Date: 2026-09-22. This investigation has neither modified the live installation nor altered game saves.
Executive Summary
A new TNC map is not merely a .entities file from a data perspective. For game/wolf/c02/c02p0, there are at least 235 named assets in Retail: compfile (Entities/Proc/Prockd), file (World-Tome/Ambient), hknavmesh, cm Collision/Trigger, models, PVS, Shadow Geometry, Lightprobe images, Material Decls, and devmapinfo.json. The current tnc_custom_map_probe therefore correctly tests only the Entity portion; it cannot generate new geometry, collision, or navigation.
The most plausible unchanged extension path is TNC's own dlc/dlc_<n>/ format: dlcinfo.json, base/packagemapspec.json, and a Chunk pair. This is documented by DLCs 1–3, but has not yet been positively proven in-game for a new Map-ID. A separate same-named DLC entry with a Canary is the next good single test; refchunks alone is not an override.
Documented Data Structure
base/packagemapspec.json describes Name, primary chunkid, basechunkid, layer, and optionally refchunks. Retail-Base includes game/wolf/c02/c02p0 -> chunkid 1; DLC Specs utilize layer: -1 and their own chunks (DLC 1: 20, DLC 2: 22, DLC 3: 24). The existing DLCs are:
dlc/dlc_1/dlcinfo.json { "dlcid": 1 }
dlc/dlc_1/base/packagemapspec.json maps + chunk_20
dlc/dlc_2/... maps + chunk_22
dlc/dlc_3/... maps + chunk_24
A Map prefix is not self-sustaining. Counts from Retail Archives for c02p0:
| Type | Count | Example |
|---|---|---|
compfile |
3 | c02p0.entities, _combo/c02p0.proc, c02p0.prockd |
file |
3 | _world.tome, Tome-Metadata, c02p0.ambientsh |
hknavmesh |
2 | c02p0.hknavmesh, Combat-Nav-Section |
cm |
178 | World-Shape, Trigger and Combat-Volumes |
model |
9 | _combo/_world.bmodel, Sky, dynamic models |
image |
34 | Lightprobes |
| others | 6 | json, material, pvs, staticShadowGeom |
This count comes from the TNC Archive Index; it is intentionally a negative control against the overly strong assumption "Entities = Map".
What Has Been Disproved or Is Open
+map,+exec, and+loadGameare not executed as visible Map/Save load processes during direct Retail startup before the Menu. The reliable path isLoad Game -> SLOT2 -> GAME-AUTOSAVE0; only then doLaunchLoadScreenandLoadMapappear in the Log.refchunksloads additional dependencies. Arefchunks: [26]entry does not prove that Chunk 26 wins on a name conflict.layerandbasechunkidare not proven priority rules.- A simple new
packagemapspecwithout a complete Chunk/Index/Texdb set is not a positive Map result. An incorrect Container Header is rejected beforehand withcorrupt header. - There is no documented
fs_mod/fs_game/modDirpath in TNC-EXE and no proven free Loose-Asset Maploader.resource_dlcDbgSearchPathis, however, the documented candidate for relocating the DLC search path.
Minimal, Discriminating Test (Not Yet Executed)
- Use an external search path, e.g.,
C:\\wolfdlc_probe, to keep the Steam installation untouched. - Create only
dlc_4/dlcinfo.jsonwith{ "dlcid": 4 }and a minimalbase/packagemapspec.jsoninspired by DLC 3. First use an existing map name (e.g., c02p0) to verify registration and Canary selection separately from "new Map-ID". - Provide a valid Chunk 26 with identical header/index/texdb structure and exactly one clearly identifiable asset Canary. Do not use a
refchunkstest as a substitute. - Start with
+logFile 1 +logFilePersistent 1and the DLC search path. First check:SearchDLC: found 4 dlcs, noCould not load mapspec-/corrupt headermessage. -
Load the c02p0 game state via the normal UI. Evaluate:
- Canary visible: same-named DLC primary chunk was selected.
- Map loads, Canary missing: Mount was successful, Base won, or the tested asset is not in the actually loaded layer.
- Mapspec-/Header errors: Integrity-/registration issue, no priority judgment.
For a truly new Map-ID, it must additionally be checked whether the engine offers it in the menu/saves at all or only reacts to an explicit internal map command. Only if the existing-name test is positive does it make sense to use a new name with complete _world, .proc/.prockd, Collision-, Navmesh-, PVS-, Shadow-, and Entity assets.
Recommendation for the Loader
The mod definition should distinguish three stages:
map-content: replaces existing Entities/Decls; currently stable.map-override: same-named map via a separately mounted DLC chunk; still experimental and only enabled with Canary logic.new-map: new Map-ID with complete asset bundle; do not claim or automatically activate yet.
This keeps the loader startable even without Mapspec/Chunk header and clearly reports "Entity Probe successful" instead of falsely "Custom Map supported".