Total War: WARHAMMER II

Total War: WARHAMMER II

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Ori's Map Pack For Campaign (S&F)
   
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Tags: mod, Maps
File Size
Posted
Updated
515.627 MB
21 Aug, 2022 @ 1:33pm
14 Aug, 2024 @ 9:26am
2 Change Notes ( view )

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Ori's Map Pack For Campaign (S&F)

Description
Overview
The map pack contains 7 new open field battle maps, as well as an additional 10 forest themed maps, available in both custom battles and in campaign.
Use this version if you DON'T want to activate any version of GCCM.


Application in Campaign
1. This version is NOT compatible with GCCM. If you want to use it together with GCCM - get the designated versions instead:
Ori's Map Pack For Campaign: GCCM Main Mod Compatible (S&F)
Ori's Map Pack For Campaign: GCCM BETA Compatible (S&F)

2. This mod is save game compatible: It can be enabled or disabled throughout a campaign without causing issues.

3. The maps will appear only in the human realms of the Old World: The Empire, Bretonnia, Kislev, Estalia and Border Princes, with some showing up more frequently in certain areas - for example Three Hamlets and Fertile Farmlands which will only appear in Bretonnia. The forested areas of the Old World, especially the northern provinces of The Empire, will feature the 10 forest themed maps (added in August 2024).

4. I tried to tune the frequency of the maps showing up in campaign to about 5-10 times in 100 turns, though this rate may vary depending on where and how often you choose to fight land battles.


Map descriptions
Three Hamlets:
A small open field, where two hills, one on each southern corner of the map, contain the deployment zones and overlook a valley in the middle. At the center north lies a third hill, which serves as a tactical vantage point for whoever can reach it first. Each of the three hills has a small Bretonnian hamlet occupying its ridge.

Fertile Farmlands:
A vast and flat plain, containing large deployment zones along each side, is littered with human settlement. Fields and granaries, isolated farms along winding roads, and cluttered up houses that form little villages - all create the fertile farmlands of the Bretonnian countryside.

Mountain Pass:
The two sides deploy on the low ground, at two opposite corners of the map. In between lies a large hill, divided by narrow passes and dotted with sparse villages.

Last Stand:
An army has been chased through winding narrow valleys to a round plateau in the center, where a last stand will be made.

This map is a little different: The attacker starts with three separate deployment zones on the edges of the map, while the defender starts on a large plateau in the center. The land surrounding the plateau is low and overlooked, yet also covered with narrow passes and creeks that occasionally hide movement from view. This means the defender holds the exposed high ground, while the attacker has more room to maneuver and surprise from an unexpected direction. By the way, the attacking AI should (after MANY hours of work...) occasionally use its different deployment zones, so a defending player needs to guess the direction of the attack even while playing against the AI.

Lost Citadel:
Some strange and deserted structure, from an era long forgotten, forms the 'Lost Citadel' for which two forces will be fighting.

The deployment zones are large and stretch along opposing sides of the map, while in the center lies a structure. This structure is composed of large pathways and can be entered through multiple points. Yet only two narrow pathways, one to the north and one to the south, create an entrance to the center of the citadel - which overlooks the rest of the structure.

Now for some disclaimers: the walls are purely esthetic, so no they cannot be scaled or manned (they're not "dockable"). Also, despite my efforts I couldn't fix the general jankyness on this map (and oh have I tried...). For example some units, especially direct fire ones, have sightline issues from the walls on the high ground (yea I know, the whole point is to get them up there and then they can't shoot, don't remind me :S). All in all I know this map is a bit too ambitious for the game engine, but after countless hours of finetuning and playtesting with different factions - I think it still works as intended most of the time.

Cursed Valley:
Some dark ritual took place in the Cursed Valley, but who will decide its fate..?

This map, similar to Last Stand, contains unique deployment zones: The defender deploys at the center, while the attacker has two deployment zones in two opposite sides of the map. In between lies a network of narrow valleys, where multiple skirmishes tend to develop. This map has a similar concept to Last Stand, but with a larger focus on the valleys, to which most of the fighting will be directed (as opposed to the defender's position in Last Stand).
An attacking AI should occasionally use both of its deployment zones.

Graveyard:
An old, defiled graveyard is the focus of this map. Each side deploys on a hill, one to the north and one to the south; In the middle lies a large graveyard, where movement is restricted by scatted structures and winding fences.


Update 14.8.2024
Added 10 new forest themed maps, which will appear in the forested regions of the old world.


Enjoy! :-)


Check out my other mods:
Ori's Bretonnia Vow Rework
Ori's Army Buffs for Agents: Bretonnia
Ori's Army Buffs for Agents: Empire
Ori's Respawn for Greenskins
Ori's Respawn for Horde Armies
Ori's 50% Experience Gain
Ori's Frozen Climate for Norsca and Kislev
Ori's Overpowered Raids for Beastmen and Savage Orcs
Ori's Super Agents: Buffed Campaign Actions
9 Comments
Illuminati 8 Aug, 2023 @ 5:12am 
Thank you very much for telling me a lot about map making. Additionally, I would like to ask you a technical question because I also want to learn how to make battlefield maps and import them into certain areas of the campaign map. If I place the deployment range of AI's birth on a large plateau with cliffs or stone walls in some surrounding areas, will the AI of the defending side (AI guarding the plateau) and the AI allies who attack the plateau with me become even more foolish or bug? Additionally, if players import battlefield maps created using the official MOD editor into certain areas of the campaign map, will it make AI even more foolish?
Illuminati 2 Aug, 2023 @ 9:49pm 
That's really great!Thank you very much! I have tried your map before, there is no problem with AI! Actually, I'm just afraid of something similar to a rumor. This rumor is related to the GCCM map package, which can import the player edited battlefield map into a certain area in campaign mode. What I'm talking about is that the battlefield maps in the GCCM map package may have AI silly bugs in campaign mode. Therefore, I'm very concerned that players using the official map editor to edit battlefield maps will have AI silly bugs if they import them into campaign mode. I'm afraid that CA may intentionally cause stumbling blocks for map makers due to extreme copyright, or that maps edited by players using the official map editor may conflict with the game's own program. So, I would like to ask, If I import a map with terrain complexity similar to this map into campaign mode, Will there be no abnormalities in AI?Will AI not become stupid?
ori  [author] 23 Jul, 2023 @ 8:53am 
Egyptian scholar: the battle AI in TWW2 is very limited. It struggles with anything that's more complex than one army marching towards the other in a plain, so maps with obstacles, multiple deployment zones, walls, capture points, elevation features etc are always a challenge for it. That's in the game engine, and there's not a lot you can do with modding tools. Whatever the map is, the AI will basically right click and advance in a straight line, or stand in place and shoot if defending with arty advantage.

My maps were designed with these limitations in mind: I didn't find any bugs and the AI feels adequate, though it definitely doesn't use the maps to their fullest potential. Is that foolish AI...? I guess that depends on your standard. I'd say the AI plays ok, at the very best.
ori  [author] 23 Jul, 2023 @ 8:33am 
For the record - I haven't checked, but I think this mod should work with SFO
Illuminati 5 Jul, 2023 @ 7:37pm 
These maps are great! Thank you very much!By the way, are there any bugs in the AI in these maps? Have The AI in these maps become even more foolish than the AI in the official map of warhammer2: Total War?
Don't get me wrong, I don't have any malice. I just heard that many AI in GCCM map mods have become more foolish and often have bugs, so I'm worried maps edited by the official map editor will have AI becoming more foolish and more easy to bugs?Is this a rumor or is it true?
Evan 15 Jan, 2023 @ 4:16am 
does this work with SFO?
Shinobus 29 Dec, 2022 @ 6:37am 
It's great to see new maps! Thanks for making this. :)
Will this work with SFO?
Macallan 20 Sep, 2022 @ 2:44pm 
amazing work. I still didn't saw all the maps in my campaigns but the few I saw worked perfectly and are amazing.
exile 25 Aug, 2022 @ 7:26am 
Gccm is too much for me. I've been waiting for a long time. The update of the game itself has been cut off, but I'm happy to have Moder.