Even More Maps!

If you liked this item, please rate it up on Steam Workshop page.

Author: McDenny's 09

Last revision: 24 Mar, 2017 at 18:36 UTC

File size: 33.86 MB

On Steam Workshop

Description:

This mod adds, currently, five edited parcels and 11 PCPs from the base game and 32 new plots. I plan to later add more parcel and PCP edits and originally built plots, parcels and PCPs.

**PLEASE REPORT ANY MAP ERRORS**

Parcels:
Advent Recruitment Edit – A large parcel with a separate office area and more places for turrets to spawn

Cabin Edit – A large parcel with a small building added across from the default cabin and more areas for XCOM to spawn

Rowhomes edit – A medium parcel with two small buildings. One with an overhanging balcony over a store’s back entrance with a relay objective on the roof and another one with a separate room leading to the 2nd floor entrance with a relay objective on the second floor

Storefront edit – A small parcel with denser washing machines, so it now actually seems like a laundromat

Shopping Center edit – A large parcel with a skybridge linking two buildings

Plots:
Plazas: A medium objective City Center plot with two rows of buildings and a "no man’s land" of 1/2 cover plazas & parks between

Rivers: A large objective Wilderness plot with winding rivers that take a considerable portion of the play area

Downtown: A medium objective Town plot with a semi-dense retail sector

Downtown_2&3: A medium objective Town plot with a dense retail sector

Avenue: A large objective Slums plot, with an avenue running down the center

Cliff: A large objective Wilderness plot with a massive expanse of wilderness between XCOM and their objective

Fork: A medium objective slums plot with a "fork" in the road

Facility: A large objective wilderness plot taking place within an ADVENT facility, complete with perimeter fence

Plazas_2: A large objective City Center plot with a large plaza surrounding the objective parcel

Garth: Completely unsure of what it’s supposed to be. I just put a line in my .ini to activate it. Seems to be a plot to demostrate something to Garth

Highway: A shanty plot taking place on a highway. ADVENT has cut off the residents of a Resistance haven while they were trying ot evacuate

Suburb: A narrow, medium objective, town plot, taking place in a dense suburban environment

Suburb_2: A wide, medium objective, town plot, taking place in an open suburban environment, with houses being sperated by picketed fences

Suburb_3: A narrower version of Suburb_2

Narrow: A very narrow and short medium objective, town plot with a single road hugging an edge and a forest hugging the other

Narrow_2: A commerical parcel version of Narrow

S: A medium objective, city center plot with winding ‘S-Bend’ roads

A: A large objective, city center plot, with roads forming an ‘A’ around the parcels

H: A large objective, city center plot, with roads forming a ‘H’ around the parcels

Plaza_3: A City Center plot, meant to show off EMP

Highway_2: A shanty plot, with a highway that overlooks a small shanty

Highway_3: A shanty plot, with a highway that overlooks a small shanty and a river

Wind: A shanty plot, with a winding set of cliffs that open up into a resistance haven

Hike: A large objective wilderness plot, take a hike!

Transit: A medium objective slums plot, with two overpasses between XCOM and their objective

Transit_2: An alternate version of Transit

Transit_3: A medium objective slums plot, two spacious roadways seperate XCOM and their objective

Twn_Fork: A small town version of Fork

Dense_2: A large objective slums plot, a dense group of buildings oulined by roads

Crater: A large objective wilderness plot, with the objective parcel, either a UFO or the Psi-Gate located within a large "crater"

Hike_2: Alternate version of Hike
________________________________________________________________________________________

Manual Download: http://xcom2.smods.ru/archives/1050