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
Nice. That's the right idea, pretty much. I'd like to say killing everything in part 1 isn't necessary, but it's ultimately safer that way I suppose.
Interesting! Yeah I found myself wanting to get rid of enemy production asap as well.
I guess what you're saying is no one in the squad is particularly useless, which is what I like to hear. I don't really mind the reaper being able to kite effectively with a little micro, especially when supported by the gunner - but I'll consider toning it down a little.
I'm considering making lockdown - and possibly decoy as well - cooldown-based. That was the plan initially but I ended up enjoying the occasional double-lockdown. I don't know.
The firebat is essentially a tank, I feel like he's currently not needed for every engagement but really useful for when things are about to get out of hand.
Curious if you used cloak at all? I feel like it needs some changes.
In reply to Jones313:
Bugs:
When using Limited Edition, if you select an upgrade & hit OK, deselect Limited Edition, and select it again, the popup window will not go away. (same thing happens with Prototype gear)
Limited Edition and Prototype gear windows will not go away if both are selected without making a choice.
There's just a lot of bugs with those two in general.
Not clear that dialogue is click to continue.
Enemies will aggro when you do actions (like placing a scanner drone) on high ground
Got a random mission defeat in m1
Spelling mistakes:
Holo decoy: "useful skill toi have"
Suggestions:
A-moved units during cutscenes make them look choppy and a bit silly (especially when i'm screaming at those hellions to get within minimum seige tank range :P )
add a cutscene skip
the sound effects of sabotage get obnoxious, especially when it's on multiple buildings.
Add objective to mission 1: Clear evac point
Add objective to mission 1: clear another evac point (after 20 POWs rescued)
Update objective with # of POW's rescued
Warn the player that new enemies have spawned all around the map, accidentally a-moved into 9 goliaths
In reply to TChosenOne:
Hmm. I couldn't reproduce the first issue exactly like that, but yeah, these are lazily put together for now and break easily, so obviously will be looked into at some point.
I'll add some sort of one-time welcome screen to the launcher, I guess.
That's odd. This is totally possible, but is it also possible they were aggroed by something else? AI has a pretty long aggro range and it could take a while before their reinforcements show up.
Are you sure you didn't just lose a bunch of POWs?
One of the camps in the middle of the map is in range of an enemy sniper, so if you go there before taking out the sniper to the west, he's going to start picking off POWs as soon as you bust them out, which is admittedly kinda bullshit. It's not that noticeable either. It doesn't lose you the game by itself if you move the POWs away quickly enough since you're allowed to lose up to seven.
I'll double check it but other than that and getting one of your squad members killed there shouldn't be a way to lose the map.
Heh. That's a reference (including the typo) to former Brood War / SC2 player Idra, one of his famous quotes.
I think that's the only dumb meme / intended typo in the mod, so if there are any other typos, they're accidental. Though I need to mention that any not-entirely-proper grammar of certain characters is probably intentional.
Not Hellions, Hunters!
Obviously anything that looks particularly, uh, jank I'm hoping to improve a little bit in the future. As long as it's something that can be improved in a reasonable amount of time.
In reply to Jones313:
In reply to TChosenOne:
Jones project from out of nowhere! I'm excited to play this.
In reply to JayborinoPlays:
Oh shit. I'm excited to hear that.
I should note that the mod hasn't seen much testing outside my own, so I'm not sure how accessible this version is - that's what I'm trying to find out now, I guess. There are a couple of help popups for some of the concepts, and it's still Starcraft, so... might take some getting used to, but it should be playable.
So if you were to play this and if/when anything's unclear or you're curious about how some of this stuff works, feel free to ask. This goes for everyone, of course.
Post this to the forums, so it gets more traction! not many check new maps
In reply to TChosenOne:
In reply to Jones313:
Thank you for your project. Is wonderful and a wind of fresh air for the community in terms of creativity and design.
I play a little of the second mission. All my heroes died but the game didn't trigger defeat.
This is wonderful. Is like playing Commandos from Eidos.
The data modification is insane. Excellent work
I play the first mission and the only thing was that the tips for my units didn't appear... oh and the square when you select the aerial view got stuck when i play the first time. I have to reset the mission and work fine.
In reply to VastanX:
Thanks for the feedback, VastanX. Glad you found the squad-based part interesting. Honestly I never played Commandos or other real-time tactics games myself - only the turn-based variety such as XCOM and Jagged Alliance.
This could be helpful, so I hope you don't mind a couple of questions based on your feedback:
In reply to VastanX: