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 have uploaded new version of the campaign 4.9.2016 (File is waiting for approval at time of posting)
Most important changes:
- I realized that having different Mod for Part1 and Part2 wont be good idea. So I reworked Part1 missions to use older version of Mod.
- All ground units will be unlocked on Part1.
- All air units will be unlocked on Part2.
I have uploaded new version of the campaign 31.8.2016 (File is waiting for approval at time of posting)
Most important changes:
- Part1 contains 10 missions for Terran and 10 for Zerg.
- All old missions are available in Part2 folder. (Work in progress!)
- Part1 missions use Part1 mod.
I have uploaded new version of the campaign 27.8.2016 (File is waiting for approval at time of posting)
Most important changes:
- Amount of available units reduced
- Air units disabled
I have made quite radical decision and I will reduce amount of used units in campaign. (Work in progress at the moment)
All units are available in my another project: https://www.sc2mapster.com/maps/hand-humanity-unit-pack/
My plan is to reduce
- amount of used melee units for Terran to 3. (+Mercenary versions)
- amount of used melee units for Zerg to 3. (+Primal versions)
- amount of used ranged units for Terran to 3. (+Mercenary versions)
- amount of used ranged units for Zerg to 3. (+Primal versions)
- amount of used defensive structures for Terran to 3.
- amount of used defensive structures for Zerg to 3.
What units are equal?
Zergling <> Firebat
Marine <> Hydralisk
Predator <> Alphalisk
Warbot <> Ooze
Hellbat <> Broodling
Marauder <> Roach
Main reasons why I want to reduce amount of used units are
- Introducing new units takes too much time. Player gets bored before reaching Part2 missions. (even when introducing 4 units per mission)
- I want to focus more on actual map design in this project
- Units do not fill any actual roles so player does not benefit having multiple units that are actually same with small differences. Think about Warcraft2, you had less than 10 units.
- I want to focus on large scale ground battles with melee units. I will disallow air units starting from Part1 because air units counter melee attackers too easily.
- My plan is to cut Part1 into 4 missions for both races: Tutorial + 3 build & destroy missions. Each mission introduces 1 melee unit, 1 ranged unit and 1 defensive structure.
- I may introduce more units in Part2 missions but Part1 (4 missions) is enough to understand the main differences in Hand of Humanity compared to "default" SC2 multiplayer.
- I want to keep things simple (as they were in 90s RTS games)
- If I add Protoss later it will be much easier
Terran will train melee units from Factory and ranged units from Barracks. (Like Zerg)
Mercenary units are trained from Barracks / Factory (Like Primal Zerg)
Upgrades will affect melee / ranged / air units (Like Zerg)
I have uploaded new version of the campaign 5.8.2016 (File is waiting for approval at time of posting)
Most important changes:
- New buildable Zerg unit: Lambdalisk (Ranged unit using Lurker model)
- Zerg builds same way as Terran: Drone is no longer consumed when building a structure.
- All Part1 missions modified to use Haven or Agria tileset. Cliffs are replaced with forests.
- New missions: TerranP1M11 and TerranP2M08
- Cinematics removed from Part1. Im not sure at the moment am I going to add these later again but at least these require lot of work before I can add these again. One possible solution is that I modify old cinematics (simple combat scenes) to mini missions instead.
- Slightly modified lore. New faction: Galactic Commodity Group. (Red Terran) "Government Troops" faction removed. Now I have good setup for all kind of missions. Minestar (Teal) and GCG will fight against each other. Dabola's Brood (Dark Green) and Shinab's Brood (Dark Gray) will fight against each other. Local Rebels (Blue) supports Hand of Humanity (Green). Magara's Brood (Brown) will support Yuti's Brood (Light Green). My plan is to make big battles between factions in Part2 missions.
I have uploaded new version of the campaign 29.7.2016 (File is waiting for approval at time of posting)
Most important changes:
- New buildable Terran unit: Medivac (healer, not transport)
- New buildable Zerg units: Overseer (healer) and Iotalisk (Ranged unit using Baneling model)
- New buildable Zerg structure: Nydus Tower
- Impaler removed. I have a plan to use Impaler and Lurker models for new units later.
- Nydus Network and Nydus Worm removed
- Zerg builds defensive structures with Drone. In total 4 defensive structures available for Zerg: Nydus Tower, Nydus Destroyer, Spine Crawler and Spore Crawler
- Spine Crawler can attack ground and air, cant uproot
- Spore Crawler can attack ground and air, cant uproot
- Command Center cannot be upgraded to Orbital Command or Planetary Fortress. These were quite useless upgrades so I am going to use these models for other purposes later possibly.
- 2 new upgrades for Terran: Neosteel increases life of mechanical ground units by 20 %, Fast Reload reduces attack perioid of pistol, rifle, chaingun and similiar weapons
- 2 new upgrades for Zerg: Dragon's Breath reduces attack perioid of air units by 20 %. Thick Skin increases life of ranged ground units by 20 %.
- Betalisk has fireball weapon, Hellbat has different type of flamethrower (Only cosmetic changes)
I have uploaded new version of the campaign 20.7.2016 (File is waiting for approval at time of posting)
Most important changes:
- All micro missions in Part2 expanded to 200x200 size maps.
- Changed order of missions in Part2. Idea is that after each build & destroy mission is mission without base building.
- New mission: ZergP2M05
- Terran P2M05 mission replaced with new Redstone mission
- Modified mission objectives in TerranP2M02 and TerranP2M06.
I have uploaded new version of the campaign 11.7.2016 (File is waiting for approval at time of posting)
Most important changes:
- 3 new missions: ZergP2M04, ZergP2M06 and ZergP2M07.
- Viking modified into two different units. Cant transform. Viking is air unit that can attack ground and air with missile weapon. Varyag is ground unit that can attack ground and air with chaingun weapon.
- Fixed Gammalisk movement bug
I have uploaded new version of the campaign 27.6.2016 (File is waiting for approval at time of posting)
Most important changes:
- 4 new buildable Zerg units:
Defiler, melee ground unit
Kappalisk, melee ground unit
Ooze, ranged ground unit
Devourer, ranged air unit
- Different planets have different properties.
Meinhoff, Macro, No unit restrictions (All Part1 missions)
Mar Sara, Macro, Air units not allowed
Red Stone, Macro, Air units not allowed, Lava raises frequently
Avernus, Macro, Ground units not allowed
Valhalla, Micro, Facility missions
Ulaan, Micro, Cave missions
Sea, Micro, Air units not allowed, Only for Zerg (Breath underwater), No cliffs
I have uploaded new version of the campaign 19.6.2016 (File is waiting for approval at time of posting)
Most important changes:
- New mission: ZergP2M04
I have uploaded new version of the campaign 8.6.2016 (File is waiting for approval at time of posting)
Most important changes:
- Lift off removed from all Terran buildings (This is important for Part2 missions because flying units are not allowed on many missions and this mod does not use addons for Terran structures)
- Hybrid units have no shields but total amount of hitpoints remains same. This makes healing more effective for Hybrids. (For example Hybrid Destroyer has 400 life. Before Hybrid Destroyer had 200 shields + 200 health.)
- Fixed visual selection radius for all units. (Scaled models)
- Small improvements on many missions, mostly on Part2.
I have uploaded new version of the campaign 25.5.2016 (File is waiting for approval at time of posting)
Most important changes:
- 2 new missions in Part1: Terran Tutorial, Zerg Tutorial
- Reworked old missions to fit for Part2: 7 missions for Terran, 3 for missions for Zerg. Campaign has 32 missions at the moment!
- Battlecruiser uses Hyperion model and slower laser weapon
- Zeus has chaingun weapon
- Slightly modified lore, Added new factions.
I have made new content really fast lately but now I have wrapped up all useful content what I have created so far into one project. I will start to focus much more on quality now and improve things.
I have uploaded new version of the campaign 21.5.2016 (File is waiting for approval at time of posting)
Most important changes:
- 2 new missions in Part1: Terran10, Zerg10.
- Added 22 small fighting cutsenes to Part1.
- Mission1 for Terran & Zerg in Part1 has bonus objectives that teach basics.
- Improved buttons at beginning of each mission in Part1.
- Added notification of new units at beginning of each mission.
- Added more doodads to all Part1 missions
- Overlord modified to combat unit
- Science vessel modified to combat unit
- Upgrades cost increased to 800. (Up from 400)
- Terran trains Medic from Command Center. (Support unit)
- Zerg trains Infestor from Hatchery (Support unit)
- Terran can build Explosives
I am making maps for Part2 at the moment. I will expand my older maps (Mar Sara, Haven, Char, Kaldir) and change all build & destroy maps to use Meinhoff tileset. I will also modify old micro maps because there have been big changes in mod file so maps are outdated at the moment.
A small letter of thanks.
I have uploaded new version of the campaign 14.5.2016 (File is waiting for approval at time of posting)
BIG UPDATE - Most important changes:
Missions:
- Campaign is now separated in 4 parts. Part1 works as tutorial for both races.
- All Part1 missions remade. Missions use Meinhoff tileset but objectives are familiar from old version.
- Player can choose open or restricted technology at beginning of each mission on Part1 missions.
Data:
- All units cost more than before. 100 % increase in general. Cost per unit is about same as "default" SC2 units but Vespene is replaced with minerals.
- All ranged units have range of 5. (Down from 6)
- Damage and/or attack speed scaled for all units.
- All units scaled. There are three size classes. Cargo space 1 units have 0,5 radius. Cargo space 4 units have 1,0 radius. Cargo space 8 units have 1,5 radius.
- Workers gather 5 Minerals in 3 seconds. (Up from 4 in 3 seconds)
I have around 20 half done missions at the moment so more missions will be released in fast pace. I will use old mission objective or terrain. Main idea is to restrict use of air units in Part2 missions.
Hi TheElementalHero12. Are you are talking about videos made by DeltronLive? DeltronLive plays missions 10, 14, 17 and 18A. If you want to play missions in order just start from Mission1.
JayborinoPlays has made video series of this campaign in July 2015 but quite many things have changed after that:
I'm a little confused on the mod. Which is the first mission like on YouTube. I still can't find it.
I have uploaded new version of the campaign 15.4.2016 (File is waiting for approval at time of posting)
Most important changes:
- All missions attack waves modified. Attack waves begin with "full" strength from the beginning but this is compensated with larger amount of units to begin the mission with. Overall difficulty is harder now but campaign has difficulty scaling from 33 % to 200 %. Each attack wave contains 2 different units at the moment so hopefully it feels less monotonous. At the same time each mission introduces units that player may have not tested yet.
- All units have flat damage now so there are no longer bonuses against different attributes. This way player has all unit choices available against both Terran & Zerg without penalty of using "wrong" units. For example Marine, Ghost and Spectre have same cost and DPS but they have different attack speed.
- APC modified to MGV. (=MachineGunVehicle) It cant transport units anymore but I think old APC was not well balanced.
- Bunker modified to Shrike Turret. It cant load units anymore but Bunker was not well balanced anymore.
- Heal abilities modified: Removed restriction of 1 healer per unit.
- Heal abilities heal 6 or 12 per second. (Up from 5)
- Siege Tank is now just "Tank" and Siege Mode is no longer available. (Goal is to reduce units with AoE damage)
- Ravasaur modified to melee unit with cost of 100 minerals. (Goal is to reduce units with AoE damage)
- Chaingun Turret modified to Machinegun Turret. Attack speed is slightly slower but overall DPS is same.
- New mission: Mission25 (Terran micro. Not high quality yet but playable)
I have uploaded new version of the campaign 9.4.2016 (File is waiting for approval at time of posting)
Most important changes:
- New missions: Sea02, Kaldir01, Kaldir02 and Kaldir03 (Not high quality yet but missions are playable)
- All Terran mercenaries renamed and modified: +100% health, +100% damage, +100% costs and +100 % build time compared to normal unit.
- All Primal Zerg modified: +100% health, +100% damage, +100% costs and +100 % build time compared to normal unit.
- Modified radius of all units but models are not modified yet so selection radius of some units may be too small or large compared to real size of unit.
- Kaldir01, Kaldir02, Kaldir03, MarSara01 and MarSara02 have modified attack waves. My plan is to add more starting units for all missions but attack waves are stronger from start.
My plan is to make Hand of Humanity to 30 mission campaign. I will not add Protoss so I will focus on Terran & Zerg. I have used almost all Blizzard combat unit models that have working animations now so I think mod is almost done at the moment. I will not write any strict ending for this campaign if I want to return to it later and story is not in big part of this campaign. When I have all 30 missions ready I will only focus to improve quality of missions. My focus have been on quanity of missions not the quality.
I agree with deltronLive. Files are not big. Separating them into many zips would only make it confusing.