More Maps Pack [Non WOTC]
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juhamac May 21 @ 6:33am 
Worked well throughout LW2 campaign.
Soupidity Nov 9, 2018 @ 7:31am 
Thanks for the reply man. Out of all map packs this one seems the most unobtrusive. I might give it a go.
Melancholia Oct 29, 2018 @ 5:35pm 

I dunno whether this map pack does it, but some map packs add buildings with a no-spawn-zone on them that prevents reinforcements from landing on them, and since LW2 uses dynamic reinforcement placement this can cause bugs where a reinforcement pod of 0 spawns when reinforcements arrive if your team is within no-spawn-zone (literally an empty drop pod will fly in and then fly away again having done nothing), potentially making the mission much easier.
Soupidity Oct 13, 2018 @ 4:10am 
Is this mod balanced? I play LW 2, and I've heard against using map packs which might mess with balance. Can anyone reassure me here? thanks guys
Gguy Jul 18, 2018 @ 1:35am 
Underrated, i think parcels such as this one increase replayability by a huge amount. In combination with others, i had some really unique, beautiful and logical battlefields created for me, great job!
eclipsezr Jul 15, 2018 @ 4:19pm 
@tdDaz First of all Congrats! I been wanting a gears of wars tactics and im grateful your part of the team :) Secondly you mind if i port your mod to WOTC? With your permission of course as well giving full credit to you.
Dragon32 Jun 27, 2018 @ 2:50pm 
Congratulations dude! Really enjoyed their (your!) Enemy Territory: Quake Wars .

Would you mind someone else porting your work over to WotC? Or would you prefer it left as is?
tdDaz  [author] Jun 27, 2018 @ 12:13pm 
Hey, thanks for the kind words! I recently got a job at Splash Damage working on Gears : Tactics (!!) so I'm throwing all my time and game dev energy into that rather than modding. Unfortunately that means that I won't be updating MMP for the forseeable future.

However, there are a bunch of other map packs available for WOTC that have a ton more content in them than MMP and I would definitely recommend checking those map packs out if you are after more procedural map content for the game!
famouswolfe Jun 26, 2018 @ 4:17pm 
Please update for WOTC, this is one of my favorite mods!!!
WalrusInAnus Jun 25, 2018 @ 5:05am 
So do you still plan to update it, or...?
tdDaz  [author] Nov 20, 2017 @ 12:22pm 
Sorrow and Sadness : I haven't updated this mod recently so nothing has changed with it. If it only started happening just now then have a look at any other mods you added recently and see if the problem lies there.
Sorrow and Sadness Nov 19, 2017 @ 1:39pm 
Just recently, for various missions ranging from kidnap target, hack workstation, to even a alien facility, my squad begins right on top of the objective. In the case of the facility, if I blow up the ceiling, I would be right by the C4 target. I am not sure if this mod is causing it or the better advent 2, I am asking both. Are you aware of this?
Viix ☭ Sep 27, 2017 @ 2:00pm 
tdDaz  [author] Sep 11, 2017 @ 11:42am 
Thanks for the heads up Dragon32!
Dragon32 Sep 11, 2017 @ 11:20am 
Hey tdDaz, not sure how the map-makers' grapevine is going but I saw a couple of posts by Vozati over on his mod's Discussion page. Maybe old news to you, but...

If you want to port a plot you need to do 2 things:
1- Steal an XcomLevelVolume from a working plot and put it on yours then build the level
2- Copy the PCP_arctype and xpack package file and include them in your mod
That will fix the game just using random pcps since the file path for the game and editor are apparently different.

I think parcels missing assets is the same problem of mismatching file paths, I could not get posters to work until I copied that package into my mod but copying entire asset packages is something that should be avoided. Plus some parcel types need new objective spawn possiblites as well.
kecin25 Sep 10, 2017 @ 5:22pm 
How long till you finish the WotC version do you think?
My Wife's Boyfriend's Dog Sep 3, 2017 @ 3:06pm 
I guess I can roll a campaign without the map pack but man some missions suck without piles of buildings and whatnot. Oh well at least WotC has these new tilesets like the underground/subway levels that own bones
ShockLobster Sep 3, 2017 @ 11:48am 
Looking forward to your mod's WotC return!
Sneakers Wolf Sep 3, 2017 @ 8:38am 
Thanks for the clear update. : )
tdDaz  [author] Sep 3, 2017 @ 6:04am 
It's going to take longer to port the mod across to WOTC than I expected as certain assets used to build the parcels have been renamed/moved or deleted in WOTC which means there things such as missing floors, missing vehicles and things like this. I'll have to update each parcel individually and then re-test everything. So for now, enjoy WOTC :)
necro55 Sep 2, 2017 @ 1:26pm 
Thanks for the update, it is apprecaited
Idejder Sep 1, 2017 @ 11:25am 
Thanks for your hard work! I am subbing to this thread so if you can comment here when the new one is out, it will ping everyone who is! :D
tdDaz  [author] Sep 1, 2017 @ 10:19am 
It looks like I will have to create an entirely new mod for the WOTC version of More Maps Pack. This let's people stay with this version if they don't have WOTC and swap over if or when they buy it.

ETA on the WOTC versions is unknown so far. I've downloaded the WOTC mod tools but haven't had time to look through them yet!
eclipsezr Sep 1, 2017 @ 9:47am 
Oh can't wait!.. besides updating for compatibility, any hints on your next map? d:
Timbermaw Sep 1, 2017 @ 9:30am 
Hi, is there a command in xcom2 to check which mod a parcel or plot comes from? Or do we have to look at the pictures and compare in-game?
Idejder Aug 31, 2017 @ 3:12pm 
Anyone verify if this is okay now?
vulchor Aug 30, 2017 @ 12:25am 
So glad tdDaz is still into XCOM and going to be playing WOTC, and either updating or giving us the all clear.
Looking forward to it buddy
Dragon32 Aug 29, 2017 @ 1:11pm 
Read tdDaz's comment and use your neurons.
Nasarog Aug 29, 2017 @ 12:40pm 
Willl this be updated for War of the Chosen?
Spinosaurus Aegyptiacus Aug 28, 2017 @ 6:29pm 
Does this work with War of the Chosen?
tdDaz  [author] Aug 24, 2017 @ 3:18pm 
Evening everyone :) Just a quick heads up about the incoming expansion + More Maps Pack.

Unless something changes I would recommend you disable MMP for your first run through the expansion just to be on the safe side. While MMP is one of the safer mods to use (as it doesn't add or modify any code, just puts more level pieces in the available pool) I cannot check the mods compatibility until the expansion is out and I've had time to look at all the changes (plus run though a vanilla wotc campaign myself!).

I'm really looking forward to this expansion and all the new possibilities it adds. I hope you are too! :happyelf::vahlen::vahlen:
smithsguild Aug 13, 2017 @ 6:29am 
I wanted to thank you for bringing back the EU/EW billboard sniper perch. If only there were more small accessable 'high ground' areas in the game.
menotti Aug 12, 2017 @ 10:52am 
Gotcha, thanks.
tdDaz  [author] Aug 5, 2017 @ 11:21am 
Menotti, without knowing exactly what map plot you spawned on there is no way to know if it was this mod at fault or you just got incredibly unlucky (or the game bugged out somehow). You will need to run the game in debug mode and see what map plot was loaded in your game. If it has a _daz_ in the map plot name then it is part of this mod.
menotti Aug 5, 2017 @ 10:04am 
I've also had the issue with impossibly far evac zones. I'm not on LW but it just kinda killed an ironman game for me. 5 turn timer that'd be impossible to get to even on full sprint.
tdDaz  [author] Jul 29, 2017 @ 6:17am 
eclipsezr, I'll most likely make some more content when the expansion is released. Lots of new things to play with :) As for now, I update occasionally with bug fixes.
eclipsezr Jul 28, 2017 @ 7:47pm 
Will we see you make a return for this mod?
Ridachu Jul 12, 2017 @ 2:07pm 
@Drumheller, I've been playing Longwar 1.4 without any map packs and I've still had evac points that spawn 3-5 moves away. Based on how lenient the timers are now, this is probably intended.
DrDeusMD Jul 6, 2017 @ 10:25pm 
Thank you so much for making such a compatible mod that adds so much content and being so responsive to your audience.
tdDaz  [author] Jun 22, 2017 @ 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, 2017 @ 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, 2017 @ 1:51pm 
Ill check the Parcel name itself with the cursor, thanks
Dragon32 Jun 21, 2017 @ 2:32am 
@ADVENT Avenger:
That could be one of Dr Mandarb's PCPs...
tdDaz  [author] Jun 21, 2017 @ 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, 2017 @ 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, 2017 @ 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.

tdDaz  [author] Jun 19, 2017 @ 6:29am 
Ahlos, this mod doesn't touch any timer code, or any code at all for that matter :)
[MCRN] Ahlos Jun 19, 2017 @ 5:53am 
Ok, thanks... Then there must been something that change mission on the other "map pack" i have used..
Dragon32 Jun 19, 2017 @ 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.
[MCRN] Ahlos Jun 19, 2017 @ 4:34am 
This compatible with no timer mod? Some maps "other" the no timer mod dont work...