Even More Maps!
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
