Project: Hydra -- co-op for 1.21+

Campaign Discussion
Glad to clear that stuff up then! I'll post here when there are future updates.
So in the meantime, I have been watching Jayborino's Let's Play of your campaign and I have a couple of interrogations:

1- Why are there some lines missing? I get that you have been remixing the dialogue in order to create new lines or to rework them so they fit their new context, but I cannot help but wonder about a few curious omissions, such as Raynor sharing his initial impression of the Sons of Korhal and quite a few Adjutant lines.

2- What about 'Biting The Bullet' and 'Operation Silent Scream'?
I removed some lines in the briefings because everyone's played them and the update is about gameplay, not story. The briefings were cut down to just what was necessary to understand the premise of the mission.

I do not plan on updating the beta maps. Biting the Bullet wasn't anything to write home about and Operation Silent Scream is a micro mission notable only for the AI using 1 marine as its only attack.
06/05/2018 03:46 PMPosted by Pr0nogo
Biting the Bullet wasn't anything to write home about

I would argue that it is far more dynamic and interesting than 'The Trump Card' and 'The Big Push' (the vanilla missions, mind you, not your remakes), not to mention some fun interplay between Raynor and Duke. More importantly, I would have thought that a map that has Protoss joining forces with Terrans against the Zerg would be perfect for a cooperative mission.

But hey, it is your call... :/
The main reason I avoided the beta missions outside of them not being released was just that I couldn't think of a simple way to improve them for co-op. If that changes I can take a look at them, but especially Operation Silent Scream is incredibly unlikely. Maybe I can take a look at Biting the Bullet at some point far in the future.

My immediate plan is to update the older maps to offer singleplayer. After that I'm just going to work on the 9th map as much as I can.
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.
I do love that you have Sarah Kerrigan coming to the colonists' rescue in 'Desperate Alliance'. Sure, as Jayborino himself pointed out, the presence of a sizeable Sons of Korhal force assisting in the defense of Mar Sara City sort of defeats the idea of having to wait for them in the first place, but it is a small yet neat story change that makes Kerrigan appear more proactive and heroic.

On a sidenote, what tool did you use to create the custom AI scripts?
Yeah it doesn't really make much sense in the premise of the mission but my main goal was to provide a more meaningful variance in objectives/playstyle options/etc for player 2, as opposed to just making it a simple 'both of you must defend' mission. And Kerrigan has some changes that make her more fun to use so that's a plus imo.

I used PyAI (part of the Python Modding Suite) to create the AI and do most of the other changes. It can be grabbed here:

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.


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.
I really like how you combined 'Wastelands' and 'Backwater Station' into a single mission. I never quite understood what Blizzard was thinking with the former and also your version does remind me a lot of Ashes of Freedom's first mission.
I'm not familiar with Ashes of Freedom, is it a custom campaign for SC1? If so, you should link me, since it's not in my possession.

I think it only makes sense to combine those two missions since they're very similar in what they offer to the player. Map 1 of The Overmind is ZvT while map 2 is ZvP, and maps 1 and 2 of The Fall have pretty distinct goals. Neither of those differences are present between Wasteland and Backwater Station, and neither of the originals even had active AI originally, so I felt a remake was in order.


Map 4
-Now supports singleplayer
-Fixed small cinematic bugs
-Fixed beacon removal triggers
-Removed hero flag from goliath
No, it was an attempt to reimagine 'Rebel Yell' in StarCraft II.

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
tutorial text updated
mission objectives updated with every phase requirement
academy mineral cost reset to 150 (from 200)

orange overlords patrol

orange clusters fortify after a short time
orange defends more efficiently in the late game

the ultralisk is invincible until the hack is carried out

Confeds keep their bunkers staffed until they lose their command centers

Antigan bases fall more regularly
orange and chestnut attack the player(s) more frequently

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

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
Hello. I would like to thank you for your hard work.
And that is all I have to say for the moment. Have a good day.
Thank you GrandBenja!
8 July 2018:

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

update: improve resource placement for both players
update: chestnut expands earlier into the game; is more aggressive

fix: bottom right base doesn't morph creep colony to sunken colony
update: chestnut expands into player 1's natural if allowed

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

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!!!

fix: inaccurate briefing objectives
wow this is game good
감사 dancing bear!

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:

update: improve AI expansion safety checks

new: orange takes low ground mineral-only if allowed

fix: raynor slowly degenerates life

new: sienna takes top right expansion if allowed

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!

new: sienna takes middle expansion if allowed
update: Kerrigan benefits from Medstims
update: Kerrigan no longer regenerates life without Medstims

fix: creep under minerals in north zerg cluster

new: hi
Next update should include map 10 unless a serious bug is found between now and then. For now, I've shipped the following changes:

neurostims now slightly reduces energy lost by cloaking

update: co-op player now purple, AI ally now white

update: co-op player now purple, neutral terran now white

fix: AI ally stops attacking if scarlet is destroyed before sienna (and other weird things)

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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