Starcraft 2: Odyssey Campaign
-- ALERTS --
The download link shown to the right of this is only for the most recent upload. Click on the file tab above this to view the download for both Acts.
Introduction
Odyssey is my first attempt at creating a Starcraft 2 project consisting of a multi-act campaign set in the Kardyan Quadrant... far away from the Koprulu Sector. Played from the Terran point of view of Captain Jared Harsh of the Marine Ground Forces: Hell's Rejects, Act I focuses on his struggles throughout the battle-scorned planet Duros III. Act II, on the other hand, is a direct sequel delving deeper into the Kardyan Quadrant and events started in the previous act.
Featuring high-quality terraining with some decent writing accompanying, Odyssey hopes to push forward the storytelling capabilities of a custom campaign with its long-length cutscenes and additional lore to the Starcraft universe. As storytelling alone won't make a videogame, the gameplay, despite not being the true focus, can still present fresh mechanics and unique situations.
Both Acts are comprised of 14 missions each.
How to Install and Play
- Locate the Maps folder inside your Starcraft II installation directory and create within it a folder named Odyssey.
- Place all the missions and launcher files inside it.
- Initiate the Starcraft II editor and then load the launcher file.
- On the editor go to File > Test Document.
- Follow the launcher's instructions and enjoy.
Odyssey's Russian version info at: Link here... and downloadable files at: Link here...
History of the Kardyan Quadrant
Departing from Earth, thousands of Terrans constituted the Second Exodus about ten years after the Exile of the “dissidents” who would come to crash-land on the Koprulu Sector. The members of the Second Exodus eventually arrived at the Kardyan Quadrant where they started expanding and thriving. Colonizing the Earth-like planet of Parsya and declaring it the Capital World, the quadrant became theirs. Over the decades, backwater planets and moons became increasingly aggravated with the burdening taxations employed by the Commerce Guilds of Parsya. Unable to sustain those taxations, the colonists abandoned the Parsyan Collective and settled on remote and poor systems where Parsya had no interests. There, they took the name, Exodian Clans.
The Parsyan government, shaken by the sudden loss of manpower on the outlying planets, deployed a massive funding into the Research Divisions. Such, allowed for the creation of a new artificial intelligence capable of self-learning, far more advanced than the average Adjutant. Built into manlike androids, later called Synthetics, the outlying planets were populated with them to serve as Parsya’s workforce. As their artificial minds were evolved upon with the passing generations, eventually, the Series 3 began showing signs of free-will, being capable of choosing to ignore orders given by humans. The Parsyan Collective, afraid of a possible synthetic rebellion, amassed all its military power under control of seven of the highest-ranking Admirals and Generals, unofficially named, the Steel Council. The amassed power of the Parsyan military became known as the Federation of Warfare, a force to be reckoned with. To their surprise, the Synthetics did not wish ill upon humanity and instead chose to leave Parsyan controlled space much like the Exodian Clans had done decades before. They were never heard from again. Fearing that they would one day change their minds or the possibility of an invasion by the Exodian Clans, Parsya kept expanding the Federation of Warfare and forbade the research into artificial intelligence, and even, the use of Adjutants.
As the decades went by, Parsya outgrew itself in power and economy but also in greed. The unforgivable event later named the Powering Strife led the Federation of Warfare into detaching itself from Parsya and declaring independence under command of Admiral Cassius Rourke who took the mantle of Grand Marshal. Head of the Steel Council and supreme commander of the Federation. The Parsyan Collective, aware of the threat the Federation posed, began sinking its economy into buying the loyalty of some of the Federation’s divisions and commanders and even hiring mercenary armies from the Exodian Clans. The two forces clashed and the Powering Wars lasted for five years, ending with the troubled invasion but inevitable fall of Parsya. At the Post-War Peace Treaty of 2490, it was determined that the surviving Parsyans would be restricted to their crumbled planet in agreement that the Federation could never again set foot there. As the Federation of Warfare became the unchallenged power in the Kardyan Quadrant, ten years of peace flourished.
On the 23rd of March 2500, the miners of the Planet Duros III began a rebellion against the Federation of Warfare for the deplorable conditions they were set to work on. Now, less than forty-eight hours later, the peacekeeping Battlecruisers Heimdall and Pegasus arrive at the planet with orders to restore control.
Act I - Requiem for Duros III
- Mission 1 - Hell's Rejects
- Mission 2 - Soldiers of the Federation
- Mission 3 - The Beast of Statbrough
- Mission 4 - Unwanted Guests
- Mission 5 - Clipped Wings Part 1
- Mission 6 - Clipped Wings Part 2
- Mission 7 - The Siege of Arkingston
- Mission 8 - The Federation Strikes Back
- Mission 9 - Rising Dread
- Mission 10 - Outrunning Death
- Mission 11 - What Lies Beneath
- Mission 12 - Falling From Grace
- Mission 13 - The Bigger They Are...
- Mission 14 - Limitless
Act II - The Powerian, the Queen and the Watcher
- Mission 1 - Invasion Day
- Mission 2 - The Enemy of my Enemy
- Mission 3 - On Shakier Grounds
- Mission 4 - The Frostfire Express
- Mission 5 - United We Stand
- Mission 6 - Divided We Fall
- Mission 7 - Into Darkness
- Mission 8 - The Lion's Den
- Mission 9 - Of Fire and Brimstone Part 1
- Mission 10 - Of Fire and Brimstone Part 2
- Mission 11 - Graveyard of Legends
- Mission 12 - Untamed, Unbroken, Unleashed
- Mission 13 - TBA
- Mission 14 - TBA
All the missions' showcases can be seen on Youtube by JayborinoPlays: Link here... and also, DeltronLive: Link here...
Act II Mission 13 Status: Cinematics making phase.
Screenshots
Special Thanks
To my friend Hélio for creating the Odyssey logo and tempering with the hero icons and to Marco and Vanda for putting up with me when I wouldn't shut up about the story. Also, thanks to JayborinoPlays and DeltronLive for showcasing Odyssey on their youtube channels and to everyone who enjoys this and thinks I'm bothering myself with something cool.
Lastly, a big thank you to the guys from Firestorm Project for their work and effort to translate the whole thing to Russian.
Concerning Donations
The donate button can be found around the upper right area on the top of this page. Donations are entirely optional and won't impact the development of the campaign in any way. They are only meant to serve as a show of appreciation for my work other than reviews.
Hey! How are you doing, Luis?
Still alive but, sadly, haven't been mapmaking.
In reply to CooperHawkesOdyssey:
First part is the most important one. As for second - we're waiting anyway. :)
So far I downloaded them all into a file that I found This PC > Documents > Sracraft II > Userlogs > Odyssey (the Userlogs held all the other custom maps that I found. When I went into the C: Starcraft II folder I couldn't find any map data.
The problem I'm having after clicking campaign Launcher is that when I click Map 1 it says it can't locate the map and puts me back to SC2 lobby.
Any help would be appreciated.
In reply to KillerKujoLegit:
That's not where you put maps and mods.
For me, the directory is "D:\Program Files (x86)\StarCraft II\Maps", but my D Drive is larger, which is why I use it for games. For you, it might be in your C Drive. (Which is the default installation location)
Cerberus speaks the truth. The maps need to be in the installation directory but I've heard of people not having a Maps folder in it and simply creating one solves the issue.
In reply to CooperHawkesOdyssey:
yeh see i definitely didn't have 1 i scoured that directory
I can't progress on a couple missions because of bugs. Running in editor.
Mission 5: In first map, when timer counts for first APC to depart, the refugees can't seem to enter the APC and so it never takes off. The refugees flail their arms rushing to it, kind of bounce back, rush it again. Goes on indefinitely and mission doesn't progress.
Mission 12: Meeks can't step on to the green circle to activate the gate. It's like the green circle is an impenetrable force field instead of a mark you can walk on to.
Not sure if you have versioning numbers, I downloaded it some in last two weeks of April from here.
I watched some youtuber (Jayborino, 2017) play the missions to get the story so I can move on. Thanks for your work, this is a really impressive creation. Would be super neat if you made it voiced, even if you use AI generated voices instead of a hiring actors. Would that work for translations too?
What you're describing is a bug created by the Commander Mengsk patch but it's been fixed since then. Just checked the missions and they're working fine. Are you sure you have an updated version?
In reply to CooperHawkesOdyssey:
Thanks, downloaded again and it worked. I don't know how I ended up with the wrong version. The file sizes were different and I feel like I definitely downloaded from here.
Hello again, sir. I'd like to report a problem. My Act II files seems to be bugged since I can't find mission 9-10 rip. It never happened before I decided to actually make a folder for Odyssey on the Maps section and now it's just Mission 1-8 for Act II yeet.
Most likely you did the download of the files before I updated it with the new ones. The current file of Act II available for download definitely has the two newer missions. Place them in the maps folder and presto.
In reply to CooperHawkesOdyssey:
I've already tried redownloading it twice now and the editor still thinks it's only mission 1-8 act ii for some reason unfortunately. I also even deleted all the files in the Odyssey map folder and for some reason they're still available on the editor.
You stopped at the end of mission 8 of Act II indeed. Enjoy the next two. Thanks.
I first want to say that I have loved this campaign so far. I started following development and played it for myself last year and I am incredibly impressed by the value and the complexity of the story and the maps you make. I wanted to ask if there is a public discord for this project that people can join to chat and check in on progress? If there isnt, thats ok as well, I love the work man keep it up.
Thanks for the praise. There's no discord specifically for Odyssey but I do think there's one for mapmaking where people discuss several campaigns. Never been on it though.
For two months I have been struggling with depression after a painful breakup, and this campaign has helped me to distract myself, to find the strength to live on, I found an example in the characters who continued to fight no matter what. Thank you, Cooper :)
I would like to mention the design of the maps, it's just amazing. I explore every corner of the maps and really enjoyed it.
It is a pity that the 2nd act was not translated into Russian, I hope that the translation will be available. I'll be waiting :)
Glad to have helped.
Just finished the campaign, what has been uploaded so far that is. I have to say, this is an epic project you've put together, you are very talented and creative. On this page, in the description you mention that the focus is the story telling, but that the gameplay "still presents fresh mechanics and unique situations." IMO, this is a very conservative statement; the gameplay is awesome!
I often browsed through the triggers mainly out of curiosity, as I was frequently already in the editor looking up unit/button ID's for hotkey adjustments anyway. The amount of detail you put into the different difficulties looks like it probably took a lot of extra time and is much appreciated. I really liked how from Hard to Brutal, you didn't just do the usual increase of enemy units in attack waves / shorten the time between attacks / etc. But a lot of AI behaviors and abilities were altered.
Also, each mission was very clean in regards to not having bugs or weird pathing issues. The only issue I noticed was on Act II - Mission 07 - Into Darkness, all the damage received to the player (my) units was not affected by the armor rating. That is, enemies did full damage (tested before and after level 1 to level 2 armor upgrades (from optional objective) too). Note, there were 1 or 2 enemy units that their damage appeared to be partially affected by armor, to be short.
Was very enjoyable to play this and to my surprise, i really enjoyed watching the cutscenes too! Absolutely amazing, thank you!