- Joined
- Jun 2, 2012
- Messages
- 44
Azeroth-Koprulu Hyperwar is a modification that allows for WarCraft 3, WarCraft 2, and WarCraft: Orcs and Humans factions to be played on StarCraft 2 Maps. It is being developed closely with [Napalm] Hydralisk's SC: Evo + SC2 changes modification, which means that StarCraft: Brood War factions from SC: Evolution Complete will be fully compatible (and in the Hyperwar mod) with the WarCraft Trilogy factions as well. Some new units and additions will be added over time to allow WarCraft factions to stand in parity with StarCraft 2 factions, as well as new mod mechanics such as Naval Warfare.
The factions currently planned for development are:
Human (Playable, In Current Playtesting & Development)
Orcs (Playable, In Current Playtesting & Development)
Night Elf (Playable, Unfinished)
Undead (Playable, In Current Playtesting & Development)
Human (WarCraft 2) (Planned, Early Implementation)
Orc (WarCraft 2) (Planned, Early Implementation)
Human (WarCraft 1) (Planned, No Implementation)
Orc (WarCraft 1) (Planned, Early Implementation)
WarCraft factions use the SC2 Mineral-Vespene system, which, on WarCraft maps, will translate into the proper resources. With Gold Mines functioning as "Vespene Geysers" that can be harvested without a refinery, and Lumber as Minerals. Currently you can see that Carried Minerals and Vespene "barrels" attach to the origin of the Peon's. I have not devised of what I particularly want to do regarding the relationship between that of Minerals and Vespene, as also StarCraft universe factions do not carry Lumber or Gold visually. This is obviously something that needs to be remedied with custom model modification, and re-developed Peasants, Peons, and Ghouls (need to revisit this at a later date, so this will be an issue until the mod gets past Early Development). As Acolytes don't need to carry anything. (They're lazy)
You can imagine that most of the things you would be able to do in the original WarCraft games are going to be possible in StarCraft 2 with this mod. I will be developing dedicated remakes and custom WarCraft 3/2 styled maps for Naval Combat which will be arriving with the Orcs as a faction, when I finally iron them out to consider them "Done".
Who knows Infested Orcs and Humans might be possible. As I have plans for possibly making the Brood War Queen able to infest Town Halls, Keeps, and Castles.
Battle.Net Link to the Mod:
battlenet:://starcraft/map/1/360040
(Screenshots are all there)
An Orc Transmutation Mine being built to exploit Vespene.
The mod is currently up on Battle.Net, make sure you don't have the AI set to Random, and keep the AI on (Stay Starcraft), I don't have AI made, but AI is planned. (As of current, Orcs are almost finished in terms of bugfixing and implementation. (WarCraft 2 and 1 factions will be implemented fully sometime in the future, alongside the WarCraft 3 bugfixes, so stay tuned.)
Humans, Night Elves, and Undead are also playable in this version, albeit very buggy. This thread will serve as updates, feedback, and general discussion about the project currently.
The factions currently planned for development are:
Human (Playable, In Current Playtesting & Development)
Orcs (Playable, In Current Playtesting & Development)
Night Elf (Playable, Unfinished)
Undead (Playable, In Current Playtesting & Development)
Human (WarCraft 2) (Planned, Early Implementation)
Orc (WarCraft 2) (Planned, Early Implementation)
Human (WarCraft 1) (Planned, No Implementation)
Orc (WarCraft 1) (Planned, Early Implementation)
WarCraft factions use the SC2 Mineral-Vespene system, which, on WarCraft maps, will translate into the proper resources. With Gold Mines functioning as "Vespene Geysers" that can be harvested without a refinery, and Lumber as Minerals. Currently you can see that Carried Minerals and Vespene "barrels" attach to the origin of the Peon's. I have not devised of what I particularly want to do regarding the relationship between that of Minerals and Vespene, as also StarCraft universe factions do not carry Lumber or Gold visually. This is obviously something that needs to be remedied with custom model modification, and re-developed Peasants, Peons, and Ghouls (need to revisit this at a later date, so this will be an issue until the mod gets past Early Development). As Acolytes don't need to carry anything. (They're lazy)
You can imagine that most of the things you would be able to do in the original WarCraft games are going to be possible in StarCraft 2 with this mod. I will be developing dedicated remakes and custom WarCraft 3/2 styled maps for Naval Combat which will be arriving with the Orcs as a faction, when I finally iron them out to consider them "Done".
Who knows Infested Orcs and Humans might be possible. As I have plans for possibly making the Brood War Queen able to infest Town Halls, Keeps, and Castles.
The mod file for the WarCraft portion of the files is called:
WARTRILOGYDATA on the Editor Blizzard Document Search. This will be needed to be saved in your SC2 game or documents folder at Mods/MusketWarCraftEdition.SC2Mod, as a prerequisite for opening the Azeroth-Koprulu Hyperwar mod file in the editor. The Azeroth-Koprulu Hyperwar mod file should be saved as Mods/HydraMusketMoment.SC2Mod
How it is on my harddrive.
WARTRILOGYDATA on the Editor Blizzard Document Search. This will be needed to be saved in your SC2 game or documents folder at Mods/MusketWarCraftEdition.SC2Mod, as a prerequisite for opening the Azeroth-Koprulu Hyperwar mod file in the editor. The Azeroth-Koprulu Hyperwar mod file should be saved as Mods/HydraMusketMoment.SC2Mod
How it is on my harddrive.
Blizzard Entertainment for WarCraft 3 Assets in StarCraft 2, and the countless assets from WarCraft 2 and 1 that exist within the mod.
Renee for the data for the WarCraft 3 Data mod that Blizzard put in StarCraft 2
[Napalm] Hydralisk (on SC2) for his original mod.
The StarCraft: Evolution Complete team for the original SC: Evo mod (here)
Zetal for making the original War3Star2 which was the inspiration for this mod.
Xethanth87 for archiving these assets:
Miscellaneous WarCraft 3 Beta Sounds
WarCraft 3 Beta We Need More Pig Farms (Used in WarCraft 2 Orc Implementation)
BaDito2 (on Youtube): WarCraft 2: Human - The Consuming Shadows (An additional track for the WarCraft 2 Human faction)
If you would like to contribute, you may contact me directly. This mod may be as a sub-dependency if you are making a custom race pack or something of the like. But I can't guarantee stability regarding the race selection if you do decide to implement this mod.
Renee for the data for the WarCraft 3 Data mod that Blizzard put in StarCraft 2
[Napalm] Hydralisk (on SC2) for his original mod.
The StarCraft: Evolution Complete team for the original SC: Evo mod (here)
Zetal for making the original War3Star2 which was the inspiration for this mod.
Xethanth87 for archiving these assets:
Miscellaneous WarCraft 3 Beta Sounds
WarCraft 3 Beta We Need More Pig Farms (Used in WarCraft 2 Orc Implementation)
BaDito2 (on Youtube): WarCraft 2: Human - The Consuming Shadows (An additional track for the WarCraft 2 Human faction)
If you would like to contribute, you may contact me directly. This mod may be as a sub-dependency if you are making a custom race pack or something of the like. But I can't guarantee stability regarding the race selection if you do decide to implement this mod.
Blademaster deletes himself when he uses Mirror Image. (Don't use the Blademaster right now, honestly.)
Most WarCraft 3 units have issues targetting colossi and Vespene Refinery Buildings.
Most Human, Night Elf, and Undead units have a plethora of problems, regarding abilities.
Siege Engines "end the world" upon firing.
Tauren Pulverize may be overtuned in terms of balance, but it is functional.
Night Elf ancients get 'upset' when you unroot them.
Boats and most neutral units (such as Goblin Laboratory units) are way too fast
Most WarCraft 3 units have issues targetting colossi and Vespene Refinery Buildings.
Most Human, Night Elf, and Undead units have a plethora of problems, regarding abilities.
Siege Engines "end the world" upon firing.
Tauren Pulverize may be overtuned in terms of balance, but it is functional.
Night Elf ancients get 'upset' when you unroot them.
Boats and most neutral units (such as Goblin Laboratory units) are way too fast
Battle.Net Link to the Mod:
battlenet:://starcraft/map/1/360040
(Screenshots are all there)
An Orc Transmutation Mine being built to exploit Vespene.
The mod is currently up on Battle.Net, make sure you don't have the AI set to Random, and keep the AI on (Stay Starcraft), I don't have AI made, but AI is planned. (As of current, Orcs are almost finished in terms of bugfixing and implementation. (WarCraft 2 and 1 factions will be implemented fully sometime in the future, alongside the WarCraft 3 bugfixes, so stay tuned.)
Humans, Night Elves, and Undead are also playable in this version, albeit very buggy. This thread will serve as updates, feedback, and general discussion about the project currently.
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