 + old Command & Conquer (1995). At the moment enemy sends mono units because I am not absolutely sure yet what is good amount of units per attack wave. I am using really simple formula to count amount of sent units. I also believe that I need to heavily overweight units that can shoot air because otherwise air units can destroy enemy bases too easily. Attack waves definately look better if I make combinations like Marines + Goliaths or Cyclones + Wraiths.
Hey. Once again almost everything has changed in Hand of Humanity project.
Campaign is much better constructed now so player does not get all new units at once. I would like to get some feedback, especially from people who are playing for first time.
I'll try and give it a try if the game cooperates with me.
Edit
Just played it for the first time. Yeah, no. This isn't the kind of campaign for me. Everything about it turned me off. From the change in hotkeys to the speed of building things. I did not like anything. I cannot give any useful feedback.
I want to thank people who have played my campaign. Best way to say "thank you" is to provide more content so I have just uploaded new version of the campaign. Different type of missions are now separated into Part1 / Part2.
Terran, Part1: This campaign contains build & destroy missions that introduce all Terran units for player. Player can choose restricted or full tech tree. 11 missions and 11 cutscenes.
Zerg, Part1: This campaign contains build & destroy missions that introduce all Zerg units for player. Player can choose restricted or full tech tree. 11 missions and 11 cutscenes.
Terran, Part2: This campaign contains build & destroy missions with restriced technology and missions without base building. 7 missions.
Zerg, Part2: This campaign contains build & destroy missions with restriced technology and missions without base building. 7 missions.
Hand of Humanity is unique campaign because mod file changes some of the core mechanics of Starcraft II. Have you enjoyed RTS games of 1990s such as Warcraft II or Command & Conquer? Great! So did I and that is why Hand of Humanity game mechanics are very simple. You dont have to worry about supplies, gas, creep or tech tree restrictions.
In Hand of Humanity player really can choose what kind of defenses and units he wants to build, not what he is forced to build. Hand of Humanity contains total of 112 buildable units / structures at the moment! That amount is divided between Terran and Zerg so both races have over 50 different units. Maybe you like to build turtle defense with Sandbags, Flamethrower Turrets, Laser Turrets and Machinegun Turrets around your base? Or maybe you want to overrun your enemies with Brutalisks, Fatalisks, Flame Maggots and Tyrannozors?
Even famous youtuber Jayborino is overwhelmed with amount of stuff available: (Video is slightly outdated at the moment)
Hand of Humanity contains 30 missions at the moment making it longest user made campaign at the moment. Campaign contains good amount of classic build & destroy missions and missions with limited amount of units. All missions have 6 difficulty levels.
I'm going to point out some issues from a balance perspective
Bio units > Mechanical units
The main advantage of biological units is the ability to be micro'd better than mechanical units. It takes less time to maneuver a biological unit around your army (since it only has to walk 1 unit forward and backward) than mech units, which need two units. It takes less time to make a hole in your army for a biological unit to move back.
Mercenary units > Normal units
Mercenary units have the advantage of more DPS per square inch, and with large armies that's an advantage that is very useful. Also allows your medics to heal easier as they have only 1/2 the size of a normal army to worry about.
Battlecruisers are probably the best air unit. Their ability to 1-shot most ground units (as 50 hp ground units are the norm) is highly useful. Plus the 25 damage air unit takes a long time to decelerate before firing, and their 200 hp requires a lot of micro to use.
Also, the Zeus seems to have trouble targeting units when put on attack move
I am a bit surprised that bio units (Barracks) are stronger than mechanical units. (Factory) Bio units can be 1-shotted with slow weapons. (Ravager for example) Mechanical units have more health so its is possible to absord more damage with healers.
My personal opinion is that high costs units are better than low cost units :)
In theory 4 Marines costs as much as 1 Tank. 4 Marines have 200 health in total and 20 dps in total. Tank has 200 health in total and 20 dps in total. Tank radius is 1.00 and Marine radius is 0.50. So 4 Marines take as much space as 1 Tank.
In general there are units that cost 100, 400 or 800.
I agree that mercenary and primal units are better than normal ones at the moment. I will propably do some fine tuning with health or cost later. Maybe +10 % price or -10 % health?
What you think about balance on Zerg and melee units? Terran has only 3 melee units at the moment.
Hello. I havent posted about Hand of Humanity for a while. This project evolves all the time so if you have played any early versions of Hand of Humanity you may not recognice the campaign anymore.
Hand of Humanity focuses on quanity of stuff. This means huge amount of buildable units for Terran and Zerg.
Terran campaign contains 28 missions and Zerg campaign contains 17 missions at the moment. First 16 missions are used to introduce all units for player.
Hand of Humanity mod changes default Starcraft II gameplay so you can actually think it as "new" game that uses Starcraft II models.
As always I would really like to get more feedback.
@Terhonator: Go
I remember this. I thought it was a fun campaign and it inspired me to make missions myself. Especially the early version of BioTech3 was made with your AI triggers as a blueprint.
I see you have a 16th mission in the launcher picture but I only found 15 in the zip. Does it mean that map aint ready yet?
It was very good, only problem is that the exterior terrain is a bit undetailed and sparse (in terms of doodads).
njordys, that is exactly what I wanted to hear :) Inspiring others to make campaigns was one of my goals. Campaign had 16 missions but I decided to cut it to 15 missions so mission 16 in launcher is mistake at the moment. I have a plan to continue campaign with HotS dependencies in part2. Player will be Zerg in that series. I will build the story same way as in SC1 and SC2.
FenixKissKerrigan, thank you! Terrain needs always more work. Mar Sara missions are better detailed than Haven and Char at the moment.
EDIT: I signed at wrong profile name :D This is my real profile.
Hi. I noticed that JayborinoPlays made a let's play from my campaign. Thank you!
Legacy of the Void is out now and finally the "data" part of core game should be finished. When HotS came out I got little spark to continue my work but I'm was still worried about data part because I know that LotW will break data things.
At the moment I have some ideas:
- I will rework Hand of Humanity campaign to use LotW units. This can change current missions but I want to make some sort of "final" version of the campaign. HoH uses WoL mod at the moment.
- Banished Brood part has only 1 mission so I am going to combine few Zerg missions to the Hand of Humanity campaign and these mission will be like "spinoff" missions. Campaign should have around 20(?) missions: 15 (?) Terran, 5 (?) Zerg or something like that.
- When I begin my work on mod file I know that I need to do some big compromises. For example I may need to completly change mission objectives or completly recreate or delete custom units but in total I can promise more buildable campaign units. I also may need to modify story if I need to change mission objectives and so on.
EDITS: More text, No Terrazine in Bel'Shir :( I believe I wont add Protoss because it requires lot of work to modify 3rd race the way I want to.
If you weren't that motivated to begin with it was a good idea to wait for LotV. Having a lot of work right now trying to move everything to the new dependencies.
Hey. I have uploaded new version of the campaign. (File is waiting for approval at time of posting)
http://www.sc2mapster.com/maps/hand-humanity-mission1/
Most important changes:
- Mod uses LotV dependencies
- More units from campaign added
- Tilesets updated to LotV
- 6 difficulty settings. All difficulty levels not tested yet. Difficulty affects to attack waves only.
- No new missions yet
- Some modified mission objectives on maps
- Changed order of some missions
- Banished Brood mission1 included on HoH
- Attack waves are smaller but bases have more units and defense structures, this way player can move out from base earlier
- All units are "Tier1". You can build all units as early as you can build Marine. For example Battlecruiser does not need Fusion Core, Starport does not need Factory and Factory does not need Barracks.
- All Terran & Zerg units modified, mostly some tuning on Health, damage, attack speed and costs.
- Cloak mechanics and most of abilities removed
- New hotkey system, most abilities use QWER buttons
I have uploaded new version of the campaign 20.1.2016. (File is waiting for approval at time of posting)
http://www.sc2mapster.com/maps/hand-humanity-mission1/
Most important changes, including big changes to game core mechanics:
- Vespene requirement removed from all units, compensated with minerals
- Supply requirement removed from all units
- Zerg builds ground units from Spawning Pool
- Zerg builds air units from Spire
- Zerg buildings do not require or produce creep
- All Terran & Zerg area damage effects modified (In short "frindly fire" should not happen to own units.)
- All Terran & Zerg damage effects with "Create persistent" modified. (Tooltips have showed wrong amounts compared to actual damage)
- New buildable units: Primal Roach, Brutalisk, Leviathan, MULE
- Baneling, Viper, Guardian, Corruptor, Ravager, Impaler trained from Spawning Pool. No need to morph from other units.
- Reactor and Tech Lab removed.
- Units with "supply value" 1 or less spawn in groups of 2 or more. (such as Baneling, Marine, Medic)
- Merc Compound now produces units. (No longer instant summon with long cooldown) Mercenaries buildtime is 100 % longer compared to normal units.
- Flamethrower turret and Hellion removed unless I understand how these units actually work. (Complex damage effects)
- Players have less resources in bases & expansions
- Healing effects now heal 6 per second and do not require energy.
- SCVs gather 4 Mineral in 3 seconds. MULEs gather 12 Minerals in 9 seconds. (=Same effiency)
- Changed order of Haven03 and Haven04
- MarSara02: Required minerals reduced to 6000.
- Haven03: Fire weapon no longer needed to kill Infestation Pits. (This caused some problem with other invulnerable mechanics, I liked the effect so I will try to recreate it if I find better way to do it.)
- Haven04: Main objective changed to destroy Mineral Refinery. Zerg removed, replaced with Terran base
- Char05: Mission objective changed to "Destroy all enemy buildings.".
- Kaldir01: Mission objective changed to "Infest 3 Command Centers".
- Attack waves (=difficulty) changed so that "Normal" is only slightly harder than before. "Very easy" and "Easy" are slightly easier and "Hard", "Harder" and "Very hard" are more harder.
I have uploaded new version of the campaign 6.2.2016. (File is waiting for approval at time of posting)
http://www.sc2mapster.com/maps/hand-humanity-mission1/
Most important changes:
- Campaign is now combined Terran & Zerg campaign. You play around half of missions as Terran and half as Zerg. This means changes to story line, mission objectives and mission order.
- New buildable units: Hybrid Reaver, Hybrid Destroyer, Hybrid Nemesis, Infestor
- Flamethrower Turret is back, using different model and stats.
- Mind Control Tower and Sensor Tower removed.
- Infestor and Science Vessel have Mind control ability.
- 2 new upgrades available in Terran Armory.
- Kaldir01 mission temporary removed. (Yes, the war will continue on Kaldir)
- New mission: Mission17.
Damn son ! I tryed all the new maps yesterday... The new changes are interesting,like no armor and biological/mechanical bonus damage, but the mono units for the enemy forces you to a monounits composition, sorry but this new version is too simplified and boring to me
i made that post cuz you updated a new version today
Hey. Thanks for feedback. The simplicity of mechanics is definately the thing that shares opinions. I have tried to combine best things of Starcraft 1, Starcraft 2 + old Command & Conquer (1995). At the moment enemy sends mono units because I am not absolutely sure yet what is good amount of units per attack wave. I am using really simple formula to count amount of sent units. I also believe that I need to heavily overweight units that can shoot air because otherwise air units can destroy enemy bases too easily. Attack waves definately look better if I make combinations like Marines + Goliaths or Cyclones + Wraiths.
Hey. 4 new let's play videos made by DeltronLive:
Download campaign here: http://www.sc2mapster.com/maps/hand-humanity-mission1/
JayborinoPlays has made 3 new videos:
Hey. Once again almost everything has changed in Hand of Humanity project.
Campaign is much better constructed now so player does not get all new units at once. I would like to get some feedback, especially from people who are playing for first time.
Download: http://www.sc2mapster.com/maps/hand-humanity-mission1/
Project is divided into 4 campaigns. Total of 32 missions.
@Terhonator: Go
I'll try and give it a try if the game cooperates with me.
Edit
Just played it for the first time. Yeah, no. This isn't the kind of campaign for me. Everything about it turned me off. From the change in hotkeys to the speed of building things. I did not like anything. I cannot give any useful feedback.
Hand of Humanity has 11960 downloads. Need 40 more downloads to rech 12000!
Download: http://www.sc2mapster.com/maps/hand-humanity-mission1/
I want to thank people who have played my campaign. Best way to say "thank you" is to provide more content so I have just uploaded new version of the campaign. Different type of missions are now separated into Part1 / Part2.
Terran, Part1: This campaign contains build & destroy missions that introduce all Terran units for player. Player can choose restricted or full tech tree. 11 missions and 11 cutscenes.
Zerg, Part1: This campaign contains build & destroy missions that introduce all Zerg units for player. Player can choose restricted or full tech tree. 11 missions and 11 cutscenes.
Terran, Part2: This campaign contains build & destroy missions with restriced technology and missions without base building. 7 missions.
Zerg, Part2: This campaign contains build & destroy missions with restriced technology and missions without base building. 7 missions.
All units in pictures are buildable.
(Shamelessly advertising)
Hand of Humanity is unique campaign because mod file changes some of the core mechanics of Starcraft II. Have you enjoyed RTS games of 1990s such as Warcraft II or Command & Conquer? Great! So did I and that is why Hand of Humanity game mechanics are very simple. You dont have to worry about supplies, gas, creep or tech tree restrictions.
In Hand of Humanity player really can choose what kind of defenses and units he wants to build, not what he is forced to build. Hand of Humanity contains total of 112 buildable units / structures at the moment! That amount is divided between Terran and Zerg so both races have over 50 different units. Maybe you like to build turtle defense with Sandbags, Flamethrower Turrets, Laser Turrets and Machinegun Turrets around your base? Or maybe you want to overrun your enemies with Brutalisks, Fatalisks, Flame Maggots and Tyrannozors?
Even famous youtuber Jayborino is overwhelmed with amount of stuff available: (Video is slightly outdated at the moment)
Hand of Humanity contains 30 missions at the moment making it longest user made campaign at the moment. Campaign contains good amount of classic build & destroy missions and missions with limited amount of units. All missions have 6 difficulty levels.
Download: https://www.sc2mapster.com/maps/hand-humanity-mission1/
I'm going to point out some issues from a balance perspective
Bio units > Mechanical units
The main advantage of biological units is the ability to be micro'd better than mechanical units. It takes less time to maneuver a biological unit around your army (since it only has to walk 1 unit forward and backward) than mech units, which need two units. It takes less time to make a hole in your army for a biological unit to move back.
Mercenary units > Normal units
Mercenary units have the advantage of more DPS per square inch, and with large armies that's an advantage that is very useful. Also allows your medics to heal easier as they have only 1/2 the size of a normal army to worry about.
Battlecruisers are probably the best air unit. Their ability to 1-shot most ground units (as 50 hp ground units are the norm) is highly useful. Plus the 25 damage air unit takes a long time to decelerate before firing, and their 200 hp requires a lot of micro to use.
Also, the Zeus seems to have trouble targeting units when put on attack move
The condensed Custom Campaign Initiative is on this Google Sheet!
List of my Custom campaign text reviews (warning: only the first half of each is serious)
Thanks for feedback TChosenOne.
I am a bit surprised that bio units (Barracks) are stronger than mechanical units. (Factory) Bio units can be 1-shotted with slow weapons. (Ravager for example) Mechanical units have more health so its is possible to absord more damage with healers.
My personal opinion is that high costs units are better than low cost units :)
In theory 4 Marines costs as much as 1 Tank. 4 Marines have 200 health in total and 20 dps in total. Tank has 200 health in total and 20 dps in total. Tank radius is 1.00 and Marine radius is 0.50. So 4 Marines take as much space as 1 Tank.
In general there are units that cost 100, 400 or 800.
I agree that mercenary and primal units are better than normal ones at the moment. I will propably do some fine tuning with health or cost later. Maybe +10 % price or -10 % health?
What you think about balance on Zerg and melee units? Terran has only 3 melee units at the moment.
I will check if I can improve Zeus somehow.
Hello. I havent posted about Hand of Humanity for a while. This project evolves all the time so if you have played any early versions of Hand of Humanity you may not recognice the campaign anymore.
Hand of Humanity focuses on quanity of stuff. This means huge amount of buildable units for Terran and Zerg.
Terran campaign contains 28 missions and Zerg campaign contains 17 missions at the moment. First 16 missions are used to introduce all units for player.
Hand of Humanity mod changes default Starcraft II gameplay so you can actually think it as "new" game that uses Starcraft II models.
As always I would really like to get more feedback.
Download: https://www.sc2mapster.com/maps/hand-humanity-mission1/