Ori’s Map Pack For Campaign: GCCM Main Mod Compatible (S&F)

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Author: ori

Last revision: 14 Aug, 2024 at 16:26 UTC

File size: 515.63 MB

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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