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.
Memes aside, do I spy with my sneaky eyes, a Battlecruiser interior for Mission 12? Inside the Heimdall perhaps...
Come on... it's obvious.
Looking forward to seeing the Protoss in the battlefield. The dark templar has appeared several times, but there are only Terran and Zerg in the battlefield so far.
All good things to those who wait.
thanks for the update :3
You're welcome.
It will feels like we are gonna play as zerg on mission 12 when i look at the map i see like that ami wrong ?
Who knows...
Pog new mission!
Thanks!
Enjoy.
When will Mission 11 be out?
In reply to not_icarus:
When it's ready.
In reply to not_icarus:
The version that Jayborino plays is only set for hard difficulty. Need to add the other ones. Hoping to release in the next few days.
So I'm on Act 1, mission 3, playing on Brutal. Think this mission needs some more tuning. The second Stryker segment in particular, because the first time I went through, it was close, but I made it through. That was apparently a fluke. When I later realized I had to restart due to wasting too much time, it took me multiple tries to get through because the widow mines don't kill the bot fast enough a lot of the time. There was one instance where the bot lost track of Stryker, my last remaining unit after it killed the others, and it... ran out of attack range of the mines. When I tried to lure it back in, it just killed him. In another, the mines pushed it into the corner where I was hiding him and it killed him anyway.
The only way I found I could consistently get through, was to use my marauders as decoys to hopefully pull it to the right where it gets stuck on the warehouses, instead of wandering towards Stryker. Then it's just waiting for the mines close to it to rearm and finish it off... which feels more than a bit silly, picturing the 'beast of Stratbough' quivering in a corner while waiting for the mines to finish off the scary robot.
Either the mines need to fire faster, do more damage per shot, or need to be positioned forward more. Having your ability to proceed largely based on RNG feels gross to play.
Add on to that, the continually stacking attack waves from the north that spawn in constantly and not being able to just ignore my main command center to finish off the final base when it was down to a handful of structures, and it just felt frustrating, not fun to play. There was on especially infuriating moment where an enemy artillery strike started right when half of my forward army was being slowed by enemy marauders and I lost about a third of my attack force.
I eventually beat it, but it was exhausting, and not in a good way. I like high difficulty, but this felt less like a test of my abilities as a player, and more like just a test of my patience. The first map was hard, but it felt good to figure out how to win without medics. The second map was likewise fine, even if the upgrade disparity and not having bunkers made every engagement a bloodbath, I just powered through that with high production.
I like the marines of my main force being able to drop turrets, but 3 as a maximum feels a bit too restrictive. Especially when I'm pushing into the rebel outposts while also defending the increasingly large northern attacks. Even just bumping it up to 4 or 5 would feel better.
In reply to draelvik:
Follow up comment regarding mission 4, also on Brutal (and a bit of Hard, after switching between the two to compare them):
The micro segment running from the vikings feels like a bit too much. Adding marauders to the drop-pods causes too much wasted time, even comboing the grenade with snipe. I did eventually make it through that segment, but not without a lot of quicksaving and reloading, with both of my heroes at maybe 10% HP.
As for the base segment... on Brutal, playing by the game's rules and how you seem to want us to play, it seems impossible to deal with. Even once I knew the order in which enemy attack waves would arrive and alternating my starting marines (only 8, when there were at least 3 dozen just before this segment started feels weird) and SCVs. By the time the first Viking drop arrives, I just didn't have enough time to properly build up a forward defense, let alone have units ready to receive 2 vikings without suffering massive losses in marines and/or SCVs, which I can't recoup before the next set of attacks arrive, and 3 more vikings land in my mineral line. At first, I wrote it off as impossible and bumped it down to Hard, which was almost insultingly easy by comparison up until the base segment.
It was during that run that I wondered something about the siege tanks bombarding me from the other side of the river... and as an experiment, I reloaded back to the start of the base segment, salvaged my four starting bunkers, and rebuilt them further back. Turns out the tanks never move across the bridge, so I just ignored them for the rest of the game. I didn't even really need the siege tank and widow mines I got from the optional objective (and only had about 2 minutes left by the time I got them anyway). With that in mind, I tried the same trick on Brutal and the results were similarly staggering in how much it trivialized the mission. Tightening up the defense line made dealing with the normal attack waves much easier, and I rarely lost a bunker, even if it meant having about a fourth of my SCVs on constant repair duty. I never really felt threatened the entire time, and like on Hard, I didn't even need the siege tank or widow mines and only had less than 2 minutes left when I had enough reapers to secure them.
With all of that said, I'm assuming you don't want us essentially not playing one of the map's threat mechanics. If we're meant to deal with the tanks, then I feel like the addition of the spawned-in vikings is a bit much, at least in number. On Hard, there's only one, then two, then one again that drop in. On Brutal, the two that spawn in initially is fine, but three dropping into your mineral line feels excessive, especially since we can't even target them before they start landing. It feels silly that my missile turrets essentially can't do anything about flyers just zooming into the middle of my base, especially when we're dealing with banshees on top of that. The timing between attack waves is likewise unforgiving, and if both bunkers on one front fall, there's never time to rebuild them, especially if a siege tank is still in play. About the only thing I can say I'm happy this map doesn't do, is flood the player's base with everything on the map like some other timed defense missions seemed to love doing.
In reply to draelvik:
It's a strategy game. If you win, the strategy is fair game.
In reply to draelvik:
I personally completed all missions on Brutal without completing the Bonus Objective and thus not making use of its benefit. They are very hard even for me. I'm not a good player but I am the person with the most knowledge on them. In this campaign, Brutal isn't meant to be fun. It's meant to break you. It's a step up in difficulty compared to the official campaigns. The UCM getting stuck and such in mission 3 is not intentional and I've never seen it happen but the rest is working as intended. It doesn't matter how you win as long as it isn't actual cheat codes. If you happen to find ways of manipulating the game mechanics in your favor, that's all right. There are guides teaching the same kind of stuff for the official campaigns. I once saw all of Act I played on Brutal and the guy made it look like a joke so it is possible, just damn hard. It's your choice if you want to play on Brutal but know that there are several parts where you will suffer.
I have to say, the new release mission is a brain teaser. Not because the mission is wonderful or because the cinematic is fantastic, but because I can see the effort you put into, story, camera angles, and the experience I had watching Jay play it. Great work, my friend; I'm excited for the release as well as the upcoming additional missions in Act 3.
Cheers for that. Jay did a really good playthrough of that. Still a long way to go to get to Act III though.