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
-
Move all downloaded zip files and unzip the Quagmire Installer file to your Starcraft 2 install directory
-
Run the installer
-
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 Forge_User_39413579:
An update is available. Changes:
2017-10-29
v0.82
Mod
Maps
Mission 1
Mission 2
Mission 3
Mission 4
I downloaded your updated maps and mods, and everything seems to be going good so far!
MISSION 2
A couple things. I noticed that when several enemy APCs get past me, they just kind of sit and wait at the beacons. Are they supposed to disappear and give me a Defeat? Also, in the lower-right of the map, you may want to adjust the path blocking -- those very APCs got past me by going THROUGH the building doodads. Also, did you mean for Trickster's Mines and Cameras to remain on the map? They were super helpful to get through the mission.
MISSION 4
It seems the Demolishers don't always properly have the Out of Ammo tag on them; sometimes, when fully loaded, it will appear.
Otherwise, it's an awesome map and I thoroughly enjoyed it! And now that I'm on Mission 4, I can say, without a doubt... FUCK GRENADIERS. :[ RIP my bunker'd marines.
In reply to VisionsofKhas:
Yeah... I was lazy enough to not include that defeat trigger yet, also before I put that in I wanted to make sure the map gives the player enough time to get oriented and set up defenses before APC's start rolling in.
There were a lot of pathing issues on the map. I've been trying to get rid of them, must've missed a spot.
That was an oversight but as soon as I noticed it I was hesitant to just have them removed. Instead I'm thinking maybe give the player an opportunity to plant mines before the base-building phase.
Yep. I'm sure there's a better way to implement those text tags, I'll see if I can make them more reliable.
In reply to Jones313:
In reply to VisionsofKhas:
Version 0.81 available. Change log:
2017-10-21
v0.81
Mod
Balance changes
Tactical Response Squad
Maps
Mission 1
Mission 2
Mission 4
I (after few tries) managed to get people on the 4 apc and cleared all the map on hard, but now i have 9 refugees that i don't know where to send, is there some secret pact i have to take? What am i missing?
In reply to DEFILERRULEZ:
MISSION 1
Did something load incorrectly? Only structures attacked. There were no enemy units on the field at all. I scoured the map for all POWs and came up short. From what I'm reading of other comments, this was only the first section of the map. How do I proceed?
EDIT I reloaded the map and everything seemed to work fine. I love the concept and execution!
MISSION 2
I reloaded this map several times but kept coming back with errors throughout the gameplay. During one of Larimer's warnings, I guess the trigger got stuck and his transmission looped, never going away. That might be why, once I destroyed all the pirates, I never got a Victory screen.
EDIT I played through this mission twice now. I reloaded from your Mission Select and the errors disappeared, but Larimer's transmission still got stuck and looped. I also cannot load the mission 3 from Mission Select, and get copious error prompts when I use Test Document on it. I can't proceed. :(
In reply to VisionsofKhas:
In reply to Jones313:
Mission 3 down.
I don't like this mission. Requires an insane amount of defenses early to stop mineral bleeding on repairs, making it incredibly hard to get a fighting force.
Bugs:
Laser drill will fire during CAPSLOCK mode (it will not retarget, though)
If you capslock during the start of a demolisher attack, the attack will continue on and do damage
Loading a game saved before mission start will cause prototype gear/limited edition to fail
In mission 2, the command center is too far away from mineral lines
A lot of units don't get full upgrades (or upgrades at all)
Edit:
Dislike how profiles will not be re-displayed in tips.
Well. A couple of things about map 3:
- expand as soon and as often as possible
- try to set up defenses in positions where they cover as many resources as possible
- keep moving your frontlines forward so you can start hacking away at an enemy base while defending at the same time
I acknowledge that this map can get exhausting and these types of slow grinds aren't for everyone.
Hoping to fix most of the missing upgrades for the next version.
Mission 2:
Dislike that the only way through seems to be mass APC
You can take resources from your ally, but he can't take resources from you.
Hmm. I was concerned they wouldn't be that useful, so that's reassuring. :p
In reply to Jones313:
Just beat mission 1.
Playstyle: killed all the units/structures in the first section, then snuck past the mechs in the 2nd section.
Thoughts: The reaper seems really strong against non-mech, and with some micro can just kite infantry. Plus the grenade is basically "i win this engagement". And speed-sabotage prevents fights from dragging on as you take out their production first.
Sniper is also really nice, being able to take out 1-2 guys before you get in combat is good, and can lock down the few mechs you find. Holo decoy is useful, but it competes with lockdown for energy.
Didn't use any of the firebat's skills, he seems good enough vs infantry as is.
The Tychus's slow is even better for boosting the reapers kiting vs infantry.
CAPSLOCK for pause needs to be reiterated for the player, I lost a few times before I remembered that was a thing