Hand of Humanity (Campaign project)
This project will be merged to Resource Curse project.
Hand of Humanity contains Terran campaign with 28 missions and Zerg campaign with 17 missions.
Hand of Humanity mod changes Starcraft II core mechanics and offers huge amount of customized, buildable units for Terran and Zerg.
Games that have inspired me as mapmaker are Warcraft II (1995) and Command & Conquer: Red Alert (1996). My ambitious goal is to create long campaign that combines best elements of 1990s singleplayer RTS games.
How to play?
Singleplayer campaigns require some file management to make it work properly. You have to extract a zip file, find and create folders.
1. Download Hand_of_Humanity.zip. You find it from "Files" section at top part of this page.
2. Extract .zip file and place files like this:
Startcraft II\Maps\Hand of Humanity\Launcher Zerg.SC2Map
Starcraft II\Mods\HandOfHumanityMOD.SC2Mod
3. Open "Launcher Terran" or "Launcher Zerg" map in Starcraft2 editor and press "Test document" button.
I seem to have found a problem. I think I did everything right when installing the campaign, but when I hit start after the menu opens the game says it can't load the map. Is it a bug or did I do something wrong?
In reply to Forge_User_16719421:
I am having the same problem it is missing the dependency file
I have uploaded new version of the campaign 10.2.2017 (File is waiting for approval at time of posting)
Most important changes:
- 2 New missions: TerranP2M12 and ZergP2M01.
- Terran Part2 Mar Sara missions terrains modified much more open and contain more doodads. Affects most on maps that had narrow areas or ramps earlier.
I have uploaded new version of the campaign 6.2.2017 (File is waiting for approval at time of posting)
Most important changes:
- Terran and Zerg versions of Part1 missions no longer have exactly same terrain but have same mission objectives.
- All Part1 missions terrain modified: Maps are much more open and contain more doodads. Affects most on maps that had narrow areas or ramps earlier.
- Warhound attack speed, damage and upgrades rescaled.
I have uploaded new version of the campaign 28.1.2017 (File is waiting for approval at time of posting)
Most important changes:
- New Terran upgrade: Turret Weapons. Reduces attack perioid of defensive structures by 20 %.
- New Zerg upgrade: Defensive Tactics. Reduces attack perioid of defensive structures by 20 %.
- New upgrade: Improved Healing. Increases healing per second by 20 %. (Same upgrade for Terran and Zerg)
- Terran upgrade Improved Defenses increases life of defensive structures by 20 %. Down from 40 %.
- Zerg upgrade Turtle Shell increases life of defensive structures by 20 %. Down from 40 %.
- Zerg upgrade Turtle Shell affects Infested Cocoons.
- All used doodads rescaled on mod.
- All used doodads scaled on maps to 100 %.
I have uploaded new version of the campaign 13.1.2017 (File is waiting for approval at time of posting)
Most important changes:
- Mar Sara fog modified: Blue fog on lowest cliff level removed.
I have uploaded new version of the campaign 9.12.2016 (File is waiting for approval at time of posting)
Most important changes:
- Amount of used tilesets reduced to 4: Mar Sara, Avernus, Valhalla, Ulaan (Haven, Redstone, Kaldir, Underwater removed)
- "Normal" Mineral fields are orange. (I think orange model looks better) Normal gather rate is still 5 Minerals in 3 seconds for SCV and Drone, 15 Minerals in 9 seconds for MULE.
- Air units are disallowed at Part2 missions.
- Changed order of Part2 missions
- TerranP1M09 and ZergP1M09 terrain modified to much more open - Attack waves wont get stuck anymore
- Changed mission objective of TerranP1M01 and ZergP1M01 to "Destroy Command Center".
- Mission with "Destroy Facility entrance" objective changed to TerranP2M02.
- Underwater mission modified to Mar Sara mission TerranP2M04. (Hopefully I find a way to use underwater theme later)
- Changed mission objective of first Valhalla mission to "Bring Max Green to Beacon in Sector 8".
- Changed mission objective of second Valhalla mission to "Destroy all Chemical Tanks".
- Changed mission objective of TerranP1M03 and ZergP1M03 to "Destroy all enemy Nests".
- Changed mission objective of TerranP1M12 and ZergP1M12 to "Destroy all enemy Spires".
- Factions modified: At the moment only Minestar and Dabola's Brood are used as enemies. (Galax and Shinab's Brood maybe used later if need)
- Improved attack waves: Increased number of targets where enemy attacks.
- Improved attack waves / defenses: Variety of used units slightly increased.
- Fixed Mercenary Compound unit cancellation with ESC key.
I will slightly change structure of campaigns again.
Part1 will only contain build & destroy missions that introduce all units for player. Part1 can be played as Terran or Zerg. Mission objectives are same for both races. Ground units are intoduced in first 11 missions and air units are available only in last 5 missions.
Part2 will contain all micro missions and some build & destroy missions. Part2 can only be played as Terran. Available buildable units depend on mission type. Main focus will be on ground units, so air units are available only in some missions.
As a result Zerg micro missions will be deleted. No big difference honestly because these were just copy of Terran mission.
I have uploaded new version of the campaign 1.12.2016 (File is waiting for approval at time of posting)
Most important changes:
- 4 new missions: TerranP2M04, ZergP2M04, TerranP2M05, ZergP2M05
I have uploaded new version of the campaign 27.11.2016 (File is waiting for approval at time of posting)
Most important changes:
- Campaign structure modified: From now on each unique mission has Terran and Zerg version. Amount and order of missions slightly changed as result. Map will be exactly same on both versions.
I have uploaded new version of the campaign 25.11.2016 (File is waiting for approval at time of posting)
Most important changes:
- 2 new missions: TerranP2M03, ZergP2M03
At the moment my goal is to publish slightly unpolished versions of all planned maps for Part1 and Part2. Then I will focus to improve quality of all missions. (Attack waves, bonus objectives, story and maybe small cutscenes)
I have uploaded new version of the campaign 21.11.2016 (File is waiting for approval at time of posting)
Most important changes:
- 4 new missions: TerranP1M14, ZergP1M14, TerranP1M15, ZergP1M15.
At the moment my goal is to publish slightly unpolished versions of all planned maps for Part1 and Part2. Then I will focus to improve quality of all missions. (Attack waves, bonus objectives, story and maybe small cutscenes)
I have uploaded new version of the campaign 13.11.2016 (File is waiting for approval at time of posting)
Most important changes:
- 4 new missions: TerranP1M13, ZergP1M13, TerranP2M02, ZergP2M02.
At the moment my goal is to publish slightly unpolished versions of all planned maps for Part1 and Part2. Then I will focus to improve quality of all missions. (Attack waves, bonus objectives, story and maybe small cutscenes)
I have uploaded new version of the campaign 22.10.2016 (File is waiting for approval at time of posting)
Most important changes:
- 2 new missions: TerranP1M12, ZergP1M12 (Kaldir tileset)
- Launcher files modified. Only one launcher map for Terran and one for Zerg. Campaign is still divided in 3 parts.
I have uploaded new version of the campaign 17.10.2016 (File is waiting for approval at time of posting)
Most important changes:
- New buildable Zerg structure: Spike Colony. Spike Colony is available first time in ZergP1M10.
I have uploaded new version of the campaign 7.10.2016 (File is waiting for approval at time of posting)
Most important changes:
- 2 new missions: TerranP3M02, ZergP3M02
I have uploaded new version of the campaign 28.9.2016 (File is waiting for approval at time of posting)
Most important changes:
- Campaign structure modified. In total 6 missions removed: TerranP1M02, TerranP1M03, TerranP1M04, ZergP1M02, ZergP1M03 and ZergP1M04. I will make all maps 200x200 size.
- At the moment Part1 contains 11 missions for Terran and 11 for Zerg. Part2 contains 1 mission for Terran and 1 for Zerg. Part3 contains 1 mission for Terran and 1 for Zerg.
- Campaign is divided into 3 parts from now on. Parts 1 and 2 are used to introduce new units.
- I like the campaign structure now so I can focus on creating new maps and improving old missions. In total it takes 20 missions (Part1 15 + Part2 5) per race to open the tech tree by 2-3 units per mission.
I have uploaded new version of the campaign 23.9.2016 (File is waiting for approval at time of posting)
Most important changes:
- 4 new missions: TerranP1M12, ZergP1M12, TerranP1M14, ZergP2M14 (Order of missions slightly changed, M12 is new micro mission and M14 is new macro mission)
I have uploaded new version of the campaign 15.9.2016 (File is waiting for approval at time of posting)
Most important changes:
- 4 new missions: TerranP1M12, ZergP1M12, TerranP2M01, ZergP2M01
- New buildable Terran unit: Griffin
I have uploaded new version of the campaign 8.9.2016 (File is waiting for approval at time of posting)
Most important changes:
- In Part1 missions 3 new ground units / defensive structures are introduced per build & destroy mission.
- Difficulty rescaled for all Part1 missions. Overall difficulty is slightly easier. Modifiers are now 40/70/100/130/160/190 %.
- 2 new missions: TerranP1M11 and ZergP1M11
- New buildable Zerg structure: Infested Cocoon. Infested Cocoons work same way as Terran Sandbags.
- Terran upgrades modified. Fast Reload affects to biological ground units and Ground Targeting system affects to mechanical ground units.