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
Quag is back with a slightly larger update + two new missions! Change log on the download page.
Note that you'll need the updated v0.9 Quagmire Assets mod as well.
Had to replay the missions due to computer issues, and it turns out that you can load some of the heroes in the Mission 1 APC's . Filling that APC will mean that the mission is now uncompletable, as the hero will leave with the APC.
In reply to TChosenOne:
These are awesome so far, but I think I may have found a bug in Hour For the Wolves.
In the installation section, I feel that the window for killing the paired guards is way too small; sometimes, even lining up my second shot before the first guard is even dead isn't fast enough; I don't know how I got past it. Also, when rounding the corner to find the tech and his escort, a guard detects me and ends the mission. There doesn't seem to be a way around it.
In reply to VisionsofKhas:
In reply to Jones313:
Sweet, new missions! Diving right in!
Would I be right in saying this is something of a Vietnam-inspired story? Maybe it's just the musical choices that are making me think that.
In reply to VisionsofKhas:
In reply to Jones313:
Slightly bigger update! Version 0.84 includes three new missions, seven maps in total. The new maps include a couple of new units and "heroes". Change log:
v0.84
Mod
reworked Aid Station heal & energy restore abilities - they now work with autocast
Balance changes
Dropship acceleration and deceleration slightly increased
Dropship unload rate slightly increased
APC unload rate slightly decreased
Flamethrower attacks (Firebat, Drake, Hunter) now apply a temporary burning (DoT) effect to structures
Hunter's attack now applies a burn debuff to targeted infantry
Wraith attack cooldown increased from 1.3 to 1.75
Wraith attack damage increased from 20 to 30
Driller movement speed decreased from 2.25 to 2
Sniper (KMC) added 4 second delay and visual cue at target before weapon is fired (the attack can be interrupted)
Sniper (KMC) attack range increased from 12 to 14
Sniper (KMC) attack damage increased from 40 to 50
Sniper (KMC) decreased movement speed from 2.25 to 2
Sniper (KMC) removed "Snipe" ability
Loadout perk "Complex Industrial Military" now slightly reduces production structure costs in addition to faster build time
Loadout perk "War Machine" now works properly for all factory units
Small update out now! Progress is a little slow, but I should mention that the vast majority of time spent on this project in recent months has gone towards the next set of maps and various preparations for said maps, not included in the change log.
So the change log isn't really indicative of the development pace right now, but here it is. Stay tuned for more updates.
2018-01-10
v0.83
Mod
Balance changes
Maps
Mission 2
Just played a bit of the first mission, was sniped, some feedback:
1.) Too hard for me, even on normal.
2.) Too many options per character.
3.) Too much tactical RPG?/Character improvement? options in the briefing.
In a nutshell: Too much too early. Just some ideas:
1.) Don't overwhelm player in first mission.
2.) Allow the "Armored Vehicles" to heal the squad when inside. This allows some success and learning even if you don't know exactly what is going on and how to use the 99999 special abilities perfectly. Maybe auto-healing or a medic character would also work. Some forgiveness.
3.) Make the RPG-part (where you choose improvements before the mission) an ongoing process. Meaning: Don't offer everything from mission 1. Do it like Hyperion's research/upgrades in WoL. Again, this is to not confuse player too much and keep him interested for what might come later in the game.
4.) Don't give all special abilities to the squad in the first mission. Allow one ability per character and give them more later.
Just my 2 cents.
In reply to Forge_User_91227890:
Yeah, the idea is to include a tutorial map, briefly going over each unit's abilities and their uses.
The thing is, I don't want players to be able to bum-rush enemies without having to worry about getting hit, and unlimited healing would kind of have that effect.
I have been thinking about the possibility of checkpoints of some sort where you can get healed up at a certain point during missions. As you say, the first map could use something like this at least.
There's a little bit of reading at first, yes, but I specifically wanted more freedom for the player instead of choosing one of two options.
The perks aren't anything incredible, so you're not going to lose a mission due to making bad choices in the loadout screen.
Right, finally managed to get around to mission 4:
Bugs:
Found a way to cheese mission 4
Step 1: Take a dropship to the top left of the base, drop trickster outside the wall, and eugene near the starport
Step 2: Eugene kills the flak cannon, while trickster kills the seige tanks, mines the area to slow retaliation, and kills the nearby flak cannons
Step 3: Trickster sabotages the door, then as he's getting recalled, you "tactical pause". Trickster will disappear when recalled, so you don't have to worry about him dying
Step 4: After the gate dies, drop Eugene in front of the door and pick him up with the dropship. Congrats, you win the mission!
OIn reply to TChosenOne:
In reply to TChosenOne:
In reply to TChosenOne:
I'll see what I can do. You mean just the indicator, or do units actually disappear from groups?
Yeah, known issue. In order to fix this I might have to rework the whole mechanism - rather not do that but I'll have see if there's an easier way
Just the indicator.
Yeah, the mines need a nerf. Right now the +2 mine charges is a must get upgrade due to how effective they are throughout the entire game.
Great, will have a look after playing through SCMR again. Thank you.
Just a question, will there be an installer? Copying files around due to some arbitrary logic seems a bit odd and screams "automation"... Do you have any religious reasons against it?
Well, dunno when Im gonna replay MR, but i think I gonna include this in the playthrough, before playing MR.
Keep up the good work!