Total War: WARHAMMER II

Total War: WARHAMMER II

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Ori's Map Pack For Campaign: GCCM Main Mod Compatible (S&F)
   
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Tags: mod, Maps
File Size
Posted
Updated
515.627 MB
21 Aug, 2022 @ 3:30pm
14 Aug, 2024 @ 9:26am
2 Change Notes ( view )

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Ori's Map Pack For Campaign: GCCM Main Mod Compatible (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.
This version is only compatible with GCCM: Main Mod.


Application in Campaign
1. For the mod to work with GCCM: Main Mod, make sure it's listed above GCCM in the launcher, and activate both.

2. DO NOT activate this mod without activating GCCM: Main Mod (it will cause bugs when loading battle maps...). If you want to use the GCCM Beta or no GCCM at all - use the designated versions instead:
Ori's Map Pack For Campaign: GCCM BETA Compatible (S&F)
Ori's Map Pack For Campaign (S&F)

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

4. 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).

5. 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
7 Comments
Jestimac 14 Feb, 2023 @ 2:57pm 
I forgot to ask : When playing with the campaign map, is the game selects one of the two maps or is there a choice to be made when starting the campaign ?
By the way, I'm quite impressed by the quality I see on the presentation images.
Jestimac 14 Feb, 2023 @ 2:54pm 
Hello. I'm new to TW WHII (I used to play a lot of XCOM2 WOTC modded). I'm interested by using Maps and I have a quick question. I'm using a map and, as far as I know, the launcher in Steam for Mac may not be the same as the one you mention is your description, which I assume is Windows. Do you know how I can verify and ensure if the load order is correct ?
smaite 23 Sep, 2022 @ 9:59pm 
This mod is the reason why I came back to the game. Thanks.
HaangarDuNord 24 Aug, 2022 @ 2:41am 
Wonderful work thank you.
ori  [author] 22 Aug, 2022 @ 9:39am 
Thanks :)
I'm personally not interested in playing WH3, and porting over my mods will be a big time investment, so I'm afraid that's not something that will happen anytime soon...

About the other map packs - I had the same idea and checked some of them out, it's definitely possible if the creators are interested. I tried to reach out to some of them, so far without success :/
Ciaphas Cain 22 Aug, 2022 @ 9:15am 
Awesome!
I hop you bring these over to Wh3 whenever you get the time and mod package released!

Just a quick question...there's a few map packs for towns and what not that isn't GCCM and are out of date, if possible and if the author allows it, could you possibly bring those to life too?

No problem if not, I cannot wait to try these in my quick new campaign in a few mins!!
Who 22 Aug, 2022 @ 8:28am 
New maps for campaign, GCCM compatible? I had to check my calendar because I know it's too early for Christmas. Thank you for this mod, this is awesome!