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
A bit of news:
I'm happy to see people still finding and enjoying this campaign years later, and kinda feel bad for going dark here. I've been mostly out of the game for a while for various reasons - though I have been trying to work on an update to Quagmire on and off for a couple of years now. Frankly haven't felt like it for the past year or so due to the subject matter alone and Russia's rampant destruction of Ukraine.
Anyway, about the eventual update: I feel like it's mostly done and it'll be about a lot of small gameplay-related tweaks, balance changes, that kind of thing - and roughly an equal amount of small improvements in presentation, cutscene and terrain tweaks etc. Some basic AI improvements are in the works as well, also a new unit or two. Nothing drastic, just hopefully a more solid experience overall.
So all that has to come out eventually, have to be pretty vague here but best-case scenario would probably be sometime this summer if circumstances allow.
I just played through Quagmire and i must say that it is probably the best campaign in terms of atmosphere that i ever played in sc2. I would be curious to know if you would be okay with someone making a public map with your dependency mod as it has everything that i could ever want? (with credits given, of course)
In reply to rebosul:
Hello!
Thank you for the message! To be clear, I have to note that the custom models and such are all other people's work as listed in the credits - all publicly available for download on this site for this purpose though, so I'd dare say I'm completely okay with you using the mod in your own map.
Happy to hear you liked the campaign - I've been slowly working on an update every once in a while for years now, including a bunch of balance changes and other tweaks to the core assets which has to come out at some point but I've no idea when.
Anyway, kinda few years late on this, but finally finished the campaign, and what can I say -- just play it if you have even a smidgen of love for Starcraft lore. This is THE Starcraft plot as it was meant to be, maybe lacking Blizzard's budget to quite realize all of the ideas, but still.
I probably shouldn't expect any patches by this point, but still, would be kinda cool if the Nova Squadron AI was fixed in 'Pale Horse' scenario on Hard, as they were completely passive for me -- no SCV movement, no attacks at all.
In reply to telrre:
Here's a very late response / ping to refer to my post above. It's never too late!
And thank you for the comment, I certainly hoped that other Starcraft lore enthusiasts would have fun with this.
Not sure what happened there with the AI - but overall AI improvements and map-specific AI changes, including on Pale Horse of course, are in the works.
Trickster Carrying the Whole Team: The Game
Seriously, the guy needs a promotion like yesterday. Or at least some very good retirement plan.
edit 5 missions later: ...oh.
Really enjoying the campaign but it stopped saving my progress in the Launcher and can't access any map after mission 8 Unit Lost even though I completed it mission 8.
Just finished quagmire and wow! this is another level of storytelling jesuschrist. I can't stop thinking about it and i really hope that you can continue doing more campaings like this.
Really nice work, thanks you for doing this and cheers from Santiago de Chile!
Hey guys! I've been working for a while in a small cosmetic update for Quagmire. I added remastered skins for the marine and battlecruiser, updated death animations for some Confederate and KMC units, hotfixed the Battlecruiser causing lag and included a new version of map 10 for those who don't like FPS sections. Also, uploaded optional versions for map 9 and 15 with a new model for the councilmans wife and small editions for the epilogue dialogue.
Here is the link along with my SCMR updated mod:
https://drive.google.com/drive/folders/1M2Ln3SVIUoJhO2Nib63Ecs6-rBec-2-t?usp=sharing
My opinions on the campaign:
Wow that was so good. Jones, you really did a great job with the atmosphere and the story. The new mechanics for the TRS and new units are really really fun. I removed the FPS section because of personal preferences, but for the most part everything worked perfectly. I would suggest adding mission beacons for the Larimer solo section in mission 6 and overall in mission 11 (the first time I played those i was quite confused). In the epilogue, i edited Mengsk dialogue because, even tho I liked the foreshadowing, it was so derivative from Arcturus and it felt kinda weird.
Despite that, i loved Quagmire. In fact, that was the reason I started tweaking stuff in the Sc2 editor so thanks for that! I hope you keep updating the mod but if not, it's fine as is.
Cheers!
There is a small bug with the Battlecruiser. Every time the unit dies or bails the game freezes for a couple of seconds. Not gamebreaking but it's annoying for sure. I'm trying to figure out which effect/behavior is causing it but no luck thus far. Hope you can fix it for the next update
Edit: I kinda found out what is happening. It's linked to the way the fuel consuption effects are not properly removed when the unit dies or bails. I couldn't find a better way to do it myself so I just removed most of the effects and behaviors. The only things I left are the vespene consuption and the forced bail when you run out of resources (in other words, no more energy consumption). Hope this helps :D
can any one help me the game is not dipalyed correctly with my compute.
see screenshot here.
This campaign is so creative man , I loved it so much just because of the Tutorial and first mission.
You almost made a new game with great tactics
In reply to omar_n001:
Thanks, I appreciate that. I dunno, I just applied the tried and true method of kinda blending different genres together and hoping that it turns out okay.
Just finished a couple more missions, so here's feedback on them as well. They were both really fun to play. Below are my thoughts/bugs/etc. (please let me know if you don't want me to list the bugs I find and I'll stop).
ACT III
- Battlecruisers are awesome! I don't know if you buffed them in some way or if it's just that I was 2-2 and the enemy was 0-0, but they felt really powerful and fun to use. Plus this was a great mission to introduce them, since the mining outposts meant I had access to unlimited money to burn on them.
- A small thing: dropships do not require a control tower, but the control tower description says they do.
- My only other issue is that Avengers and Wraiths seem to have tremendous overlap. They are the same cost, yet Wraiths are better across the board except in that they lack the Avenger's cruddy anti-ground attack. Otherwise, they're tougher, faster, harder-hitting, and their cloak is especially good because KMC Flak Turrets don't appear to be detectors (I went back into the mission to 'check that', and wound up playing it all over because I enjoyed it so much :) ).
ACT IV
- Another really fun mission. In contrast to the previous, this was much more of a starvation experience, which was interesting to deal with. I wound up not using demolishers because of it; just APC hit-and-runs. Then when I had more money I got some Stingers and basically finished the map with them.
- The only thing with ammo-based units is that they take a long time to chip away at an enemy. That isn't a problem for me; I love long missions--but I could see others being frustrated. But even then, I think using the ammo units is an excellent way to weaken the enemy line before moving in with other stuff to clean up faster. They ad an awesome strategic element to assaults.
- For me personally, it's odd not to be able to see the current mission listed on the mission launcher; only the past missions.
- Small possible typo in the briefing: "If this punk thinks we're gonna back down, he's got another thing coming." I am not positive but I think it's supposed to be "another THINK coming" for that phrase.
- One other bug: when the TRC was recalled, I had Larimer, Drake, and Diesel in a bunker. I let them out after I realized they were supposed to go, and they turned neutral, but did not load into the dropship; they just stayed there.
- Xi
In reply to XiEntaj:
By all means, feel free to list any bugs you have! I've been working on and off on a larger update, I'll try to sort out as many issues as I can for the eventual next version. Thanks for taking the time to write this stuff down.
I think I buffed their attack and movement speed slightly, nothing major. Besides that, KM and pirate infantry are relatively weak when compared to marines and infantry has a 50% chance to hit air units in this mod so that might also add to this perception.
I felt like there's a chance this map would get tedious, so I figured I'd introduce the BC's at some point to help with that.
Ah. I removed the requirement to make it slightly less unrealistic that someone would use them, but forgot the description apparently.
Yeah... my concern actually was that Wraiths wouldn't see much use since they lack an anti-ground attack. Avengers are more versatile that way, but yeah, if you know you want purely air-to-air power, Wraiths are the obvious choice.
I did try to make the Avenger's ground attack not quite as bad as the original Wraith's, it has a slightly longer cooldown but does more damage so you can kinda do these little hit and run maneuvers to get a little more out of it.
Yeah, one of my personal favorite maps. Stingers were heavily Command & Conquer inspired, I'm pretty happy with how they turned out.
I see what you're saying, I never meant Stingers or Demolishers to be the bulk of the army. Stingers in particular I envisioned would mainly be used for taking out defenses and high-priority targets ahead of the main assault, like you said. They're also pretty good at intercepting and weakening enemy attacks as they're moving across the map.
I don't know what happened there, but that's a bug. It should list missions up to the one you're currently on.
Intriguing! I hope it's not too evident throughout the campaign that I'm not a native english speaker, but a quick google search has taught me that apparently both are somewhat widely used. "Think" may be the original and therefore more correct phrasing.
Right. The way it's handled is lazy scripting in general, I didn't spend much time on it and I guess just forgot about it.
Hi Jones,
I've finally started playing through your campaign! I found it via Jayborino's videos, and based on that it looks absolutely phenomenal. I am playing on easy because I'm not that good a player, especially with the micro missions. Below are some thoughts, bugs, etc. on the first two missions; take them for what they're worth :).
Thank you for making this!
ACT I
- I like how the enemies respond semi-randomly to my attacks instead of going exactly to the point my units were. It keeps things interesting, albeit sometimes frustrating to deal with!
- Some enemies, after responding to one of my attacks but not finding me, just sit there forever instead of going back to their base. Is this intentional? It was actually sort of cool to have to handle it, but the way they just stood still without even patrolling the nearby area or anything made it seem like a bug.
ACT II
- I think it would be nice if you would telegraph where the patrol is at the beginning of the mission that we are supposed to ambush. I got the notice that the APCs were north of me and inbound, so I set up some mines where I was and waited... only to fail the mission when the patrol got away without me ever seeing it.
- Small bug: after I lost, I quit for the evening. When I came back and hit "play" in the launcher, it actually began mission 3 instead of mission 2, almost as if it thought I had won mission 2.
- Around one hour into the mission, it seemed to bug out. Larimer kept saying there was a convoy headed northbound, but there never was; the comm sound was on continuous loop; the victory trigger did not fire, even when I used the vision cheat to make sure I'd killed everything and then the victory cheat to try to leave; and the "Return to Launcher" button in the menu did not work.
- But even with all of that, I just had sooo much fun pushing into the enemy base! I tried it with Corona and got absolutely smashed, then used Harkins to do APC raids with tank fallback points to gut the defenses. Then I got murdered by drones and started including goliaths in my raids :). So overall I still had a blast.
- Xi
In reply to XiEntaj:
Hey, despite the late response I appreciate the feedback! Coincidentally the difference in the difficulty levels isn't that big on micro maps especially, but I hope you didn't hit a wall there.
I agree! On this map especially you can pull off some hit and run attacks on enemy outposts and get away before reinforcements show up. This is half accidental but it happened to work out. The enemy is scripted to respond to certain attacks such as Larimer's sniping but they go for the general area where the attack came from as opposed to tracking down the attacking unit.
I'm pretty sure this is related to aforementioned scripted response, the idea was that enemies would kinda hang out for a minute and then return to their posts. I'm not sure if this just wasn't implemented or isn't working properly. I'll take a look.
The APC's are briefly revealed as they're leaving the base, but it's easy to miss. I'll see what can be done.
Yikes. Thanks for the heads up, I'll look into it.
Yikes! Sorry about that. Sounds like the whole mod just fell apart there - I'll see if I can pin it down to anything in particular.
Heh. Glad to hear. Yeah Drones are fun in a weird, "fuck you" kind of way. I like plopping turrets across the map myself so I like Drones in the sense that they make it seem like it's not a huge waste of time.
Excellent campaign.
I love the plot twist after Mission 9. Carrying over resources mission after mission was also good from a narrative point of view.
However,
If resources are carried over, why are the upgrades not carried over also?
Weakness #1:
- The 3rd person shooter component is bad. Unlike traditional FPS, the characters and their guns blocks more than half the screen, so it is very hard to see anything.
- There is no reload function, so once you run out of ammo, you are dead. Since half the screen is blocked already, the chances of not exactly seeing the enemy and thus misfiring is very high.
- I will strongly recommend removing all 3rd person shooter components. Change it to a normal micro mission with limited visibility (and blackness on minimap) based on where the character is facing (and no visibility behind and to the side of the character), similar to some of the mutators used in Co-Op. You can change it such that WSAD controls movement and mouse remains firing, with unlimited reloading available.
Weaknesses:
#2: For many of the TRS missions, why not put a beacon on where the unit (Trickster, Larimer) should go?
#3: For missions 12 and 13, why not put optional objectives for completing missions with a set amount of resources, so that players have a constant reminder that resources carry over from mission to mission?
#4: For missions 12, please put more scrap material on the map. I find it impossible to complete without resource cheats on Normal difficulty (and I had completed all SC2 missions on Brutal difficulty, including "All In" and "Salvation"), especially since Omega Squadron mined out their resource piles. While some challenge is good, requiring the player to rush to aggressive assault (with reasonable micro) immediately (as Jayborino did in his playthrough) or lose is not a mission that should be considered "normal difficulty." This is especially so since mission 12 is the first mission that I was told explicitly that resources will carry over to next mission (again: if placed in optional objective will be helpful to player), and you start off with your SCVs on the opposite end of the map and multiple entrances to defend (3 entrances; but the north and south areas are so big they require two sets of defenses otherwise they attack the East or West side of your base without engaging your defenses).
And yes, I mined the scraps around the map. I had just enough to wipe Omega squadron, but not enough to take the communications, which required a bigger army.
#5: While there is nothing wrong with starting the mission with a vague objective, the main objectives should be updated more regularly. E.g. in mission 10, your briefing objective was "secure control of the city." When you start, you have no idea what is going on and actual objectives only start coming in when you explore the area. Why not just start mission with main objective "find other survivors"?
Bugs:
#1: Fixed Camera in mission 10 when switched to the 3 sniper section. Saving and reloading solves the problem, but the problem shouldn't be there in the first place. Again, removing the 3rd person shooter section should help.
#2: Score screen in mission 9 (after nuke landed) - It is impossible to progress as it is impossible to click "Continue" or "Quit." Only can progress by using F10 and return to mission launcher.
#3: For many of the optional objectives, they are not marked as completed even after they have been completed (e.g. destroying radar sites in mission 4).
But let me conclude with saying that this is a very well-done campaign. I didn't have much time to explore the KMC tech tree, and their upgrades did not go past level 1 either, so perhaps you can do your next campaign on the KMC (with upgrades that go to level 3), or do one on Haykins.
In reply to Archangelos00:
Thanks for your feedback!
Narratively it would make sense to carry upgrades over. However, I feel like this carryover element needs to be pretty limited since I don't want a situation where the potential difficulty of the last map is all over the place, where better players are rewarded an easier last map and not as good players get to play a more difficult map. It all adds up, and I would still like to maintain some sort of balance throughout. You could also abuse this in the previous map(s) by just sitting around researching every upgrade when you've practically won (you could do the same with resources, specifically on map 12, which is why there's a multiplier based on the time spent on the map). The resource carryover is there as also a narrative thing, as you said, and it's just something for the player to think about.
I would say the main reason upgrades aren't carried over is that having most or all upgrades going into the last map would simply just remove one aspect of the game from the map.
The third person bit is clunky, unfortunately. I will be trying to make some adjustments to it. This section or this map in general isn't intended to be mechanically demanding, it's more about pacing and atmosphere with some light gameplay thrown in. I guess I wanted this hospital experience to be sort of in-your-face, and to also rely on 3D sounds (probably doesn't work as well as it should but you should be able to tell by the footstep sounds where the enemies are coming from) hence the camera angle.
There is in fact a reload function, you simply press R.
Any examples? I think there are plenty of beacons. If you're talking about the Trick/Larimer solo sections in map 11, that's more about exploration as opposed to following a beacon. Incomplete information and all that.
Hmm. I might consider simply something like "Resources will carry over to subsequent missions" as an optional objective.
Some good points here, good that you mention Omega mining out their resources. I'll look into that at least. I've also done some slight modifications on the main base layout.
Having no idea what's going on is part of the whole theme in map 10. The objective is supposed to represent the last word from HQ before contact was lost. More accurately the objective would be securing the comm tower Corona refers to during the map, sort of an overarching goal he insists on working towards.
It's a long one, so I'm glad you liked the campaign enough to finish it! Yeah, the KM/mercenary infantry upgrades don't go past level 1, which is part of the low tech theme of these factions (with some, uh, sponsored high tech units mixed in). Vehicle upgrades should go up to level 2, but it's possible the implementation is lacking there.
I have a vague idea of a KMC mini-campaign but it's unlikely to happen anytime soon, if at all.
I'll be releasing the remaining videos over the next several week, but, after I played mission 10, I could not help myself and just had to finish playing/recording it ASAP. My videos have interspersed criticism on individual gameplay-related things I did not care for, but I want to write a review on my thoughts as whole.
This campaign truly highlights when a complete package can really outshine minor nitpicks, which I believe results in some lightning in a bottle here. Some mission setups like 7, 12, and 13 threw me for a loop and I think they could be improved upon, but I also was constantly on the edge of my seat wanted to play more to see where the story was going and what new and odd mechanics you would use to get us there.
Spoiler tags for the rest.
Everything after Mission 9 felt like a nonstop ride; a train careening towards a cliff and never letting up. While the ending was satisfying, everything leading up to it really set a morbid tone and I fully expected these units to get wiped out to at least save this relatively small group of sick civilians. You could have really ended it miserably and it would have been just as realistic, but I'm also happy you didn't!
Now, in terms of the overall structure, I want to point out why the first and second halves compliment themselves so well, each straddling Mission 9.
The first half feels very structured, with defined objectives, clean and concise intel, and with aerial recon available. There was a clear chain of command and separate groups within the 32nd carrying out operations that worked in tandem towards defined victory. Our faction is at the height of our power and resources rarely become an issue as we creep across Raydin III towards the capital building and build upon our army.
Then, the bomb drops and complete chaos ensues. TRS becomes stranded, is forced to euthanize their remaining support crew and run out of supplies. The 32nd presumes them MIA, some thinking they deserted. All mores within the city break down as Jack engages stranded 32nd troops when they fire on him then chooses to join a KMC unit to simply survive as the walls close in. Corona desperately tries to re-establish some type of order, being only mildly successful after wandering the city and escorting deeply sick civilians to a barely functional aid station. All of the resources from Map 10 onwards are rolling via bank data, ensuring the player thinks about the chaining consequences of everything they build because there is never an excess of minerals on any map after that.
At this point, every step forward feels like clawing at survival in contrast to fulfilling pieces of a plan for victory in the first half. I believe the second half would not be nearly as impactful without the tone of organized, military precision in the first half. This campaign is quite unique as it incorporates both of these and they strengthen each other when looking at it as a whole.
Most campaigns, including the vanilla games, tend to include only that organized victory mood; there may be some narrative twists and character deaths, but every mission has an ending where you distinctly win and make your overall situation better because of it. Blizzard's example of creating contrast is the first mission of LotV highlighting the Protoss at the height of their power, then brought low and having to build back up - many games do something like this early as a narrative hook.
What Quagmire does differently though, is have this moment occur past the midway point and then it's just the bare minimum of survival every mission. No reorganization, no 'victory' anymore. It conveys a sense of realism in the face of disaster like a nuclear explosion or natural disaster where sometimes your government and institutions will not swoop in to pick up the pieces; instead they may just try to kill you to cover up their failings that caused it because you're actually nothing to them except bad PR.
To cap it all off, the last mission is quite cathartic as you wipe all these asshole factions off the map with the help of Leeds crashing in with air support and a giant Battlecruiser after 4 missions of absolute misery preceding it. Nice ties-ins with other existing lore as well to give these folks an unexpectedly decent outlook and ending.
So, to wrap up, I would revisit my original point. I did have gameplay issues that subjectively lessened some minute experiences like the 3rd person camera and lighting, having to babysit near-worthless hero units at times, and the occasional mission that starts feeling a bit too long. It's imperfect with design flaws, though I also realize the second half has not had much or any public testing yet so it's a WIP.
What overrides all of this for me is a holistic storytelling experience that was extremely gripping throughout with new and diverse ways enmeshed in the gameplay and interestingly written characters all with their own dialogue mannerisms to deliver it. Ultimately, the unpolished stuff can be improved upon if you feel like it, but the overall package is already there and it's great.
I would describe the campaign as a whole as gritty and somber, yet also cleverly topical and compelling. Rare stuff for a community campaign, or video game in general, to even try to be thought-provoking and you succeeded for me!
EDIT: Random story questions. I'm not sure which of the thing listed below are supposed to be intentionally vague or if I've missed something, so maybe someone can help me out:
Was Barragni brought out by the Marauder to be executed, or rescued? If rescued, are we meant to recognize the circumstances? Was there more to Edgar Pita and was it implied there was more to him in general beyond being a powerful psionic? I feel like he's probably referenced in some part of SC lore that I've never seen. Is Dag Giggum becoming the deputy under Raynor supposed to mean he is actually another character in future SC lore? Basically, I got the inkling I should have been making more connections, but failed to do so as I'm not too familiar with any SC extended universe stuff.