XCOM 2
GravyLeg May 23, 2019 @ 11:26pm
Are mission maps ever the same?
Title asks it, is any mission on the same map or are all maps generated randomly?
< >
Showing 1-15 of 17 comments
Zyrrashijn May 24, 2019 @ 12:05am 
Maps are being procedurally generated from sets of tiles and plots. So, while you will encounter familliar looking setups, maps will not be the same. Does not apply to pure story missions.
KRON May 24, 2019 @ 1:42am 
Originally posted by Zyrrashijn:
Does not apply to pure story missions.
Only DLC missions as far as I know. Even in the final mission some elements of the map are randomized.
Zyrrashijn May 24, 2019 @ 2:03am 
I believe there were two different sets for that map.
Mr. Nice May 24, 2019 @ 3:21am 
Before the final 2 story missions, the surrounding area around the main objective building or whatever is still procedurally generated for the other story missions. As Kron says though, the DLC missions (including WotC "Lost & Found") are completely fixed.
Last edited by Mr. Nice; May 24, 2019 @ 3:22am
Perplex May 24, 2019 @ 4:18am 
There is a set number of maps, but you can spawn on a few different places on each map so it looks like there is more than it actually is. After you play a while you notice this.
Mr. Nice May 24, 2019 @ 4:36am 
Originally posted by Perplex:
There is a set number of maps, but you can spawn on a few different places on each map so it looks like there is more than it actually is. After you play a while you notice this.
No, that was the EU/EW system. Look up about plots and parcels to learn about how XCom 2 generates maps. Unless you "map" you mean "plot", in which case somewhat true, but in this context most people mean by "map" the end result after parcles and PCPs have been slotted in.
red255 May 24, 2019 @ 6:02am 
I'm sure given enough rolls the thing could eventually find a match.

maps follow rules, like the quest missions are filled with the huge facilities. its not exactly the same but you are going to have a drop ship fueling station some buildings, a gap with a bridge, and the facility, with some stuff in the back to evac from.

its mostly always the same.
Zeonista May 24, 2019 @ 9:16am 
There are some variety of features to the maps in the vanilla game. Eventually there will be some repetition for Guerrilla & Council missions because there are a finite number of maps and "plot" variations (both map feature & story feature) involving them. The urban maps, either uptown or downtown or slum, seem to have the least variation, differing mainly on time of day. This is probably meant to be an in-story comment on Advent architecture aesthetic. The objective is usually tangential to the infiltrating squad; if it's on the right, the objective is up ahead on the left, and vice versa.

The same situation can be said for the "old town" maps, which reflect a certain dreary existence in the face of neglect. The rural maps have a little more variation based on location; you can have forest, desert, and snowy types, with variable amounts of plot detail in derelict buildings, other objects, hills, and water features. Night conditions are more important, since there is less ambient light.

Weather in form of rain is a sometime thing in any location. I haven't had any snow conditions yet; apparently Central does not run ops during snow showers.

Facility raids tend to be about the same, based around the big box building with regional tweaks and maybe some outer works. Placement can be a little random, but the raiding squad is always in the "front" of the facility. (Considering there is always an enemy pod or two in the rear of the facility, entry there would likely immediately lead to contact.)

Supply raids have three types of map, and besides the regional variation can have a few random features to give the Commander some options. For the Advent base raid, the squad is always deployed in the "front" facing, and in the train or convoy raid the squad is always deployed towards its front.

The retaliation raids have the most variety by far. The map makers really went all out in plot variations! Any variety of hills, defiles, vehicles, shacks, semi-ruined buildings, vehicles, clutter, and vegetation is possible in a given climate situation. And this is before day/night/rain conditions are in effect or items are burning. Even after several campaigns I cannot say I have seen an exact replica of a resistance camp.

I hope my game-capable PC is up & running soon so I can download & use some of the Workshop map mods. (No one released map DLC for the PS 4 version.) They look very good, and as a veteran of XCOM EU/EW I can only say map variety is something I've wanted to keep scenarios fresh. I have no experience with those mods obviously, and will let someone else comment on them.
Perplex May 24, 2019 @ 4:40pm 
Originally posted by Mr. Nice:
Originally posted by Perplex:
There is a set number of maps, but you can spawn on a few different places on each map so it looks like there is more than it actually is. After you play a while you notice this.
No, that was the EU/EW system. Look up about plots and parcels to learn about how XCom 2 generates maps. Unless you "map" you mean "plot", in which case somewhat true, but in this context most people mean by "map" the end result after parcles and PCPs have been slotted in.

The buildings, bridges etc etc everything is always in the same place on the maps. Nothing changes. The only thing that changes is where you spawn and where pods walk around. The easiest place to notice it is the underground maps.
Last edited by Perplex; May 24, 2019 @ 4:42pm
Cyberdisc May 24, 2019 @ 5:25pm 
Originally posted by Perplex:
Originally posted by Mr. Nice:
No, that was the EU/EW system. Look up about plots and parcels to learn about how XCom 2 generates maps. Unless you "map" you mean "plot", in which case somewhat true, but in this context most people mean by "map" the end result after parcles and PCPs have been slotted in.

The buildings, bridges etc etc everything is always in the same place on the maps. Nothing changes. The only thing that changes is where you spawn and where pods walk around. The easiest place to notice it is the underground maps.

No, this is objectively false. Aside from a few story missions, all the maps are procedurally generated. Yes, some plots have less variation than others, such as the Sewers, but they're all random.
Mr. Nice May 24, 2019 @ 6:29pm 
Originally posted by Perplex:
The buildings, bridges etc etc everything is always in the same place on the maps. Nothing changes. The only thing that changes is where you spawn and where pods walk around. The easiest place to notice it is the underground maps.
Ah ok then, you're just talking complete **** about how X2 map generation works then :steammocking:
Perplex May 25, 2019 @ 6:07am 
Originally posted by Mr. Nice:
Originally posted by Perplex:
The buildings, bridges etc etc everything is always in the same place on the maps. Nothing changes. The only thing that changes is where you spawn and where pods walk around. The easiest place to notice it is the underground maps.
Ah ok then, you're just talking complete **** about how X2 map generation works then :steammocking:

Or i am just "unlucky" because i know exactly where to go on every map nowdays, as they are always the same for me.
Mr. Nice May 25, 2019 @ 4:52pm 
Originally posted by Perplex:
Or i am just "unlucky" because i know exactly where to go on every map nowdays, as they are always the same for me.
You always know where to go, your objective location is pointed out from the start...
Perplex May 26, 2019 @ 9:45am 
Originally posted by Mr. Nice:
Originally posted by Perplex:
Or i am just "unlucky" because i know exactly where to go on every map nowdays, as they are always the same for me.
You always know where to go, your objective location is pointed out from the start...

Yea, thats not what i meant. I know the layout of every map i am on after just one turn as i know exactly how the map looks and where all buildings are located and what type of building is where. etc.
Mr. Nice May 26, 2019 @ 10:23am 
Well clearly by "map"you mean "plot", but what exact buildings/location parcels will get slotted in, and the details of the PCPs filling the gaps, will always vary...
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: May 23, 2019 @ 11:26pm
Posts: 17