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Hey everyone! I'm back with another co-op project for Remastered. This time it's an overhaul of the original campaigns, starting with Rebel Yell. The first five maps of the campaign have been released, so go check them out here! http://www.staredit.net/topic/17560/#1
Project: Hydra's key features are... * Redesigned maps & AI * Modified techtrees & heroes * New main and side objectives * Singleplayer mode
You can read more at the link above, and download by clicking on the link below! Hope you guys enjoy. Let me know what your thoughts are! https://mega.nz/#F!isgnwY5K!AdnJkYif_H42WmC55u8y2Q
edit: With the first campaign's completion I will cease support for remastered for my future projects and will eventually update Hydra for version 1.16.1 before moving on to the other campaigns.
edit 2: The 1.16.1 version has arrived, along with a host of small fixes and optimizations. A 2.0 version is in development but still has a good amount of work before it ships. I'll post here when I have some more to show!
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Awesome, thank you very much!
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that's epic. i always wanted to do a co-op of the main campaign!!!!!!!!!
is there a mailing list so we can stay updated?
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You can sub to the thread, that's probably your best bet. I'll post here whenever I have more maps or updates.
edit: pushed a few fixes to the maps, let me know if anyone has any problems. There are some troubleshooting steps that should help people out if they have trouble running the mod.
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Thanks, will try this with my noobie roomate.
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Cool! If he's new to SC it's probably best to skip the tutorial unless he likes a lot of reading.
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Patched t05 and the exe, redownload both before playing that map.
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Just released map 6, Norad II. Check it out and let me know what you guys think!
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Great stuff this is what blizzard should do with the remaster, when you are planning to release more maps? I hope you wont abandon this project and finish all of the campaings☺️
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I'm working on quite a few projects at the moment. Trying to scrounge up enough money to pay the bills while also working on this whenever I have the chance. Map 7 will hopefully be done in a week or so. Thanks for your support!
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My brother and I are enjoying playing the campaigns, thanks!
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United Kingdom12022 Posts
I'll need to try this out with my newbie step brother. He might enjoy this!
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Do both players need hydra? Or just one person?
edit: So far the co op campaign is awesome. a lot more difficult than in the original. love how it's an actual challenge. you have to do a lot more compared to the original. And the twists you add and multiple mission objectives are amazing. Thank you for creating something high quality and professional.
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Glad everyone's enjoying the project! Thanks for the kind words. Just to be sure: yes, both players need to run the hydra exe.
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Updated the mod and maps 5 and 6 with some buffs for heroes and a fix for map 6's victory condition.
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We beat map 4 today...it took us 5 or 6 tries to complete it. It was challenging, but rewarding. There's a door you can unlock with some zerglings and an ultra behind it. We died once to that, which was actually pretty funny. Is that just a trap, or is there some benefit to opening it and surviving?
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It's a bit of a noob trap, but there is a reward hidden inside a little nook in that room.
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My housing situation has recently gone belly-up and I am now facing homelessness. This means I will be suspending all work on my SC1 projects and working on pursuing any and all opportunities I still have to collect money before I am evicted. Not sure when I'll be able to return to these projects or if I'll be able to at all. I'll keep posting updates here when I know more information.
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![[image loading]](https://i.imgur.com/ATdGAdR.png)
t07 should be ready soon
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Terran 07, The Trump card, is now available.
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Curious if single player mode is available yet?
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I've decided to can it due to the engine not yet having the AI functionality necessary to create competent allied AI. If you want singleplayer content you can try Inconsummate, my custom campaign for 1.16.1, which is going to get alater this month.l later this month.
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On April 07 2018 04:26 Pr0nogo wrote:I've decided to can it due to the engine not yet having the AI functionality necessary to create competent allied AI. If you want singleplayer content you can try Inconsummate, my custom campaign for 1.16.1, which is going to get alater this month.l later this month.
Is the whole project canned or just the single-player part?
Thanks for Hydra & Inconsummate, btw! Greatly enjoy playing them.
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Honestly really liking this, hope your living situation/life is going alright!
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Only the singleplayer portion has been cancelled. I don't know when I'll be able to work on Hydra again but I have every intention of finishing the rest of the campaigns. Just need time.
Thanks for everyone's support, much appreciated.
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this is super cool and ive been thinking about doing something like this for a few months, all with Mass Recall and Co-Op Campaigns being released.
I have a few reservations or tips. and I know this may never see completion but we all hope.
first, all 6 campaigns need to be Broodwar scenarios. Medics and Lurkers and Dark Archons from Backwater Station to the end. Fact is, Broodwar is what people play, not vanilla. and Broodwar is balanced. it was very cool having medics in Starcraft 2 campaign as well. Its not a big deal but medics make terran fun and lurkers make zerg cool.
second, the issues of heroes has never been handled well. Warcraft 3 did heroes well though. In warcraft 3, heroes are not all that significantly different than regular units, at least at the start. And, well, Kerrigan having 200 hp and Raynor having 300 hp or whatever is just absurd. Small and medium units dont have that much health. hell, Carriers have 300 hp.
Heroes should simply start with relative max upgrades. Kerrigan should begin with 3 armor and deal 15 concussive damage or so, maybe 18 to make heroes a little extra powerful. medics will heal her, though, and extend her use in campaign. Too many times I just hide her and attack with other stuff. Heroes could use a 10% to 20% health boost over basic units...
Also, in warcraft 3 you can respawn your hero when they die. you dont lose the game. that would be a cool mechanic too. make heroes spawn from the command center / nexus / lair. That or Academy, Citadel, Queen Nest or something. Heroes should be more viable if they are going to be a thing, but not so overpowered they break the learning of the game.
Lastly, Raynor as a Vulture is neat- but He would be a lot cooler as a Seige tank. High armor starts will make heroes more resiliant to lings early on, but sunkens will still rip them apart. Seige tanks kill Sunkens. Tanks are basic terran strategy and it just makes sense to have a hero Tank.
Raynor- starts as a Vulture (85hp, 4 armor, 26dmg)but becomes a Seige Tank (140hp, 4armor, 36dmg) Seige mode, Stim Pack (30 hp?), Spider Mine (x5), and Scanner Sweep.
Kerrigan can be a ghost, but I think she should upgrade to a Goliath at some point. So she becomes a goliath with Cloak, lockdown, nuke, and stim pack.
BC heroes could have Scivessel spells and nuke or something. Make Shaezor the same as Kerrigan(goliath).
yeah...
good luck. looks dope.
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Thanks for your feedback, and for providing reasons for your suggestions.
I have no intention of enabling BW tech. Designing around vanilla tech is an interesting challenge for me and I intend to make the maps enjoyable to play despite the tech deficit. Doing things like enabling restore for science vessels makes TvT matchups more open to player choice/micro expression, and marines/firebats are still useful vs zerg.
Heroes are as impactful as they are precisely because they cannot be revived. Lose them and you lose the mission. If you aren't good enough at micro to use them without losing them, you'll have to adapt your strategies to compensate. Making them revivable a la war3 is the exact opposite thing I want to do; as blizzard made more and more casual moves with their games, I want to keep the difficulty meaningful and requiring a certain skill floor to be able to find success.
I was also thinking of changing the forms of the heroes but at the end of the day their 'upgraded' versions are more than fit to do battle with your opponents. I may consider adding more spells to units but I'm not yet convinced of the necessity. New technology has been made available that will allow me to create hp regen, life drain, and other unique upgrades that can affect the heroes to improve their scaling in later missions.
If you have any other feedback, please let me know!
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Pushed an update with some new upgrades courtesy of Neiv:
-Neurostims (replaces Unknown Upgrade 55) Costs 100/100/90, max level 1. Available from Trump Card onward. Doubles energy regen for ghosts, wraiths, science vessels, battlecruisers, and Kerrigan. AI terrans now research it in Trump Card. Purchased from the Science Facility.
-Medstims (replaces Unknown Upgrade 56) Costs 200/200/90, incrementing by 100/100/30, max level 3. Available from Revolution onward. Adds moderate life regen to marines, ghosts, and firebats. AI terrans now research it in Trump Card. Purchased from the Academy, requires Armory (L1) and Science Facility (L2+).
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Updated for patch 1.21.5.
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New update:
Mod -Neurostims cost up from 150/150/90 to 200/200/120 -Apollo Reactor cost down from 200/200/104 to 150/150/90 -Capacitors added; increases wraith ground attack speed while cloaked; costs 150/150/90; purchased from the control tower
Map 05 - Revolution -White now researches Medstims -Orange now researches Capacitors -Notices added to inform players of those upgrades
Map 06 - Norad II -Brown now upgrades Building Armor -Notices added to inform players of Duke's resource reserves
Map 07 - The Trump Card -Orange now researches Capacitors -Brown now upgrades Building Armor -"Immediate vicinity" emitter notice moved up to map start
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I think one key factor is really to provide enough resources for the players. At least, don't let the computer mine out possible expansion locations. Some carefully placed supply depots, doodads and spider mines will deter even the most aggressively expanding AIs.
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I wrote all the AI from scratch. The AI mining out expansions if players are too slow is very much by design. If you have specific maps you'd like to reference I can take a look at whether or not I want to change them, but many of the missions (Norad II, Trump Card) feel too easy for me and I'm not quite sure how I'm going to make them as difficult as I'd like to.
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I see your point. I guess it's feels easy only because you know exactly how the maps are laid out - but I think it's fair to provide incentive for players to expand and macro up without being challenged too terribly (even maps like to Slay the Beast has 2 totally undefended expansions, PLUS two area towns.)
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Yeah for many future maps I am adding new expansions that are lightly defended (some guards/small defenses) but the AI in Trump Card for example doesn't actually start out with those expansions. Instead they expand to them after a few minutes of game time. I'd like to create some more grand-scale macro missions and I think the first of those will likely be The Big Push, so I guess we'll have to wait to see if I've done right by the concept.
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New update:
With Neiv's latest update to his mtl plugin, it is now possible to change player colors (and use 256 colorsets!). I am taking advantage of this in Project: Hydra and have updated all maps with new colors to reflect the factions.
Map 1 - purple zerg are now chestnut; white terran are now purple. Map 2 - brown zerg are now olive. Map 3 - white zerg are now olive. Map 4 - purple zerg are now chestnut.
Other than those specific instances, the following general rules have been applied: Orange terran in all maps are now scarlet. Brown zerg in all maps are now chestnut. Brown terran in all maps are now sienna.
Going forward this will help to characterize the distinct personalities exhibited by the different AI. Scarlet terran/orange zerg are air focused, sennia terran/chestnut zerg are ground focused, and the rest have less obvious specialties.
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Rebel Yell 08 - The Big Push is now available. The map still needs balance tweaking and bug testing, so let me know what you think.
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Patched t08 to allow SP play (with both bases being given to P1), and will eventually update the other maps with the same treatment. Also fixed the Covert Ops having irregular spacing on its command card, from back when Ghosts could cast EMP.
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The following maps are now singleplayer compatible: -1. Boot Camp -2. Wasteland Station -3. Desperate Alliance
Also included: minor terrain updates to maps 2 and 3, script fixes for map 1.
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Just wanted to let you know I appreciate what you do and look forward to when it’s done!
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Thanks man, progress has mostly been slow due to lack of testing (can't quite test all the maps' co-op functions in singleplayer) but I hope to be done with rebel yell soon enough.
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10/6/18:
Map 3 -Added a shared expansion to the upper left for orange and olive -Disabled resource persist triggers for the lower right orange expansions -More script fixes
Map 5 -Now supports singleplayer -Fixed portrait for Duke transmissions -Re-added backstab goliath in micro section
Notably I can't test map 5 in multiplayer mode since the triggers that set up the intro are owned by p1, and I don't feel like reworking them so they work fine with another player. If anyone runs into issues playing that mission in co-op let me know.
13/6/18:
Map 6 -Now supports singleplayer -Removed siege tank in Raynor's base; replaced with two goliaths
Map 7 -Now supports singleplayer
Progress has been made on map 4's singleplayer update, and today I spent almost 7 hours on map 9's layout. If all goes well, the next map will be released before June's end.
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15/6/18:
Map 4 -Now supports singleplayer -Fixed small cinematic bugs -Fixed beacon removal triggers -Removed hero flag from goliath
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16/6/18:
Map 4 -Fixed duplicate transmissions -Fixed not being able to commandeer vehicles after disks were secured if you only had one technician left -Fixed Flag Beacon unit info pane -Added more ambient events
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m1- tutorial text updated mission objectives updated with every phase requirement academy mineral cost reset to 150 (from 200)
m2- orange overlords patrol
m3- orange clusters fortify after a short time orange defends more efficiently in the late game
m4- the ultralisk is invincible until the hack is carried out
m5- Confeds keep their bunkers staffed until they lose their command centers
m6- Antigan bases fall more regularly orange and chestnut attack the player(s) more frequently
m7- fix: second emitter spawns when first is planted fix: Confed base requests duplicate fix: beacons ask for defense prior to the emitter being planted zerg enrage miniscene now pings during the transmission additional production structure requests for Confed AI Sienna AI now nukes more frequently in the late game Confeds keep their bunkers staffed until they lose their command centers
m8- fix: rare desync/freeze due to dat requirements one supply depot has been added to each player base players gain control of their bases as soon as they land one depleted geyser has been added to each mango base non-mango Confeds keep their bunkers staffed until they lose their command centers Ackmed exists (fix this please) Mengsk unit responses have siege tank background sfx white now takes control of three strategic points as you destroy more Confeds
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m8 crashes after about 25-30 min when playing single also in the mission briefings there is 6 becons to deploy emitters but map has only 4 becons
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Thanks for the briefing report. I updated the map with a fix a week ago or so, can you tell me the creation date of the mod file you're running?
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The date is 2018-06-23 15:34, I'm playing on old CPU (i3-540) maybe that is the problem, I will try on different machine and let you know.
EDIT:
Yes, the problem was my PC, managed to finish the map on another machine without any issues
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My question is, can you make it so unlike the other hard mode map, when you go to attack one point the ai doesnt pour every unit from all over the map on you? literally hit 1 pylon and everything attacks you.
provided you win this battle(unlikely) you just win the game since they have no units
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On July 01 2018 17:37 Pit667 wrote: Yes, the problem was my PC, managed to finish the map on another machine without any issues Ok, if you encounter it again let me know. There was an issue where the game would freeze, but flat-out crashing to desktop shouldn't happen.
On July 01 2018 18:36 arb wrote: My question is, can you make it so unlike the other hard mode map, when you go to attack one point the ai doesnt pour every unit from all over the map on you? literally hit 1 pylon and everything attacks you. That's due to absence of define_max limits in the AI used in those maps. That doesn't occur in mine. If you find instances where you feel like this behavior is exhibited, let me know/send me screenshots/videos/etc.
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8 July 2018:
m1- fix: firebats not available for player 2 update: improve resource placement for player 2 update: zerg AI expands earlier into the game; is more aggressive
m2- update: improve resource placement for both players update: chestnut expands earlier into the game; is more aggressive
m3- fix: bottom right base doesn't morph creep colony to sunken colony update: chestnut expands into player 1's natural if allowed
m6- fix: orange and yellow units ignore Duke's army/base when nearby fix: chestnut expansions (replacing purple) hang early in-script fix: purple towns survive too long update: improve resource placement for both players update: orange script rewritten to increase difficulty + consistency new: south mineral-only claimed by orange early on
m7- fix: zerg survive too long without emitter plant fix: specific brown bunkers not being staffed fix: brown script running at improper location fix: ackmed spawning too early! go away ackmed!!!
m8- fix: inaccurate briefing objectives
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I've begun testing the 9th mission on my discord server. If anyone would like to help test and give feedback, join up and check it out!
12 July update:
general- update: improve AI expansion safety checks
m2- new: orange takes low ground mineral-only if allowed
m4- fix: raynor slowly degenerates life
m5- new: sienna takes top right expansion if allowed
m6- fix: inconsistent issue where duke's base falls prey to a bored idle guardian fix: inconsistent issue where chestnut fails to expand to purple bases if a command center dies update: increase minerals in player bases, northeast and southeast expansions, and in chestnut area town north of player 2 update: delay ensnare and spawn broodling research times, improve spellcasting logic for chestnut update: add weaker early attacks to all AI to increase scale-up time update: broodlings no longer spawn out of caves (die nekron) update: depopulate starting bases to increase scale-up time update: siege mode no longer researched for players update: reduce starting resources in singleplayer update: shorten opening and closing cutscenes update: reduce chestnut guardian count new: first appearance of experimental "smart" targeting; orange really hates tanks!
m8- new: sienna takes middle expansion if allowed
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general- update: Kerrigan benefits from Medstims update: Kerrigan no longer regenerates life without Medstims
m6- fix: creep under minerals in north zerg cluster
m9- new: 👋
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Mod doesn't work on patch 1.22 😥
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Hey thanks for reporting, should be fixed now. Just redownload the exe and give it a go.
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Working now, thank you
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m9 was quite challenging good job , but when I was trying to save below error pops up
![[image loading]](https://i.imgur.com/vxMdJI4.jpg)
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Thanks for reporting! I'll look into it and see if I can track down the issue.
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Alright, should be fixed. Thanks again for reporting it. Next update should include map 10 unless a serious bug is found between now and then. For now, I've shipped the following changes:
mod- neurostims now slightly reduces energy lost by cloaking
m1- update: co-op player now purple, AI ally now white
m2- update: co-op player now purple, neutral terran now white
m8- fix: AI ally stops attacking if scarlet is destroyed before sienna (and other weird things)
m9- add: upgrades for hero spell damage to science facility update: improve purple psi storm spellcasting fix: 'wax zerg' transmission sometimes plays without the players interacting with the zerg fix: rare bug that prevented saving if a town existed without any units assigned to it fix: bad tyrian attacks in early-game
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This update brings a host of updates for maps 1 through 9 ranging from minor corrections to gamechanging bugfixes. It also sees the debut of map 10, The Hammer Falls, possibly the only good map in the entire project. Going forward, Rebel Yell's updates will be limited to simple bugfixes, as I have no plans to do anything more with the project this year. I do plan on remastering the campaign in a 1.16.1-only mod sometime in 2019, but that is evidently a long while away.
I've learned quite a bit from this project and I am unendingly grateful to the people who supported it during a development phase that was far too long. Even though I look at it as little more than a tech demo of what could have been possible in SC:R were Blizzard concerned with supporting custom content, and see it as very much a disjointed mess of a project, Hydra's Rebel Yell campaign taught me a lot about AI and level design in RTS environments, and I've learned more in 2018 than I did in 2017, which is all anyone can ask for of their creative endeavors. Once again I will take the time to thank those who contributed the most: Neiv, iquare, Suicidal Insanity, and poiuy_qwert for creating the tools that make my work possible; Nekron, DarkenedFantasies, and ciox for their mindful feedback that improve my work; and lastly Connor5620, 2w.Sovereign, sinneddennis, and Ultralisks whose diligent testing facilitated avenues of iteration I only dreamed of in the past. Cheers to you all, and here's hoping that I'm able to make something genuine with this concept next year.
I'll have some announcements on my next campaign in a few short months, if I have my way. In the meantime, if you do find an issue with Hydra or have a suggestion for its improvement when I do return to it, don't hesitate to comment below or contact me directly.
Patch notes:
m1- fix: expand objective is considered complete before lifted command center lands fix: allied AI bunker doesn't load at map start add: victory transmission
m2- fix: marine repeats firebat "what the hell" dialogue
m3- fix: adjutant time warnings can play during victory dialogue fix: purple confeds do not die as intended (again)
m8- fix: white stops attacking if scarlet is destroyed before sienna
m9- fix: waits were ignored in outro triggers, causing cutscene to desync remove: debug triggers add: Ackmed (smh)
m10- new: now available
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I've shipped an update to the project that does the following:
m2- fix: singleplayer mode activates in multiplayer mode if player 2 loses all units add: fog of war reveal for backwater command centers at map start
m5- add: vision for players at antigan base
m9- improve: AI recall usage
m10- improve: AI recall usage
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Another small update, thanks to bug reports from Ultralisks:
m9- fix: tyrian tries to recall ultramarine units
m10- fix: tyrian tries to recall ultramarine units fix: tyrian doesn't use observers optimize: terran AI upgrade threads
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14 Oct: fix: incorrect requirement string for Structure Armor level 2 fix: hotkey conflict on Science Facility - Extra Pepper now uses X, instead of P
map 4- fix: devouring ones not getting deleted in singleplayer when rescuing units fix: terminal hacking still possible after zerg here
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My anti-virus just deleted Hydra for having a virus (Trojan Win32/Tiggre!plock). Would you know anything about why this would happen?
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Mods inject code directly into exes so antivirus programs will always complain about it. I wrote as much in the readme.
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1161 version is now available: https://mega.nz/#F!isgnwY5K!AdnJkYif_H42WmC55u8y2Q SCR version will no longer be updated. If any more issues are found with the 1161 version, let me know. A 2.0 version is in development but still has a good amount of work before it ships. I'll post here when I have some more to show!
global fix: Raynor's vulture attack damages allied units fix: Raynor's vulture doesn't visually hover like normal vultures new: AI rebuild and repair while under attack new: single-frame hypertriggers now run in every map
m1-Boot Camp A terrible virus destroyed this mission and corrupted all other copies that exist in the entire internet. As such, it will not be in this version.
m2-Wasteland Station fix: game sounds still muted after infested command center discovery
m3-Desperate Alliance new: chestnut has infested command center; attacks with infested terrans
m5-Revolution fix: bad gas pathing in scarlet natural fix: bad town assignments for sienna expo new: sienna builds defensive missile turrets in mineral lines if harassed by wraiths new: sienna builds comsats
m6-Norad II fix: purple SCVs suicide into sunkens fix: too many starting resources in singleplayer fix: orange extractor visible from low ground fix: chance for norad to be killed earlier than intended fix: orange doesn't retry expansions new: purple area towns add to main attack strength, provided they have a barracks optimize: much faster player control during intro cutscene optimize: better layout in raynor base optimize: stabilize death times of norad and purple confeds
m7-Trump Card fix: confed players build refineries before taking expansions
m8-The Big Push fix: players can't research EMP fix: awkward guard rotation in mango territory optimize: much faster player control during intro cutscene optimize: faster early game attacks by alice + mango optimize: better building placement for white outposts new: nuke player can now train wraiths and science vessels new: bridge complex connects mango main, mango expo, and alice town
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