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Project: Nemesis flips the perspectives of campaign missions, pitting up to three human players against powerful AI teams. Each mission will have its own executable and a large host of balance changes, and sample from the Hydra game state to varying extents. The focus of Nemesis lies in creating compelling large-scale build and destroy maps with one faction challenging multiple players.

Though originally envisioned for Remastered, Nemesis now finds its home in 1.16.1, with powerful engine improvements by Neiv, iquare, FaRTy1billion, and others. Scenarios are designed to occupy experienced players for hours, with par times ranging from 50 to 120 minutes. Where human players are missing, AI-controlled allies take command, allowing support for even a single human player to contend with their opponents.

Unlike many of my other projects, Nemesis is designed with a fixed amount of randomization to support replayability, and serves as a more arcade-like experience than most custom RTS projects. Nemesis scenarios evolve over time with patches that sync new techniques and tech gained from the development of other projects.