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.
Thank you for reply. Beside the starcraft 1 remake, I believe this one is the best campaign I have played. I like the story line and battle. I am expecting more missions, updates (chapter 1), and the second chapter. Thank you very much.
Thanks for comment ss276. I'm glad you enjoyed this campaign. I am not good SC2 player myself so I can't effectively test maps with very high difficulty. In this campaign difficulty affects only to attack waves (amount of units sent by enemy) and upgrades so it can be modified easily.
I really enjoy the campaign. I played three more times. But, I think it is too easy for me. ..even the Brutal one. Could you please make it much harder. Thanks!
@Terhonator: Go
Yeah I know. It happens to me as well, have to wait days and days every time I upload a new version. Haha
Yes, still waiting for approval. Moderators have to approve all .zip files.
Where is the zip file? Or is it still pending approval?
Hand of Humanity has its own independent project page again. All comments (older than this) are from 2010-2011. Campaign has improved alot from these times. Hand of Humanity files and comments were posted on Custom Campaign Initiative page during 2011-2014. Hand of Humanity has 15 missions and the story will continue on second part of the campaign called Banished Brood.
Some notes about mission 1... and by some I mean... damn I gotta get off my soapbox....
-All the transmissions are gone? (Cinematics are really needed to sell your story and draw you in... at least in my humble opinion) As it stands, its fun enough gameplay, but it's really really dry and not really challenge.
-Attack wave stop abruptly after 20 mins of gametime (as previously pointed out)
After pulling open your mission file... I learned why your attack waves stop like that. There's a remarkably easy way to keep your attack waves going pretty much nonstop and also condense your attack wave triggers into one single trigger and that is to use the wait commands to separate out each wave and then to use a repeat forever logic (under actions/general) that will repeat a set of actions essentially forever. Set up three or four repeating attack waves here and use the random number function to further add some unpredictability. If you need an example, check out my mission 2 triggers for the AI attack waves. This is more or less the same way Blizzard does their maps and it really does work quite well.
Also, to make sure your AI doesn't run out of resources, Blizzard uses a cheat that essentially gives the AI resources whenever they dip below a certain threshold, such as 2000, again, if you need an example, look in my mission 1 or 2.
Your triggers are certainly alot better organized, and setting the scenario at night did help. However I can't help but feel the map was still a bit bland (then again, I'm not terribly satisfied with either of my maps as well from a terrain standpoint) Instead of random debris and enemy bases... perhaps build a industry town using doodads and neutral units, hell you could even rebuild the Minestar bases around these towns to indicate how Minestar is plundering the resources of Earth.
Sorry for the wall of text, but I hope this helps you. I'll get to making comments about the other three another time.
Lol when I meant by sorry Mozared is to apologize to Mozared if he ever reads my comments. Since he is a hands on terrain-er I feel I need to apologize to him for stating that extremely good terrain is not that important. :(
But anyway thanks for taking my suggestions and criticisms and using it to optimize your mapping skills. :)
Thanks for comments again lolzguy.
I agree that I hurried too much to get new versions released. I mostly wanted to get that improved terrain and faster game play released. I think this is "huge" update because I actually did lot of work with triggers to make things similiar for all maps 1-4. I mean like that I send all attack waves same way and I updated all objectives to work same way on trigger level. (Hope you undestand what I mean) Anyway I haven't updated campaign in 3 months before that. Let's say that I have missions version 2.0 at the moment =) So version 2.1 or 2.2 should be really good =)
For mission 3 you saied "You have to rescue all rebel groups before they get executed." that is actually really good idea!
Now I have better terrain and all kind of improvements done I can do fine tuning easily. Such as modify attack waves and add some other objectives. I think I have learned alot in last two months.
Anyway big thing is that I'm quite happy with missions 1-4 at the moment. So I can start to plan mission5.
I also have somekind of "concept" now so I can make next maps faster while I don't need to do so much learning for each thing.
For people who have played old versions of these maps some changes might feel annoying but I think most of players - especially people who haven't played these missions before will like new version of maps more than the old ones.
Lolzguy, What you meant when you saied sorry for Mozared. Mozared commented old versions of maps in this project thread on "Map feedback" section. So what Mozared saied are comments to the old versions of maps not for these new ones.
Hmm looks like I do have time to play mission 2/3/4 today :).
Overall
- Terrain was the same though BUT I really think it is a very good improvement from last time. Maybe adding some oasis in the desert (like Mozared suggested) and add some other features like a mine or something.
- Attack group again stops after 20 minutes. A few twicks and you can fix it. No big deal BUT the attacks only have ground forces. This makes it boring to play the missions :(. I heavy suggest adding other waves (Air, Reapers) to make the mission more interesting
Mission 2
- This is my favourite mission because of the uniqueness and vast improvements from the last time. The extra scvs after the electricity event really took me by surprise and gave me a smile :).
- This mission might be the only unique mission out of the other 3 missions (The electricity current and having to capture the cargo trucks) making me want to play this mission more.
Mission 3
- I am very disappointed that you changed the mission to destroy the two things in a time limit. While the time limit is an unique add-on but overall it is just destroy everything to win missions (mission 1 and mission 4). I strongly recommend you to add the concept of rescuing the captured rebels back as it is unique and gives us some other things to play other then to destroy and win. If you want the time limit to be in to give challenge. You can still do it with rescuing units. You have to rescue all rebel groups before they get executed.
Mission 4
- Another destroy everything and win. You can change the mission to a single unit mission (like "Ghost of chance") placing charges on the nuke silos to sabotage the nuclear weapons. If you feel that is out of your ability then you can make it use the vikings to reach on top of the mountain to destroy the nuke silos (prevent the use of ground units to destroy the nuke silos)
- Where are the ghosts to nuke the base :(?!
- Vikings are redundant in this mission if there is no air units to attack. Adding aerial units is heavy suggested in this mission
Thats all there is, the map was well improved with the terrain but bugs and other problems are to be fixed if we are to enjoy your missions. I am sure these mistakes are very minor in the game play. Fixing the missions should do the trick and adding other uniqueness to the missions will make a fan a very happy fan :). This is meant to be constructive to improve your mapping :)
P.S - Sorry for the wall of text
Great Update with the missions? Well not quite. You see you did very good work with the terran and speed but because of that there are some bugs and problems I have to write about
Overall
- Well the terrain improved but I think terrain is just a frosting on the cake (Sorry Mozared :/). The terrain can very good but I think the main play, structure and uniqueness of the game is the most important (Again I am truely sorry Mozared)
- Attack waves now attacks expansions is a really great improvement in my opinion. Rather then let the player mass up with no resistance.
Mission 1 - First I am quite disappointed with the attack groups. There are now no reaper attacks or aerial attack only ground attacks and the group attacks stops after 20 minutes. I suggest adding back the reaper and aerial assaults to make it more challenging. Fixing the attack groups should be a piece of cake though.
- The lack of aerial assault makes the missile turret the most redundant technology in the game. I heavy suggest that aerial assault is added back in. If not get rid of the missile turret for good ( I built 10 missile turrets and realized no attacks came :/ quite a downer).
- The upgrades for infantry is a bit too much (Level 3 Weapons and Level 3 Armor) for the rebels. I feel that the rebels should have only level 1 upgrades to symbolize the weakness of the rebels.
I will player mission 2/3/4 tomorrow. Please take these as constructive criticisms.
I have a fan, yay! =)
I can't say any exact day but I think I get mission5 ready in august. I don't have any kind of schedule on my project.
I am a fan of your missions. I just love it. I am wondering when will the next one be uploaded?! Its was 29 April when you last published one. Please tell me the expected time for the next mission to come out. Cheers :)
Thanks again Tyneara. Its nice to get long comments =) Your suggestions are good. This just requires more WORK to be better. I have tested my maps and its triggers many times before posting but still some problems exists. Bug reporting is most valuable information for me actually so big thanks for reporting those trigger problems.
Now for the rest.
Overall
-Grammar is rough (I believe this is because you're a not a native speaker so I'm not going to be too harsh there. I can still understand it all.
-Missions are slow and painful mainly due to the starting time it takes to get your resource machine going. SCII is pretty much meant to be played at high speed, with 2x gysers and a number of minerals in any starting base. Also ensure that you give enough minerals to deal with any supply depots the player will have to immediately construct.
-Your AI routines NEVER attack expansion bases.
-By then end of mission 4, I felt I'd just done the same fairly enjoyable thing 4 times... 3 of which on the exact same terrain. I realize you're making this on a single planet, but even a single planet can have variation in terrain and that alone would go a long way towards making it each mission fresh.
-Your story feels almost immaterial to me. As a player supposedly leading these rebels, why is it that we have all the t3 infantry, vehicle, and weapon upgrades, and our enemy never does. In every mission, the minestar forces stay right at level 0. We also have just about every storyline upgrade as well, making my guys feel super awesome, and making my usual infantry ball to win face little resistance. Furthermore on that front, your transmissions and cinematics do little to help convey that story. Get some more talking heads going cause reading a gigantic block of text before each mission is frankly, boring.
Mission 2
-Your objective trigger doesn't update properly when you rescue the first 2 trucks. So you'll have two objectives, one of which updates properly as you grab more and another which doesn't.
-This felt like mission 1 part 2. I also got the feeling that you wanted the player to be sneaky, but in hindsite, it was easier to just roll over the minestar forces all over the map. (as they're not upgraded and have rather pitiful defenses) Furthermore, the cargo trucks you're going for are almost all in the minestar bases.
Mission 3
-The medic group your supposed to rescue doesn't change to your control, the group inside the minestar mineral field does. So you lose those guys, and don't get the medics.
-Supposedly you're rescuing these guys... that's great. But why do they need rescuing if they're just hanging out around the map. Some of whom aren't even covered by minestar forces. If you want me to feel as if I'm rescuing people, put them in some kind of guarded camp and make that the mission objective, instead of just saying your objective is to save them... when you just have to walk across the minestar bases on the map again.
Mission 4
-The opening cinematic is painfully long and boring. Waiting for a nuke to drop was done in Starcraft I and you can do much more to improve upon that. Also... having a whole group of units that I can't do anything to except watch them get nuked... and they don't do anything... that's even worse. The enemy even leaves all your bunkers intact.
-The little island with all the air units... feel extremely contrived as a way to force the player to build vikings.. as they are the only unit which can attack that island, even though there's little convincing reason to build them otherwise. Your initial group is more than enough to blast away attack wave.
There... I think that's about it. All this is meant to be constructive, so please take it as such.
Thanks Tyneara. If you comment all missions 1-4 I prize it much. At the moment I think mission1 is worst of my missions because I have done learning by doing so I should update earlier missions to make them better. Now I have more experience so I should easily make them better.
Mission 1 Thoughts
Overall I'd say its pretty good, fairly enjoyable. My biggest gripe is right at the beginning. You have to sit there and wait for about 5 minutes while your SCVs very slowly gather 125 minerals to put up two supply depots. I realize you are trying to show that our protagonists are low on resources and materials, but I believe that is already handled by the fact that you have to shoot everything up to and including battlecruisers and Thors with purely infantry.
Another minor inconvenience really is that the transmissions drag you off your base, lock your camera and make you sit there while the guy says one line. Again, just some thoughts from a design standpoint, possibly skip moving the camera entirely and just ping and reveal them. This allows the player to quick move to them, assess the situation on his/her own time then get back to base building. It also less... jarring.
Alternatively, you could enable cinematic mode, which would help make me feel less yanked away from my guys.
Okay, now that I've gotten the constructive criticism out of the way, let's do some praising. First off, I thought your terrain was fairly well done. I have a devil of a time with terrain myself, so props there for keeping it varied. I also felt the difficulty was just about right (playing on hard I think as that's what my editor is set for)
The best way to learn cinematics is just to do them in my opinion. Go for an intro cinematic for one of your missions and think on what kind of camera angles go best, what kind of actions you can have the various actors do while your at it. (explosions and violence are win) Best part of the intro cinematic is that you'll pretty much perfect it before you get to the hard part of the mission.
Cheers mate, I'm going to work my way through the other missions and provide my feedback on them.
Pretty good missions, keep up the good work!
I'm going to do some kind of cinematic to some of missions 1-4 and/or mission5. I don't have any cinematic experience yet. (I have only moved default camera during transmission events)