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.
@EDHRIANO: Go
The file sizes of these maps are relatively small compared to other campaigns, so I feel like it would take longer and be more confusing to others if you had multiple zip files. It took me less than 30 sec. to download the file, and I have pretty average internet speed.
Hi Terhonator,
I have a suggestion,
Perhaps if you could only add 3 maps per zip, like map 01-03 on one zip, and map 04-06 another zip and so on.
If you have the time, and if not too much trouble.
I have uploaded new version of the campaign 30.3.2016 (File is waiting for approval at time of posting)
Most important changes:
- Wrapped mod + maps in one zip file as usual.
- Scourges spawn in groups of four. (Doubled from 2)
- Scourge damage reduced to 55. (Halved from 110)
- Command Center and Orbital Command health reduced to 1000. Planetary Fortress upgrade increases health by 50 % to 1500. Improved Defenses upgrade affect on Planetary Fortress so upgraded Planetary Fortress has 2100 health. (+40 % from 1500)
- Weapon of Planetary Fortress is equal to turret with cost of 200.
I have uploaded new version of the mod file 25.3.2016.
Most important changes:
- Upgrades affect on all units that were added in previous update
- Fixed Gammalisk to move as air unit
- Bunker cargo space increased to 8.
- Improved Defenses and Turtle Shell upgrade health increase reduced from 50 % to 40 %.
hmm what kind of keyboard i have? i don`t know if this is the right answer, but its
en-us united states settings, qwerty type
lol i suck with computers
Hey. Hotkeys are designed for scandinavian keyboard. I recommend to use "Grid" hotkey settings. What kind of keyboard you have?
Hey, i downloaded your campaign, but theres something going on with my hotkeys. They`re not the "default" hotkeys, and its affecting greatly my game play. Is there anyway I can revert them to normal?
I tried to set one by one, manually, creating a new profile but theres no subgroup for advanced buildings, and some buildings conflict with each other that way : /
I have uploaded new version of the campaign 12.3.2016 (File is waiting for approval at time of posting)
Most important changes:
- New buildable Terran structures: Cannon Turret, Laser Turret, Sentry Gun
- New buildable Zerg structures: Nest
- New buidable Terran units: Hellion
- New buildable Zerg units: Deltalisk, Fatalisk, Fireworm, Gammalisk, Hybrid Thrasher, Tyrannozor, Primal Tyrannozor, Zetalisk. (All of them using Blizzard models)
- Zerg tech tree modified. All units that costs 300 or more minerals are spawned from Cavern. Nest is used to spawn Zerg melee units.
- New mission: Mission14 (Underwater Zerg micro mission) Total amount of missions is now 21.
- Hellion and Hellbat are now separate units. Can't transform.
- Defensive structures cost 200 / 300 Minerals depending on size.
- Defensive structures are equal to units of same cost but have +100 % health.
I have uploaded new version of the campaign 5.3.2016. (File is waiting for approval at time of posting)
Most important changes:
- New buildable units: Betalisk, Cerberus, Raven. Betalisk is using Broodlord model, Cerberus is using Pirate space ship model. Raven is armed with missile launcher but has no abilities.
- New missions: Mission16 (Terran micro mission) and Mission17A. (Terran macro mission) Total amount of missions is now 20.
- Changed order of all Char missions.
- Braxis01 moved to Mission07. (Hand of Humanity is traveling to Haven)
- Upgrades affect on new units.
- Haywire missiles upgrade affect on Marauders.
I am working two Kaldir missions at the moment so the war will continue on Kaldir, it just takes some time :)
I have uploaded new version of the campaign 26.2.2016. (File is waiting for approval at time of posting)
Most important changes:
- New buildable units: Broodling, Zergling, Primal Guardian, Primal Queen (Primal Queen uses some hero model)
- New Zerg upgrade: Turtle Shell (Total of 5 upgrades for Zerg)
- New Terran upgrade: Improved Beams (Total of 5 upgrades for Terran)
- Improved selection system for Spine Crawler and Spore Crawler. You can choose them more easily. Remember that Crawlers and Impaler can root / burrow anywhere so you can use these as attack units too.
- Structure attribute removed from Crawlers.
- Drone cant morph into Crawlers.
- Crawlers are spawned from Spawning Pool.
- Impaler is now balanced same way as Crawlers and Nydus Destroyer. Life increased to 300. Burrowed Impaler is visible to enemies without detector.
- All upgrades affect on Terran mercenaries, Primal Zerg and heroes.
I have uploaded new version of the campaign 20.2.2016. (File is waiting for approval at time of posting)
Most important changes:
- New Zerg building: Primal Den. (Uses Hydralisk Den model) Primal Den is used to spawn Primal Zerg units. Primal Zerg work like Terran mercenaries with +50 % hp and +100 % buildtime and may have small differences compared to "normal" unit.
- New buildable units: Ravasaur, Alphalisk, Primalisk. (Alphalisk using Dehaka spawn model, Primalisk using Primal Hive model)
- New buildable Primal Zerg units: Zergling, Hydralisk, Ultralisk, Mutalisk
- Primal Roach moved to Primal Den from Ultralisk Cavern.
- Upgrades do not affect to new units yet. (Will be fixed later)
- Science Vessel can now heal buildings.
- Mission02 objective changed to "Destroy all enemy Barracks".
I have uploaded new version of the campaign 11.2.2016. (File is waiting for approval at time of posting)
Most important changes:
- New mission: Mission10 (Total amount of missions is now 18)
- Mostly fine tuning on minor data things and some mission fine tuning.
- New upgrades in Armory / Evolution Chamber. Zerg has 4 updrades. Terran has 4 upgrades.
I have uploaded new version of the campaign 6.2.2016. (File is waiting for approval at time of posting)
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.
I have uploaded new version of the campaign 30.1.2016. (File is waiting for approval at time of posting)
Most important changes:
- All units armor reduced to 0. This makes expensive units more fragile against cheap units (For example Battlecruiser armor reduced from 3 to 0.)
- Mineral Fields have now 2000 minerals. So, bases and expansions with 8 Mineral Fields have 16000 resources in total. Default for Starcraft2 is 12000 Minerals and 5000 Gas -> 17000.
- Terran can build Armory (Only 2 upgrades available at the moment)
- Zerg can build Evolution Chamber (Only 1 upgrade available at the moment)
- Healing effects now heal 5 per second. (Same effiency for healing and repairing for all units and structures)
- Hellion renamed to Hellbat. Hellbat has Combat mode and Scout mode. Combat mode is "normal" Hellion but in Scout mode unit is weaponless with fast speed.
- SCV attributes changed to Biological. (No more Mechanical)
- Hellbat attributes changed to Biological. (No more Mechanical)
- Firebat does not deal area damage.
- Firebat life increased to 200. Devil Dog life increased to 300. (Melee unit)
- Added some civilians to all maps. Hand of Humanity and Minestar are neutral with civilians but Zerg is hostile.
- Added some critters to Char and Kaldir
- Changed some units & doodads on Mission5.
- Explosives (Mission5) deal 110 damage on radius of 4. (Be even more careful!)
- MarSara02: Required minerals increased to 8000.
- Char02: Infested Marines are spread to larger area so it makes mission slightly easier.
- Mar Sara01: Some changes on cliffs + destructible rock on northern part of the map.
- Raptors can now jump up and down cliffs (Fixed bug)
- Spider mine reconstructing works again. (Fixed bug)
- Goliath air weapon now deals damage properly (Create persistent effect, Fixed bug)
- Fixed many minor things (Unit texts for example)
add the Italian language !!!
Thanks for bug reports, Noctosphere. I will fix rock attributes in next update. Enemy is Hand of Humanity in mission2 because you are playing as Minestar. I would also like % increase in damage but upgrade like +25 % damage is not possible. Damage updrades work like: Marine for example increase damage from 6 to 7 -> 16,6 % increase. For that reason regular Engineering Bay upgrades are not included. I will make some new upgrades for some units later.
Also, I think Mercenairies should not only have 50% more hp, they should also deal about 25% more damage (heals 25% faster for the medic merc)
Judt found something else, in the second mission at least, didn't noticed in the first one if it's the case, but in the second mission, ennemies are called Hand of Humanity
Just found something. You changed everything to Biological/Mechanical But Rocks blocking path are still Armored
I have uploaded new version of the campaign 20.1.2016. (File is waiting for approval at time of posting)
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. (MULE takes less time traveling between Command Center and Mineral Field because it carries more minerals.)
- 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.