XCOM 2
Even More Maps!
222 Comments
smashinyt 19 Jul, 2023 @ 7:20am 
the mod was released before wotc so it isnt compatible
Fishbones 26 Jun, 2023 @ 7:42pm 
I have a pretty good computer, however, when I have a mission like this on Long war of the chosen, I have to avoid it as I'll load for like... 15 minutes. Is there something I'm doing wrong?
UselessGoddess69 7 Apr, 2020 @ 3:32am 
Does this mod work with LWotC (Long War of the Chosen)?
tiktaalik 23 Mar, 2019 @ 8:48pm 
I guess I have to finish the mission with the messed up map first and then edit them out?
tiktaalik 23 Mar, 2019 @ 8:35pm 
I also have the issue with not being able to jump over low cover on transit 2 map. I put the ; in front of all "transit" lines, and this is the result: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1692203150
Anatorax 15 Nov, 2018 @ 6:35am 
Gotcha. Thank you!
McDenny's 09  [author] 14 Nov, 2018 @ 10:01pm 
Narrow and Narrow_2 would be the ones. Commenting them out will make sure they don't show again
Anatorax 14 Nov, 2018 @ 8:47pm 
@McDenny's 09: Man, thanks for the maps but I have one question.

Does your map pack include very narrow long maps with suburbs? I just encountered two maps where they were so narrow that a soldier could sprint from one end to the other. And, of course, there is no way to maneuver around the pods. It was the most unfun thing I ever played. Could you please tell me which parcel (or plots?) these are and how I could turn them off? From reading the description it looks like it's "Suburb" and "Narrow". Do I just comment them out in the .ini file?
Uzhirian 11 Aug, 2018 @ 8:04pm 
Yeah ive done that already, just thought id let you know. Thanks
McDenny's 09  [author] 11 Aug, 2018 @ 12:29pm 
You can disable it by opening the mods XcomParcels.ini and replace the '+' next to the lines that reference Transit with a ';'
Uzhirian 10 Aug, 2018 @ 11:20pm 
Couldnt jump over low cover or through windows or climb down from the overpass in plot_SLM_MdObj_Transit_EMM_02. Same thing while on an overpass city map a few mission before though i didnt get the plot name for that (maybe the same, or 01 or 03)
McDenny's 09  [author] 26 Jun, 2018 @ 4:50pm 
Already exists.
famouswolfe 26 Jun, 2018 @ 4:19pm 
WOTC?
KaraKhitaï 6 Jun, 2018 @ 1:18pm 
I don't know, some maps look similar so it's hard to tell ^^

I'm sure it was on Transit 1 because i opened the console to check the name of the map when i experienced the bug.

Oddly enough ealier today i played another mission, this time on transit 2 (that was before i made the ini change to deactivate them) and i had the exact same bug :/
Matikanefukukitaru 6 Jun, 2018 @ 12:27pm 
Just wondering because that's looking exactly how I remember that map there, but ok, might also just be recalling it wrongly.
McDenny's 09  [author] 6 Jun, 2018 @ 12:19pm 
It's probably just that one variant of the map
Matikanefukukitaru 6 Jun, 2018 @ 12:17pm 
@KaraKhitaï: Strange, I just had that map a bit ago(as in: not long, maybe 2 months, haven't played that much recently) and my soldiers could jump over low cover just fine... o.o"
KaraKhitaï 6 Jun, 2018 @ 12:01pm 
Ah i see, it's not a big deal though, i did as you recommended and made the changes in the .ini file to deactivate them. As far as i can tell the other maps work perfectly fine.

Thank you again for your advice and your work :)

ps: if that can help i kept the savegame of the mission where i experienced the bug, let me know if you need it.

McDenny's 09  [author] 6 Jun, 2018 @ 11:36am 
I probably pulled the same mistake with the Transit maps as I did with the City Center maps in LW2
KaraKhitaï 6 Jun, 2018 @ 2:29am 
Thank you for your answer, i will try that. By the Way here is a screenshot to illustrate the issue:

https://imgur.com/buJDk9H .

I know this problem happened on a couple of maps in long war 1.1 back then but i have no idea how to fix it :/
McDenny's 09  [author] 5 Jun, 2018 @ 6:07pm 
You can disable it by opening the mods XcomParcels.ini and replace the '+' next to the lines that reference Transit with a ';'
KaraKhitaï 5 Jun, 2018 @ 12:24pm 
Hello i have noticed a problem in my game: on transit map my soldiers can't jump over low cover, they have to go all the way around which limits mobility a lot :(

This also means that they can't go on the overpasses because of the ledge, and if they happen to spawn on top of said overpass they have no way to get down without using the console to teleport.

Is there a way to prevent this map to appear in the missions with an ini tweak of some sort?
McDenny's 09  [author] 28 Apr, 2018 @ 7:33pm 
Oops. I'll fix that
ava 28 Apr, 2018 @ 7:50am 
Was running into an issue where a UFO map was created with an empty plot: https://i.imgur.com/a7xw4In.jpg
Map debug looks like it is completely missing: https://i.imgur.com/uEszbko.jpg

Looking through the logfiles it seems it was loading this map:
[0055.17] Log: LoadMap: plot_WLD_LgObj_Hike_EMM_01?Name=Player?Team=255?game=XComGame.XComTacticalGame?LoadingSave

Brakkey Gurdy I 12 Oct, 2017 @ 7:11pm 
I'm trying to find the WOTC map pack that has the Avenger defence map - does anyone know which one that is? They're got a game-breaking bug.
=[NK]= Col. Jack O'Neil 11 Sep, 2017 @ 9:16pm 
I think dragon suggested in one of the map/ pcp mods that maybe it's a bad combination of the 3 mods and game loading something.. As I tried to launch gate crasher with a combination after it crashed with all 3 the first time as well with one or two enabled, then it ended up just working with all 3 enabled..

*Sorry to post in all 3 map/pcp threads**
McDenny's 09  [author] 11 Sep, 2017 @ 7:19pm 
Thanks, I'll add follow the advice
Dragon32 11 Sep, 2017 @ 12:42pm 
Hey McDenny's09, 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.
McDenny's 09  [author] 31 Aug, 2017 @ 8:04pm 
It's going to be a while. Firaxis made some major changes to map generation, and I'm struggling to wrap my head around it.
Black Raven 31 Aug, 2017 @ 2:10am 
also keen for a WotC update
Elfich47 29 Aug, 2017 @ 5:29pm 
Will you be ironing out for WotC?
Wyvern 17 Aug, 2017 @ 8:40pm 
The icon with a bunch of maps made me laugh a lot. :charm:
McDenny's 09  [author] 17 Jul, 2017 @ 7:40pm 
I have noticed that on some occasions, map boundaries just don't work as they should
Dragon32 17 Jul, 2017 @ 3:00pm 
Just had a pod partially spawn out-of-bounds on plot_SLM_LgObj_Dense_EMM_02

It was only one guy in the pod of three and they all scattered OK, didn't get stuck or anything so no bad effects. Not sure if this means that the spawn boundaries are too close to the map edge (if that's even a thing) or if that's just standard behaviour.

Maybe nothing to see here but thought I'd better let you know.
Arkhangel 19 Jun, 2017 @ 6:54pm 
@betabot: you could also just be really unlucky. i use literally EVERY map pack that's ever come out on here and never had that happen yet.
[ greasy chicken ] 19 Jun, 2017 @ 11:45am 
I figured out how to do this debug thing since I had the save file still and it's Mcgee's mod that's doing it.
McDenny's 09  [author] 19 Jun, 2017 @ 11:21am 
Long War 2 adds multiple plots that are far larger than anything I have in Even More Maps, plus LW2's map selection methods probably made it so you'd roll their maps over and over again
[ greasy chicken ] 19 Jun, 2017 @ 7:28am 
I installed this and 2 other map mods and have been getting HUGE separation between start point and the VIP location on rescue the VIP missions. Last night I spent 8 turns SPRINTING to the VIP only to discover that the back of the van was butted up against the edge of the map and the VIP had no way of getting out of it. I turned off the Vozati one and I'm still getting the separation.

So I don't know if this was your mod causing it or not. But it ruined my perfect long war 2 game.
Arkhangel 18 Jun, 2017 @ 6:19am 
kinda like when i did the forge mission and my guys got dropped right on top of a sectopod. course, the positive there is your guys start the mission in overwatch, so it got shot to crap by that, then went down to first turn shots.
McDenny's 09  [author] 6 Jun, 2017 @ 7:10pm 
That comes down to how the game thought Turrets and pods should be placed. Pretty much comes down to being unlucky
SuspiciousSeal 6 Jun, 2017 @ 11:53am 
bug report, used X2Debugmap to figure out it was one of yours. Spawned with not only site range but reveal range of an advent turret. Not sure how those things are placed so im not 100% if its coming from your end. Map name 'plot_TWN_MdObj_Suburb_EMM_03'. I have a screenshot saved of it as well if you need it for some reason, I will need instructions for getting it someplace you can accses though.
Dragon32 31 May, 2017 @ 3:36pm 
OK, sure. No worries.
McDenny's 09  [author] 31 May, 2017 @ 12:37pm 
I'm probably not going to make maps exclusiveley for LW2
Dragon32 31 May, 2017 @ 4:37am 
And I'm a fool.I typed "Retaliation" but I meant "Rendezvous", The missions where you meet the Faceless infiltrators. There're only two plots for that mission type:
"Plot_RVS_Highway_LgObj_01_LW"
"Plot_RVS_Highway_MdObj_01_LW"
I'd've thought some wilderness ones would suit, even small town (hrm, maybe). Or just some copies of the existing which shuffle the plots around a bit.

Just a thought, if you've got the mapping itch but no ideas.
Dragon32 30 May, 2017 @ 3:20pm 
@McDenny's 09:
Um. I wasn't meaning "make it for him", rather that the variety of plots for that mission type is apparently pretty low and I think other people would appreciate some variety. I'm pretty sure I've seen some mod-added PCPs in his vids though. Although I'm not playing LW 2 myself, yet.
McDenny's 09  [author] 30 May, 2017 @ 11:25am 
I do have a few additional Shanty plots ready for EMM's next update, but I don't think xwynn is very interested in using any sort of map mods
Dragon32 30 May, 2017 @ 10:39am 
Hey, McDenny's 09. Not sure if you're interested in suggestions but I've heard on xwynn's LW 2 playthoughs that there are only two plots for Retaliation missions. If you ever fancy a bit of plotting then I think people would appreciate some more variety there.
Ben_Blake 27 May, 2017 @ 2:43am 
As far as I know, there were no timer bonuses initially, at least I never experienced one. in LW2 there are a few lines

; For city missions only
VERY_LARGE_MAP_BONUS=6 ; if CTY_vlgObj is in the plot name
LARGE_MAP_BONUS=4 ; if CTY_LgObj is in the plot name

in XComLW_Overhaul.ini

I do not really understand why they only introduced bonuses for city maps as every large map becomes almost impossible without increased timer...
But i'd say at least these should be triggered...

ps. thx for your rapid reply
McDenny's 09  [author] 27 May, 2017 @ 2:32am 
No, to my knowledge, timer bonuses are determined by the size of a map's boundaries.
Ben_Blake 27 May, 2017 @ 2:19am 
Do you Use CTY_LgObj and CTY_vlgObj in large and very large maps plot names to trigger the LW2 timer bonusses?