Research pass asking whether The New Order has anything like The New Colossus's dlc_0 folder-precedence route for custom maps, how TNO's map system is actually built, and what the smallest feasible custom-map edit is. Map loading itself is fully decoded by direct, read-only inspection of the retail install and is not in question. A dlc_0-style precedence route does not exist for TNO — confirmed by direct read, not inferred. The smallest proven-feasible map edit (mods/supersoldaten_c15, a length-neutral enemy-type swap) has been built and verified against the real archive write path (12 checks including 4 negative controls, all passing) — this is a static/offline write-path proof only; it has not been tried in a running game.
How TNO loads a map
- One
base/master.indexnames exactly 14chunkN.index/chunkN.resourcespairs. No DLC indirection at this layer at all. - A map is a
file:maps/<id>.entitiestext decl. ThemapInfo:<id>decl (lives inchunk0) names the one chunk that physically holds that map viavmtrChunkNumber— confirmed live, e.g.c01p1→chunk1,c02p0→chunk3. chapterdecls (18 total, inchunk0) carry the map list directly — each chapter'svariations.item[].parts.item[].mapfield names the.entitiesid that variation plays. No separatechaptervariation/devmenuoption/dlcdecl type exists anywhere among TNO's 105 distinct decl types (0 instances found in a full type census) —chapteris the entire mechanism, there is no separate family to open.- Collision is a separate
cmasset per map; a writer for it round-trips exactly (8,661/8,661 byte-identical). virtualtextures/<id>.pages(megatexture ground) is a confirmed, non-decodable dependency.- All 25 maps'
.entitiesparse error-free, 69,951 blocks total.
12 of TNO's 37 mapInfo decls have no matching .entities anywhere — cut 2013-demo maps, a cut chapter-17 sibling trio (xa01/xa02/xa03), 2 cut campaign-map parts (c02p2, c10p2), a named-but-unshippable mini-level (lkw), and 3 non-map placeholders. None of the 12 is referenced by any of the 18 chapter decls' map= lists either — genuinely cut content at both levels, not a missed append point.
Why there is no folder-precedence route
(type, name)is never duplicated across TNO's 14 chunks forfile:*.entities,mapInfo, orchapter(0 of 76,364 unique keys) — there is nothing for a second folder to win a collision against.mapspec(TNC's own per-DLC map-claiming mechanism) is a 0-hit string inWolfNewOrder_x64.exe.- TNO's EXE does carry a distinct
dlc\<name>\info.txtmount path — real, isolated, Steam-ownership-gated — but its dialect is unsolved, and even solved there is nothing likepackagemapspecfor it to claim a map name with. The project's only working decompiler indexes TNC's own runtime image, not TNO's — confirmed directly (a query for TNO's own field namedlcIDreturns 0 hits against it) rather than assumed from a README — so this path remains genuinely blocked, not merely unexplored. - A self-built 15th
master.indexchunk pair is accepted trivially by this project's own reader; whether the real engine's reader would accept it is unmeasured and unmeasurable without a TNO runtime capture, which does not exist in this project.
The only working route: edit an existing map's own chunk in place
Decompress the map's .entities payload from its own chunk, edit the decl text, recompress with the game's exact deflate dialect, and write back in place — but only when the real slot-fit check actually succeeds, not just a naive "compressed length ≤ csize" estimate. The naive check overstates what fits: deflate's padding mechanism can only extend a stream by ~500 bytes of measured reach, regardless of how much raw headroom the naive upper bound shows.
Re-measured against the real reach bound, only 10 of 25 maps are genuinely rebuild-free for a length-neutral swap — not the larger number a purely naive cost estimate suggests:
genuinely fits: c01p3, c04p1, c05_07_09, c06p1, c06p2, c08p1_2, c10p1, c11p1, c14p1, c16p2
looks free but doesn't reach: c01p2, c02p1, c03p2, c04p2_3, c16p1
Where the real budget is exceeded, the fallback is a full chunk rewrite (73–466 MB depending on chunk) — new entities blow every measured budget by 1–2 orders of magnitude, so this route is for retyping/retuning existing content, not adding geometry.
Smallest proven-feasible experiment: mods/supersoldaten_c15 — on map c05_07_09, ai/tungsten/c15/part_01/firetrooper → ai/tungsten/c15/part_01/supersoldat, 6 occurrences, both names 47 characters (length-neutral), both enemy types already present on the same map so the swap can't reach for missing assets. Run against the real write path: slot fit confirmed exactly (csize hit, with padding comment), structural diff shows exactly the 6 intended swaps and nothing else, manifest check confirms the loader reads the right bytes — 12/12 checks pass, including 4 negative controls (an over-stuffed payload, a dropped brace, a shifted coordinate, a flipped byte — each independently caught).
Failed hypotheses
- "TNO has a
packagemapspec-style per-DLC map-claiming table like TNC." False. - "
c02p1's apparent headroom (711 B) is usable in-place." False — unreachable by the real padding search (gap 706 B vs. reach 511 B). It was the original flagship pick for this experiment;c05_07_09replaces it (gap 385 B inside a 519 B reach, 126 B real margin). - "The newly-available project decompiler would unblock the
info.txt/DLC-enumeration questions." False — it indexes the wrong game's binary entirely.
Open questions
- Whether TNO's real engine accepts a 15th
master.indexchunk pair — blocked on encrypted.textwith no TNO-side decompiler available. - The exact
info.txtdialect and DLC-enumeration mechanism — same block. - Whether TNO's DLC folder name comes from Steamworks enumeration or a raw folder scan.
- Whether a DLC-mounted archive's
(type, name)entry would win or lose against the base chunk's copy — no retail precedent exists to check against.
In-game test (not yet run)
Enable mods/supersoldaten_c15, start/restart the game, and advance to map c05_07_09. If the 6 enemies at those positions appear as the larger, tougher type instead of the original, the real engine accepted the in-place write — this project's first real TNO in-game map-edit confirmation. No other change is expected; the swap touches neither geometry, collision, nor paths.
Related: TNO Modding Surface, TNO Maps, Asset Loading Paths, TNC Custom-Map Status (the equivalent, working route for Part 2).