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Project: Hydra -- co-op for 1.21+

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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 six maps of the campaign have been released, so go check them out here!
Project: Hydra (Topic)

Project: Hydra's key features are...
‎* SC:R compatible
‎* Redesigned maps & AI
‎* Modified techtrees & heroes
* New main and side objectives
* Comprehensive tutorial
* 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!
MEGA
 
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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.
 

Dr Super Good

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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.
That sounds really unfortunate. I hope everything turns out alright.
 
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ATdGAdR.png


t07 should be ready soon
 
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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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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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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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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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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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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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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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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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