Quagmire
Year 2488. After three years of fighting across the sector, the Guild Wars are winding down and the Kel-Morian Combine is losing ground on every front. All signs point to an inevitable victory for the Confederacy.
Out of nowhere, Confederate outposts and key facilities on the strategically important colony of Sonyan are hit by a series of well-coordinated raids and bombings. These attacks are carried out by mercenaries believed to be contracted by the Kel-Morians. Confederate forces are placed on high alert and troops are diverted to Sonyan from neighboring colonies. Tensions are rising on some of the Confederate-occupied fringe worlds while Confederate intelligence is scrambling to get a read on the situation...
What is this?
A single-player campaign for Starcraft 2 with a story taking place during the Guild Wars, before the events of the original Starcraft. Missions alternate between classic RTS focused on map control and squad-based tactical gameplay. Runs on a tailored version of SCMRmod.
Contains mature language and violence.
Features:
- 14 missions + a tutorial & 3 cutscene maps
- different mixtures of real-time strategy and squad-based tactics
- Three customized terran factions
- Three difficulty levels
- Loadout / level-up system - choose different perks and abilities
- Story tied into the Starcraft universe
- press-key-to-continue dialogue system that lets you read at your own pace
- plenty of characters, backstory and optional reading
Playthrough videos:
v1.0-1.02, normal difficulty by Jayborino
v0.91 Early Access Version, missions 1 to 9, normal difficulty by DeltronLive
Full release version is now available!
Downloads
How to Play
Auto Install
- Download all the files listed in the Downloads section above
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Move all downloaded zip files and unzip the Quagmire Installer file to your Starcraft 2 install directory
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Run the installer
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After the mod is successfully installed, use the shortcut on your desktop to run Quagmire
Manual Install
- Place the two .SC2Mod files in the "Mods" folder in your Starcraft 2 install directory.
example folder containing the mod files: C:\Games\StarCraft II\Mods
- Place the "Quagmire" folder containing the .SC2Map files in the "Maps" folder in your Starcraft 2 install directory.
example folder containing the map files: C:\Games\StarCraft II\Maps\Quagmire
***
- You can create a shortcut and use it to play the mod directly. Set the shortcut's target path to (replace C:\Games with your Starcraft II install path, include quotation marks):
"C:\Games\StarCraft II\Support\SC2Switcher.exe" "C:\Games\StarCraft II\Maps\Quagmire\Quagmire Launcher.SC2Map"
- You can also play by opening the Quagmire Launcher map in the Starcraft 2 editor and pressing the "test document" button on the top right.
Known issues
- Demolishers and Stingers can lose ammo without firing their weapons if another order is issued just as they are about to attack
Credits
written and directed by
Jones
map design
Jones
Tactical Response Squad unit and gameplay design
Jones
Anttehoo
RTS side unit design
Jones
Custom 3D models and textures
Alleyviper | Avenger, KM SCV, Ripper, KM Sniper, KM APC, KM Command Center, Renegade, Barracuda |
Supernova134 | Demolisher, Stinger, Rhino Tank, Hellhound, Flak Cannon, Power Station |
XibadivS | Machine Shop, Control Tower |
Hammer107 | ComSat Station, Jack Larimer, Sniper |
TaylorMouse | Outrider |
GhostNova |
Dropship, Goliath portrait |
sgtnoobkilla |
portraits: Ripper, Outrider, Renegade |
Jones | retextures: Corona, Leeds, Harkins, Councilman |
Quagmire mod is based on the Starcraft: Mass Recall mod by
Jones
Jimm
Telenil
Gradius
Kostyarik
Re1deR
Ultraling
Superfield
christdaugherty
contains additional SCMR UI design by
herdal8
Kostyarik
Re1deR
uses a script template for sniper scope by
summerloud
third person shooter engine by
martinolsson
installer by
Kostyarik
SCMRmod is based on the Starcraft 2: Brood War mod by
MavercK
for other Starcraft 2 campaigns, check out the Custom Campaign Initiative
In reply to Jayborino:
Seems like I just appreciate everyone all the time here, but I genuinely appreciate you and others taking the time to write down some thoughts on all this. I guess I'll smell my own farts a bit and talk about some behind-the-scenes here if anyone cares.
While a bunch of things start going wrong leading up to the bomb, I did go for that tone shift at that point where things go from bad to much worse - kind of like a disaster movie - and suddenly you're in survival mode with some mild horror elements thrown in. At this point Deltron said something like "the campaign was dark but this took it to a whole new level", which I think describes what I was trying to do pretty well.
I had multiple sources of inspiration, of course - some of them evident in the dozens of references throughout - but a game by the name of Spec Ops: The Line which in turn is inspired by Heart of Darkness/Apocalypse Now was an experience for me that's similar to what you're describing, even though all the bad stuff builds up more gradually from early on in that game as well (I think, it's been a couple of years). So I was going for something a lot like that.
The idea of a map set in a city that's just been hit by a nuclear strike was the starting point for me, everything before that is more or less an excuse for the nuke. The initial idea was five maps of purely BW/MR terran so that I could get it done in a reasonable amount of time... it turned from 5 to 7 to 10 to 13 to 14. I don't know what made me want to include the whole TRS aspect, as if this wouldn't have been time-consuming enough without it, but it turned out to be a good idea. The story gets a little more character-focused with them I guess, since it's just these four guys.
Yeah, obviously the chance of any kind of good ending goes out the window at the end of map 9, but I think going for the darkest possible outcome after that just to be all dark would have been too simple. And you still have to "win" maps and work towards an end from a gameplay perspective.
You could also say that the bad guys win - I tried to do a story where there are no heroes. Some may be worse than others but everyone's a bad guy was sort of a theme I tried to follow - not purely for the sake of being evil, it's mostly just that the characters are victims of circumstance and/or just don't give a shit. There is maybe one character who's distinctly "good".
I guess it's debatable how good of an ending the survivors get. Agria, of course, is overrun by Zerg in SC2, though not until decades later. Leeds joins the Korhal independence movement saying he never wants to see anything like Omerta again... foreshadowing! We all know what happens to Korhal. Corona's fate is unclear, but it's clear he's a fugitive. But it is the best possible outcome under the circumstances, I suppose.
How dare you?
While I think I put about a 50/50 emphasis on gameplay/story, the focus was more heavily on story and atmosphere on the later maps as I was trying to sort out all the details and admittedly I didn't put that much time into refining the gameplay in comparison. I did run a bunch of tests and I did a playthrough on hard difficulty close to 1.0, but obviously that's not remotely the same as someone else playing it.
So I'll just be waiting on some feedback on especially those later missions and possibly tweak them accordingly, if possible. Actually seeing someone else play is of course the best form of feedback.
That's great to hear! Of course the story draws from reality as well and my bleak worldview seeps through in some way, but as a bit of exciting trivia I had many of the major plot points and a lot of the overall story figured out in early 2015.
Still, up until the very end this weird chain of events was a jumbled mess in my head and I think I wrote most scenes in no particular order on coffee breaks at the office, so I'm quite happy with how it turned out, and happy that it works for others as well.
[edit: redacted mostly unrelated goofy half-drunk story with potential to be misinterpreted]
I do need to credit a bunch of people, my cousin aka Anttehoo, the SCMR crew, Kostyarik, Telenil etc. for a lot of the groundwork even if they weren't directly involved. Thanks to the couple of people including Deltron, TChosenOne, VisionsofKhas who played the early versions for providing that feedback to work with, was definitely helpful. Credit to Alleyviper and Supernova in particular for most of the awesome models that inspired a bunch of custom units. We did it, everyone!
Anyway, I am envisioning some small enhancements and additions to the gameplay side of things, maybe trying to flesh out the Combine and Pirate factions and putting more work into the AI. Reworking some aspects of certain maps is on the table as well, we'll see. Interested to see the rest of your playthrough and how it all plays out!
Heh. Who's talking about Starcraft lore now! If you've got another minute, I shall answer your questions, Jayborino - but be responsible in how you use this newfound knowledge. Established characters include Larimer, Mah Sakai and of course mr. senator at the end - I think that's it. Though I'm not sure if Sakai or Mengsk senior are ever seen or heard in any media - I'm not really familiar with the whole universe beyond the games either.
Barragni can be seen in the last shot on the space ship/station with the man in mayan blue. So that's sort of a good ending for that guy, or not, depending on how you look at it.
Pita is... I don't know if there's necessarily more to him than that he would have been apparently one of the most powerful psionics discovered by the Ghost program. The wrangler talks about a young girl with seemingly similar potential, referring to Kerrigan of course. So in a way it's implied that this guy could have been another Kerrigan. As far as I know the Combine didn't run a Ghost program, not at that time at least, so maybe his psionic potential didn't become apparent until he's in a war zone and he was just seen as a bit of a crazy person. Ultimately ended up being taken down by the unlikeliest of heroes, marshal Giggum.
You could also make an assumption that this type of insanity is what would've happened to Kerrigan if she wasn't taken into the program at a young age. So being born with this kind of potential would be a lose/lose at this stage of human evolution. Hmmm. (I made this bit up just now)
I wanted Raynor to have nothing to do with this campaign, given that he's seemingly involved in everything that goes on in the universe - especially in Starcraft 2. I also wanted Dag and Bill to turn out okay, so I figured I'd turn that into a little Raynor reference just to kind of bring home that this is supposed to be the same universe. I also wanted someone to call Raynor a "fuckin' fascist" just to introduce the idea that not everyone loves him, since he's such a hero all the time - especially in Starcraft 2.
In reply to karlprojektorinski:
Regarding the epilogue:
Ahhh, okay. I missed that Edgar Pita was a psychic. That clears up my confusion. I was under the impression that The Man In Mayan Blue was somewhere in the vicinity when that scene took place, whom I had assumed to be psychic himself due to the FX on Agria.
In reply to visionsofkhas:
I don't think he was in the vicinity, but I'd say that's fair assumption, though. Who can say? Something strange about him, for sure. It's like he's some sort of Government Man, I don't know! I have no intel on that guy.
In reply to karlprojektorinski:
Aaand it all clicks into place lol
Can anyone give me some tips on the intended way to approach mission 13? I'm sort of befuddled by the absolute chaos of it all.
In reply to Jayborino:
I don't have anything too specific, I guess the main thing is to be cost-effective. If you can afford it, you can buy more time by building multiple aid stations, but you shouldn't need to rush things either way.
That said, the first section is relatively quick compared to the second - no real benefit from hanging around too long.
Here's a secret: the ghosts at the start kinda give the wrong impression, they shouldn't bother you too much in the later stages.
In reply to karlprojektorinski:
It's funny, I started recording this then realized my mic was off. ,My first impression made me think this map would drive me nuts, so I posted here for help, but then it turned out to be not so bad.
I'm blasting through the end of the campaign today because it's just so gripping.
This campaign has been... amazing. I utterly love what you've done with the story, the game mechanics, the map design. The latter half, especially; from Nuketown onward, I've been at the edge of my seat.
In the final mission, I've noticed my units pass through some doodads, especially in the north-western base. You may want to do another pass to add pathing blockers. Also, there's a tunnel leading to one of the entrances the makes it difficult to see if I'm being attacked from that vector. Is that an intentional "Fog of War" aspect? Also, it's a little awkward when my aerial units move through skyscrapers in that mission, so that might be another thing you'll look into with regards to pathing.
Also, will you be continuing on with any of these characters in future stories? What of the Man in Mayan Blue? I'd like to see where they go from here. :D
Thanks again for an amazing game -- and I did NOT expect the shoutout in the credits, thanks you. Take care!
EDIT Waaait a minute... Is Dag Giggum (or Kaiser)... are they actually -- ???
In reply to visionsofkhas:
Hey, glad to find you've revisited and finished the campaign! Those last few maps haven't seen a ton of testing, so I'm also happy to hear it wasn't a frustrating waste of time, either.
Yeah this sounds like something I would overlook, a bunch of maps have had this problem. Thanks for the heads up, I'll try to sort that out. The tunnel's intentional - it's basically a coincidence that it's even there, there's no deliberation behind it. I'll take another look at it.
I honestly don't know. No plans for anything as of right now. Something like a cameo might be more likely, if anything. I'd have to do something smaller - I do enjoy creating this stuff, the problem is it ends up taking years.
Well of course. Not too many people play these things, so I do appreciate your early feedback - that's always important. Thanks for playing!
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I am unaware of any activity or operation you might be thinking of, nor would I be disposed to discuss such matters if I did in fact possess information pertaining to this subject.
found a bug in mission 10
after the 3rd person section my mouse is stuck in the middle of the screen
because of that i can't select multiple units with my mouse
i tried to rewind but my mouse was still stuck in the middle
that's all i found in mission 10
In reply to Forge_User_20026670:
Thanks for letting me know. Did you happen to save/load during the map by any chance? I recall something similar happening to me once or twice, I think it was specifically after I'd loaded a save of the map.
I took a quick look at the script, and everything looks seemingly ok - apparently it just sometimes refuses to work properly for some reason. I'll try to investigate...
In reply to karlprojektorinski:
Same issue for me. Reloading fixed it at the start of the sniper section for me, but did not fix it the second time on the score screen, I had to quite to the launcher.
I found a bug on Mission 9 where I accidentally used Caps Lock to pause the game and it messed up the timer sync such that it only progressed when the game was paused as opposed to when it was active.
One other thing, the Construction Yard allowed me to research Double Decker infinite times. You only get the benefit after the first one, but the upgrade continues to appear available to be researched.
Btw, is this an ok place to list anything I find like this, or is there another thread? I can also use Mapster PMs, just let me know.
In reply to Jayborino:
Yeesh. Sorry about that. I'll look into it.
This page works for me.
Some feedback for map 7, I feel the amount of things happening in it is quite overboard.
1) Two bases, separate income, separate upgrades
2) Inclusion of TRS
3) A global timer
4) Vespene sources explode when depleted, there are many of them and all have small amounts
5) 6 heroes to babysit
6) Second base has a near-entirely different techtree
7) Reduced visibility
If these were spread across some other maps, then great, they're all good and engaging. All together is way too much and completely floods my brain. The only simplifying factor is that I can't build air units, which I see as a blessing rather than a curse because it's one thing I don't even have to think about.
In reply to Jayborino:
I had a feeling this wouldn't be your favorite map... I think you'll be thrilled to hear I'm envisioning an additional mechanic where each shot has a chance to trigger an explosion at the impact point, dealing a little extra splash damage. Odds would be based on weapon damage, and damage from the explosion would be mitigated by armor. This'll provide a new exciting element to the map with more emphasis on mech as well as spotting and engaging targets first! I ran a quick test and most importantly it looks and sounds pretty cool.
The map is heavy on multitasking and I imagine many people might not like it. The separate income for the two bases makes more sense narratively, but it's also there to ensure the player can't neglect either base and only use it to fund the other. The lack of air units also serves this purpose. The heroes... I guess you could consider as a little bit of extra utility / base defense. It's not my intention to make the player lean on them too much on this map. Trickster with his cliff-jumping abilities is a pretty exciting element here, I think.
I'll try to do something about 4 and 7. You could argue that poor visibility as a premise in an RTS is a bad idea in itself, but that's what I did so now I feel like if I'm trying to sell that idea I can't have things always be, you know, clearly visible. It's also an excuse, if a flimsy one, to not have air units on the map. The main problem to me seems to be that it's sometimes difficult to distinguish cliffs. I'll try to mitigate this with some terraining tricks.
I'll grant that running around building refineries is just a chore, I'll reduce the number of geysers and increase their vespene amounts.
Thanks for the feedback.
In reply to karlprojektorinski:
I think now that it has sunk in a bit, I'm looking back on it more fondly than I did at first upon finishing it. The exploding geysers did not really impact me and I expected the explosions to be much larger. I didn't really use TRS as I saw them as a liability, but I also see how including them does provide the opportunity to use them if the player wants to. Two bases does always trip me up, but it was a treat to be able to build different armor units.
I talk about all this for like 6 minutes at the end of today's video, hopefully it conveys my opinion a bit clearer as I wasn't upset at having so much stuff, just overwhelmed mostly with hoping my heroes didn't randomly get killed when I wasn't looking!
In reply to Jayborino:
I think I get where you're coming from, I can see how the fact alone that sometimes you can't see what's going on would piss people off. I've been putting some terrain work into the map since the latest published version and I hope that it'll make a difference. The help popup about the gas explosions does make it seem like a bigger deal than it actually is, it's just more of a hassle to keep looking for new geysers.
Me, I'm constantly getting my VIP units killed so I can relate. I like to always try to stay active on the map and do more with less, to the point where it becomes a weakness.
Another small update! Quag v1.02 is now available. Changes listed on the download page.
To update from previous release versions, simply replace files.
In reply to karlprojektorinski:
Wow, you keep supporting this campaign after release! Great, I appreciate it very much.