XCOM 2
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Tags:  Map
File Size
Posted
Updated
13.656 MB
Feb 15, 2016 @ 7:04pm
Feb 28 @ 3:40am
14 Change Notes ( view )

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Description
This mod adds new level plots, parcels and pcp's to the map pool for greater variation in level layouts!
The latest update contains : City Center "urban sprawl" plot! Tightly packed buildings, lots of verticality, deep trenches!

FAQ:

Q: Is this mod compatible with Long War 2?
A: Yes! The list of LW2 compatible mods can be found here : https://drive.google.com/file/d/0B0KYKP0J-c9vcksxLXBTUkFzdE0/view

Q: Is this mod compatible with other parcel / pcp / plot packs?
A: Yes!

Q: What files are overwritten or modified in this mod?
A: None. All the content is new and has unique file names.

Q: What are "Plots", "Parcels", and "PCP's"?
A: At the top level of XCOM 2 map generation, are the map "plots". These are essentially the "city planning" phase of map generation. The level generator picks a plot that fits the criteria of the mission you selected. The plot tells the game where the roads / rivers / overpasses etc are, and where parcels can be placed inside the plot. You can configure what parcels will spawn where, and set the size allowed in each parcel space.

The next stage selects the parcels required to fit the spaces in the plot from the parcel pool. Parcels are small, medium or large pieces of land that contain all the structures, buildings and other large pieces of content that you interact with in XCOM 2.

The last stage adds all the map pcp's to finish off the look of the level and fill all the remaining gaps and holes. PCP's are essentially things like road pieces, corners, sidewalks, and everything else that isn't a parcel.

Q: Have you optimized this mod with the ModShaderCache.upk edit?
A: This mod doesn't add any new art currently, so there is no ModShaderCache.upk to delete from the mod. If this ever changes, I will of course check to make sure this file isn't present!

Current mod content:

Map Parcels : 8
Map Plots : 3
Map PCP's : 1

This mod will be updated with new procedural map elements over time for even greater level variations!

NexusMods mirror of this mod : http://www.nexusmods.com/xcom2/mods/302/

Also, check out the World Expansion Project : ADVENT by BeaconDev for more parcels! http://steamcommunity.com/sharedfiles/filedetails/?id=626303273

Maps by Vozati also adds tons more map plots, parcels : http://steamcommunity.com/sharedfiles/filedetails/?id=655847458
Popular Discussions View All (2)
117
Jan 31 @ 4:15pm
PINNED: Tell me your level ideas!
tdDaz
45
Apr 3 @ 3:47am
PINNED: Parcel Bug Reports
tdDaz
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374 Comments
tdDaz  [author] Jun 22 @ 1:36am 
Drumheller, this mod doesn't change any logic behind the evac zone distance. If you sudddenly noticed the change after the 1.4 LW update then that is probably a good place to start looking. It's certainly possible one of my plots generated a bad evac zone, and if you can use the debug tool to find out which plot was loaded when you got the bad evac then I can have a look at it (all my content has a _daz_ in the filename should be easy to find).

Or you could have just gotten extremely unluckly :)
Drumheller Jun 21 @ 7:17pm 
Hey guys, I'm trying to track down an issue I'm having with LW 1.4, and this is the only mod I think could be causing it(because it's the only map mod I'm using). In my fixed evac missions, sometimes the evac point is REALLY far away from the objective instead of close like it normally is(normally it takes 1-2 turns for captives to get from the cell to the evac point), but since 1.4, sometimes the evac point is literally on the other side of the map and takes 5+ turns to get to, even on full sprint. Is anyone else that uses this map pack seeing this issue? Or is it an intentional 1.4 update thing?
ADVENT Avenger Jun 21 @ 1:51pm 
Ill check the Parcel name itself with the cursor, thanks
Dragon32 Jun 21 @ 2:32am 
@ADVENT Avenger:
That could be one of Dr Mandarb's PCPs...
tdDaz  [author] Jun 21 @ 1:56am 
Well, it could be a road pcp asset from another map mod also. If you have any others installed? Best to check that first before sending bugs to Firaxis :)
tdDaz  [author] Jun 21 @ 1:54am 
ADVENT Avenger that's a stock asset so report the bug to Firaxis. Roads/Paths etc are not parcels, they are generated out of lots of tiny pcp pieces.
ADVENT Avenger Jun 20 @ 8:12pm 
Hi sir, Parcel not providing cover. Traced back with Debug to Neigh daz 01 and subsequently to this mod. This may also be a vanilla parcel thats bugged.

https://postimg.org/image/71w1trith/
tdDaz  [author] Jun 19 @ 6:29am 
Ahlos, this mod doesn't touch any timer code, or any code at all for that matter :)
[MCRN] Ahlos Jun 19 @ 5:53am 
Ok, thanks... Then there must been something that change mission on the other "map pack" i have used..
Dragon32 Jun 19 @ 4:42am 
@[MCRN] Ahlos:
This compatible with no timer mod? Some maps "other" the no timer mod dont work...
Surely that'd be mission mods not being compatible? Missions determine the timers, maps just provide the battlefield for those missions.