How maps are picked
Nothing 2 Lose has 13 maps you can play right now, including 1 event map. Every map has its own fixed mode, so choosing a map also chooses what you will be doing: escorting a truck, raising flags, holding out for a helicopter or fighting a boss. A round is one map from start to finish, and then you go back to the menu.
In single player you choose the map in the map picker. Cards are grouped by mode, and each card shows the map's difficulty, its typical round length and the mission reward. The Random card is the default after a round. It draws from the maps that suit your rank and never gives you the map you just played if there is another choice. On your very first visit the game starts you on Café County, a short Arena round on an Easy map, and Random's first draw is that map too. After that, Random gives you Easy maps only, adds Medium maps from rank 8, adds Hard maps from rank 15. Extreme maps never come up at random: you have to pick them on purpose. Event maps never come up at random either.
The rank gate only applies to Random. You can pick any map by hand at any time, so if you want to test yourself on a Hard map early, nothing stops you. Just expect tougher zombies, longer chains and less room for mistakes.
Co-op rooms
A co-op room either plays the map it was created with or, when it was created without one, lets the players vote. The map with the most votes wins, a tie is settled at random, and a vote may name any map, Extreme included. If nobody votes, the server draws a random map, and that draw never lands on an Extreme map.
Survivor bots
In single player, survivor bots fill the rest of your squad. You set how many in the squad picker, and each difficulty caps the number: Easy up to 4, Medium up to 6, Hard up to 8, Extreme up to 8. On Hard and Extreme the bots also aim and fight better.
Difficulty tiers
Every map belongs to one of 4 difficulty tiers: Easy, Medium, Hard, Extreme. The tier is part of the map. You cannot play the same map on a different setting. The tier decides how many zombies can be alive at once, how tough they are and how hard they hit, which special zombies appear, how long the objective time limits are and how much the mission pays.
Easy is built for new players. Its zombies are weaker, only two of the mildest special zombies appear, its time limits are x2 as long, and losing a round that lasted long enough still pays 30% of the mission reward. Medium adds most of the special zombies, rare elite zombies and every random incident, with x1.5 time limits and a 20% loss share. Hard brings every special zombie, more elites, normal time limits and no pay for a loss. Extreme throws the biggest hordes of all at you: lots of weaker zombies, plenty of elites and the biggest payout. As a safety net, fallen survivors come back each time an objective step is cleared.
Only time limits that fail the round are stretched. A wait where you simply hold out until a vehicle arrives always lasts the time shown. The step lists further down already show each map's time limits at its own tier.
| Tier | Zombies alive (solo cap) | Zombie HP | Zombie damage | Time limits | Mission reward per minute | Loss pays | Max bots |
|---|---|---|---|---|---|---|---|
| Easy | 30 | x0.8 | x0.6 | x2 | 100 EXP + 200 Cash | 30% | 4 |
| Medium | 51 | x0.9 | x0.8 | x1.5 | 140 EXP + 280 Cash | 20% | 6 |
| Hard | 60 | x1.1 | x1.05 | x1 | 190 EXP + 380 Cash | nothing | 8 |
| Extreme | 90 | x0.9 | x0.8 | x1 | 260 EXP + 520 Cash | nothing | 8 |
The mission reward is the tier's rate times the map's expected round length. A win faster than that pays its share of the time played.
In co-op the zombie cap grows with the number of players, so a full room faces bigger hordes than a solo squad.
Modes and objectives
The maps use 8 kinds of mode. The HUD always shows the current objective and its clock.
- Campaign: a chain of jobs, such as carrying fuel, using a phone or radio, fitting tires or pushing a cart, with holds in between. It ends with an escape you have to reach in time.
- Rescue: hold out until the rescue arrives, then reach it and get aboard.
- Arena: kill waves with a target each, and every cleared wave rewards the survivors still alive.
- Capture the Base: raise a row of flags one after another, then hold your ground.
- Survival: survive until the clock runs out. One living survivor is enough to win.
- Survival mode: survival with extra zombies on the field from the very start. Don't confuse it with the Hard difficulty tier.
- The President: protect one survivor until the timer ends. If the President dies, the round is over.
- Boss (event): one big boss fight with no regular zombie waves, followed by a loot phase.
Carried objects (Jerry Cans, Rations, tires, antennas, radios, crystals) are held in your hands, and bots help carry them. A job with a hold, such as using a telephone or starting a generator, means keeping F pressed until the bar fills. An escape vehicle waits only a short time. Anyone not aboard when it leaves is left behind, and on these maps getting out is part of winning.
Rewards
Each map card shows its mission reward: the Cash and EXP you get for finishing the mission alive (and aboard, on maps that end with a vehicle). Across the regular maps it ranges from 800 to 7,280 Cash. Cash from kills and objectives comes on top and varies from round to round. Harder tiers pay more. On Easy and Medium maps, a lost round that lasted long enough still pays a share of the reward.
Farmhouse
Easy · Campaign · Small map · water: none · Day sky · 7 ammo stations · about 5 min · mission reward 1,000 Cash and 500 EXP
Fuel the generator, phone for the truck, hold out 90 seconds, then load 4 Rations and get out.
A three-storey farmhouse in an open field beside a country road, with a barn, a tractor and a small shack next to the generator at the west end of the house. It is a daytime map with long sightlines, which makes it the friendliest place to learn how a Campaign chain works. The whole field floats in the void, so do not wander off the edge.
First you carry 3 Jerry Cans to the generator and use the telephone in the study. Then a truck sets off down the road towards you. While it drives in, collect the Rations: about half are inside the house and half are outside. Once the truck parks, load 4 Rations onto its bed, then climb into the back before it drives off.
Tip: The wait for the truck is the busiest part of the round, so gather the Rations during it instead of standing still. Zombies only spawn on the ground outside, never on the porch or inside the house, so the upper floors give you a breather. You have 30 seconds to board, and anyone left behind loses the full mission reward.
Objective steps
- Fuel the generator and call for help: Fill the generator: 3 x Jerry Can; Use the telephone (hold F for 3 s) (time limit 8:00, the round is lost if it runs out)
- The truck is on its way (hold out 1:30)
- Load the Rations into the truck: Rations: 4 x Ration (time limit 8:00, the round is lost if it runs out)
- Get in the truck!: Board the truck (just walk in) (0:30 to get aboard before it leaves)
Café County
Easy · Arena · Small map · water: lethal · Twilight sky · 7 ammo stations · about 5 min · mission reward 1,000 Cash and 500 EXP
A concrete island café town at twilight. Clear four kill waves, then every last zombie: about five minutes. The sea kills survivors.
A small concrete island town in the open sea at twilight. The fire station with its outdoor fire escape and roof sits at the west end, an L-shaped building under construction is next to it, and the café with its outdoor tables sits in the middle. There is a parking lot to the east and a red shipping container on the far edge. Survivors start at random spots instead of together, so the first thing to do is find your team.
This is an Arena map: there is no rescue, just 4 kill waves followed by a final clean-up. Each wave has a kill target that grows with the size of your squad. When a wave is cleared, every survivor who is still alive gets cash, a full heal and a random item. After the last wave you must kill every zombie that is left before the clock runs out.
Tip: The sea kills survivors but not zombies, so keep away from the railings and watch for zombies climbing out of the water. The café roof is reached by a steel stair at the back, and the big tree on the lawn has a climbable branch up to a perch in the leaves. Both are good places to shoot from while you wait for the next wave.
Objective steps
- Wave 1: Zombies killed: reach the kill target (it scales with your squad size) (time limit 20:00, the round is lost if it runs out)
- Wave 2: Zombies killed: reach the kill target (it scales with your squad size) (time limit 20:00, the round is lost if it runs out)
- Wave 3: Zombies killed: reach the kill target (it scales with your squad size) (time limit 20:00, the round is lost if it runs out)
- Wave 4: Zombies killed: reach the kill target (it scales with your squad size) (time limit 20:00, the round is lost if it runs out)
- Clear the remaining zombies: Zombies left: kill every zombie still standing (time limit 3:00, the round is lost if it runs out)
Panama Beach
Medium · Capture the Base · Medium map · water: safe · Tropical sky · 7 ammo stations · about 10 min · mission reward 2,800 Cash and 1,400 EXP
Raise five flags across two palm islands, then hold the beach for two minutes while the dead wade in.
Two palm islands in a tropical sea. You start on a small spawn island to the west with a lifeguard tower. Across a shallow channel lies the main island: a wide palm-covered north lobe with a hill, a long spine running south, and an east arm that hooks into a long leg. A grey rock on the west shore of the spine hides a secret cave with an ammo station and a supply box inside. There are no walls at the edge, only the void.
The mode is Capture the Base. The flags open one at a time, and the next one only opens once the current one is fully raised. You raise a flag by standing next to it, and you earn cash every second while you do. After the last flag goes up, you hold the beach for 2 minutes while the zombies wade in from the sea. The water is safe here, but wading slows you down.
Tip: Keep part of the squad at the open flag and the rest watching the beaches around it, so the raisers are not swarmed from behind. The cave is cosy, but it only has one way in and gets overrun quickly. Use it to restock, not as a place to make your stand.
Objective steps
- Capture the Base: Raise the flags: stand by the open flag to raise it (time limit 13:30, the round is lost if it runs out)
- Hold the beach (hold out 2:00)
Dead Vacation
Medium · Campaign · Medium map · water: safe · Dead Of Night sky · 7 ammo stations · about 10 min · mission reward 2,800 Cash and 1,400 EXP
A dead resort by the river: fuel the generator, fix the radio, call the ferry and hold out four minutes until it docks.
A dead holiday resort in a wooded river valley at night. You wake up next to a crashed, burning helicopter on the upper level, with wrecked cars, tents and floodlights around you. The generator stands behind the wreck. A road tunnel in the east hillside caves in after a short way. Down by the river are a wooden hut, fuel tanks, a pool, a pier and the three-level brick resort house, which has a water garage underneath and a roof fort on top.
It is the longest chain on a Medium map. You fill the generator with 15 Jerry Cans, find the radio (it spawns in one of several spots), take it to the storage hut, repair it there, then carry it down to the pier to call the ferry. After that you survive until the ferry docks, and you have 35 seconds to get on before it sails away.
Tip: The upper and lower levels are linked only by the stone ramp, two staircases and the stair inside the resort house. The cliff between them is too high to jump down, so plan your route before you pick up the radio. The radio steps have short time limits.
Objective steps
- Fuel the generator: Fill the generator: 15 x Jerry Can (time limit 9:00, the round is lost if it runs out)
- Find the radio: Find the radio (time limit 3:00, the round is lost if it runs out)
- Take the radio to the shed: Radio to the shed: 1 x Radio (time limit 3:00, the round is lost if it runs out)
- Repair the radio: Repair the radio (hold F for 3 s) (time limit 4:30, the round is lost if it runs out)
- Take the radio to the pier: Radio to the pier: 1 x Radio (time limit 3:45, the round is lost if it runs out)
- Survive until the ferry arrives (hold out 4:00)
- Get on the ferry!: Board the ferry (just walk in) (0:35 to get aboard before it leaves)
Blackfield Station
Hard · Campaign · Large map · water: lethal · Sunset sky · 7 ammo stations · about 12 min · mission reward 4,560 Cash and 2,280 EXP
A bus station in a sunset valley. Bring back two antennas, phone for the bus, hold out five and a half minutes, fix two tires and ride out.
A bus station at the bottom of a valley under a pink sunset, ringed by rock cliffs. You start up on an elevated highway. Below you are the sunken bus yard with its platforms, a two-storey terminal and a skybridge. A small shelter with a telephone and an antenna mount stands nearby, and there is a log cottage with a tunnel down to the terminal. A lethal canal cuts across the south of the map. Bridges lead over it to a gas station, a garage, a car park and a peninsula with a boat shed.
The chain: find 2 antennas and install them at the shelter, use the telephone to call the bus, then hold the station for 5:30 minutes while the bus drives in. When it arrives, its tires need replacing: bring 2 tires, then board through the door before the bus leaves.
Tip: The canal and the sewer channel kill you, so cross only on the bridges. The hold gets heavier towards the end, as the second half brings even more zombies than the first. Pull back into the terminal or the yard and stay close to your teammates.
Objective steps
- Find the antennas and install them at the shelter: Antenna: 2 x Antenna (time limit 7:00, the round is lost if it runs out)
- Call the bus: Use the telephone (hold F for 3 s) (time limit 4:00, the round is lost if it runs out)
- The bus is on its way (hold out 2:30)
- The bus is almost here, hold on! (hold out 3:00)
- Replace the bus tires: Bus Tire: 2 x Tire (time limit 7:00, the round is lost if it runs out)
- Board the bus!: Board the bus (press F at the door) (1:00 to get aboard before it leaves)
Campfire Chaos II
Hard · Campaign · Large map · water: safe · Pacific Haven sky · 7 ammo stations · about 12 min · mission reward 4,560 Cash and 2,280 EXP
Two wooded islands and one bridge: call a jet from the barn, push the fuel out to the airstrip, and hold out eleven minutes for it to land.
Two wooded islands split by a narrow channel. A covered wooden bridge and a fallen log join them. You start on a jetty at the south end. The south island has a log cabin, a water tower and the fenced yard where the gas tank waits. The north island has a red barn with the radio inside, a cobbled plaza and a raised airstrip with a windsock and a tent beside the runway. The water is safe to wade, so the channel is a third way across.
Use the radio in the barn to call a private jet. While it flies in, push the gas tank from its yard across to the airstrip: standing next to the tank pushes it, and every stretch pays a little cash. Then hold out until the jet lands, hose the fuel into its wing, and get aboard within 30 seconds.
Tip: The tank only moves while someone stays next to it, so escort it as a group instead of leaving one pusher alone. The roof of the covered bridge is a popular high spot. Before the landing, gather near the airstrip so the boarding run is short.
Objective steps
- Call for help: Use the radio in the barn (hold F for 3 s) (time limit 5:00, the round is lost if it runs out)
- The jet is on its way: Push the gas tank to the jet (stand next to it to push) (lasts 6:00, finish the job inside it)
- The jet is coming in to land (hold out 5:00)
- Refuel the jet: Hose the fuel into the wing (hold F for 3 s) (time limit 4:00, the round is lost if it runs out)
- Board the jet!: Get on the jet (just walk in) (0:30 to get aboard before it leaves)
1930's Kingstreet
Hard · Campaign · Massive map · water: lethal · Bright Day sky · 7 ammo stations · about 12 min · mission reward 4,560 Cash and 2,280 EXP
Scavenge tires for the truck, hold it where it stalls on the bridge, follow it into the city and refuel it, hold the plaza for three minutes, then ride it into the mountain tunnel.
A 1930s city on the far side of a deep gorge. You start in a garage on a rocky headland, next to the Victory Truck. A tall red suspension bridge leads into town: brick tenements with fire escapes and walkable roofs, shopfronts, tram tracks, a plaza beside a flatiron building, and a subway station beneath the streets. A tunnel into the mountain to the north is the way out. The gorge water is lethal.
First, bring 7 to 12 tires to the truck; they lie around the headland and the bridge. The truck then drives onto the bridge and stalls, and you hold it there. Next you follow it into the city, where you bring a winch to the tram wreck that blocks the street and carry 6 Jerry Cans to refuel the truck. After that, hold the plaza while the winch pulls the wreck away. Finally, ride or chase the truck deep into the tunnel.
Tip: You can hop onto the truck's bed with F and ride it between stops, which is the safest way to make the long legs. The winch spawns down in the subway hall, so send a carrier with an escort. On the last leg the tunnel counts as the escape, so stragglers on rooftops need to start running early.
Objective steps
- Fit the tires to the Victory Truck: Bring tires to the truck: 7 to 12 x Tire (time limit 9:00, the round is lost if it runs out)
- Get to the truck on the bridge and hold it! (hold out 1:00)
- Follow the truck into the city: Bring the winch to the wreck: 1 x Winch; Refuel the truck: 6 x Jerry Can (time limit 7:00, the round is lost if it runs out)
- Hold the plaza while the driver rigs the winch! (hold out 2:00)
- The winch is pulling, hold on! (hold out 1:00)
- Ride the truck into the tunnel!: Get deep into the tunnel (just walk in) (1:00 to get there)
Last Harvest
Medium · Rescue · Massive map · water: safe · Foggy sky · 7 ammo stations · about 10 min · mission reward 2,800 Cash and 1,400 EXP
Hold the foggy hill for nine minutes, then cross the wheat to the rescue helicopter.
A foggy farm valley. You start round a campfire on a stepped, forested hill with tunnels running under it. A river with several bridges winds through the middle, wheat fields fill the corners, and shacks stand scattered across the fields. On the far side is a farmyard with an old barn, a silo and a corral, and the helicopter landing pad sits in the wheat beside it. Zombie health bars stay visible even in the fog.
This is a Rescue map. You hold the hill for 9 minutes in total, in two stages, while the helicopter flies in to land by the barn. When it lands, cross the river and the wheat and board it. You have 60 seconds before it takes off again.
Tip: Zombies never spawn on the stepped hill or inside the tunnels and buildings, so the hilltop is a natural place to make your stand. The landing pad is a long way off. Start moving as soon as the helicopter is on its way down, and use the bridges because wading through the river is slow. Boarding needs a press of F at the door.
Objective steps
- Hold out on the hill (hold out 5:00)
- Survive until the helicopter arrives (hold out 4:00)
- Get to the helicopter!: Board the helicopter (press F at the door) (1:00 to get aboard before it leaves)
Pinecrest Mill
Medium · Survival · Medium map · water: safe · Overcast sky · 7 ammo stations · about 10 min · mission reward 2,800 Cash and 1,400 EXP
Hold out for ten minutes around an old sawmill, its log yard and the cabins across the river.
An old sawmill on the west bank of a river in a pine valley under an overcast sky. You start on the saw floor of the mill, which has a water wheel, a loft and a big south door onto the forecourt. A log yard with stacked log decks, a truck scale and a gantry crane lies to the south-west, and there is a truck shop in the far corner. A timber road bridge and a footbridge cross the river to the east bank, where you will find cabins, a camp clearing with a fire pit, a bunkhouse, a canoe dock and a ranger lookout tower.
This is a pure Survival round: no carrying, no rescue, just 10 minutes on the clock. You win if at least one survivor is still alive when the timer runs out.
Tip: Zombies only spawn on open ground, never on building floors, bridge decks, the sawdust piles or the tower. A raised spot with one way up buys you time. The river is safe but slow to wade, so keep to the bridges when you need to fall back.
Objective steps
- Survive until the timer runs out! (hold out 10:00)
Ashford Estate
Easy · The President · Small map · water: none · Dusk sky · 7 ammo stations · about 4 min · mission reward 800 Cash and 400 EXP
Keep the President alive for four minutes on a walled country estate at dusk.
A walled country estate at dusk. A mansion on a raised terrace looks down a long tree avenue. Around it are formal gardens, a hedge maze, stables with a hayloft, a motor court with a stalled motorcade, a chapel and a fountain. The perimeter wall has seven ways in. You start in the mansion's grand hall, facing the front door.
The mode is The President. At the start one survivor in your squad is picked at random to be the President, and that can be you. The round is lost the moment the President dies. Keep the President alive for 4 minutes: a calm opening of 1:00, then a longer final stretch with far more zombies. On this Easy map the President has 250 HP and wears body armour.
Tip: If you are the President, play it safe and let the squad do the risky work. Otherwise stay close to the President and fight from somewhere with doors and high ground, such as the mansion's upper floors or the terrace. Avoid tight spaces where zombies can corner the group. Zombies only spawn on the lawns and gravel, never on the terrace or inside the buildings.
Objective steps
- Protect the President! (hold out 1:00)
- Protect the President! (hold out 3:00)
Camp Redwater
Hard · Hard mode · Small map · water: none · Night sky · 7 ammo stations · about 12 min · mission reward 4,560 Cash and 2,280 EXP
Hold out for twelve minutes in an overrun quarantine camp at night.
An overrun quarantine camp in a forest clearing at night. A chain-link fence with watchtowers rings the camp. Inside you will find a command post, barracks, a mess hall, a supply depot, a med tent, a motor pool, a fenced tent city and a decontamination checkpoint at the main gate, all lit by orange floodlight masts. You start in the command post lobby, looking out over the parade ground.
This is a Hard-mode map: extra zombies are already on the field from the start, and there is no rescue. You survive 12 minutes in three stages, and every stage after the first brings a bigger horde.
Tip: The watchtower decks and the building floors never host zombie spawns, but a tower has only one ladder and one way out. Stock up on ammo early and keep your squad together for the final push, which is the hardest part of the round.
Objective steps
- Survive! (hold out 7:00)
- They're coming! (hold out 3:00)
- Hold on! (hold out 2:00)
Zero Kelvin Station
Extreme · Campaign · Massive map · water: none · Snow Storm sky · 12 ammo stations · about 14 min · mission reward 7,280 Cash and 3,640 EXP
Get the power back on, mine glowing kelvinite under the hills, haul the cart up to the dig site and hold the ice hall while the ancient Ring wakes up.
A mining and research station in the Arctic, cut off by a night blizzard. You start in a hangar on the airstrip next to a crashed supply plane. The station town has barracks, a mess hall, a workshop, a radio mast, a pump house and a fuel depot. There is a mine with timber-shored tunnels and ice caverns under the eastern hills, and a subway links it to the town. A frozen lake lies to the west, a cabin on a pine ridge, a dig site with a lab to the north, and deep inside the mountain an ice hall where a giant ancient Ring is being dug out.
The chain: start three generators, go down to the mine's loading bay, mine 10 to 12 glowing kelvinite crystals into a minecart, then push the cart up the incline and through town to the dig site. Carry kelvinite into the Ring's socket, hold the ice hall while the Ring wakes up, and finally jump through it. The map has 12 ammo stations.
Tip: On this Extreme map, every survivor who died comes back next to the squad each time an objective step is cleared, which makes a lost teammate far less costly than on other maps. Underground, zombies can spawn inside the mine, the subway and the hall while survivors are in there, so never assume a tunnel behind you is clear.
Objective steps
- Restore power: Start the hangar generator (hold F for 4 s); Start the fuel depot generator (hold F for 4 s); Start the pump house generator (hold F for 4 s) (lasts 1:30, finish the job inside it)
- The mine lights are coming on (hold out 2:10)
- Mine kelvinite: Load kelvinite into the minecart: 10 to 12 x Kelvinite (time limit 7:00, the round is lost if it runs out)
- Haul the cart to the dig site: Push the minecart up the incline (stand next to it to push) (lasts 3:30, finish the job inside it)
- Feed the Ring: Carry kelvinite into the Ring's socket: 4 x Kelvinite (lasts 3:00, finish the job inside it)
- The Ring is unstable, hold on! (hold out 2:30)
- Jump through the Ring!: Jump through the Ring (just walk in) (0:30 to get there)
Hollow Patch
Event (Medium tier) · Boss · arena-sized map · water: none · Halloween Night sky · 4 ammo stations · about 6 min · mission reward 1,680 Cash and 840 EXP
A moonlit pumpkin patch round a crooked graveyard. The Hollow King wakes in the crater: break his lanterns, hide behind a tombstone from his grin, grab the loot.
A moonlit pumpkin patch around a crooked graveyard, fenced in on every side. A boss called The Hollow King sits rooted in a crater in the middle: a giant jack-o'-lantern with vine arms. He never moves, but he turns to face his targets and is visible from everywhere. Tombstones and crypt slabs ring the crater, and lantern posts and ammo tables stand near the fence.
This is a boss fight, so the usual zombie spawns are switched off and the boss brings his own Pumpkin Heads. Every attack is announced first: a glowing ring, lane or cone on the ground, or a flare of his grin. The fight has three phases. In the later phases he shields himself until the lanterns around the arena are shot out. His health starts at 40,000 and grows by 35% for every extra player.
When he dies, everyone who fell is revived and the loot phase begins. He bursts into one shared pile of Tickets (about 50 pickups per player in co-op, 100 in single player, worth 2 Tickets a piece), and treasure chests rise out of the soil, 3 per player. Anyone can open any chest. A chest can hold Cash, Tickets or items, and has a small (5%) chance of a rare mount. Survivor bots never take loot.
Tip: Keep a middle distance: too close and his vine sweep hits you, too far and you leave the tombstone cover. When his grin flares white, get a tombstone between you and him. When the lanterns light up, split up and shoot them out. A dead player spectates on this map instead of rising as a zombie, so play it safe.
Objective steps
- The Hollow King rises… (intro, 0:04, you cannot move yet)
- Defeat The Hollow King: Defeat The Hollow King
- Grab the loot!: Tickets and chests: pick up what the boss drops (up to 1:00)
PvP on these maps
Away from the zombies, the PvP section of the main menu lets you play survivors against survivors on any regular map (event maps are not used for PvP). You can play against bots on your own or with other players.
- Free-for-all: first to 30 kills, else the highest score after 8 minutes. You bring your own unlocked guns.
- Team Deathmatch: first team to 75 kills, else the highest score after 8 minutes. You bring your own unlocked guns.
- Gun Game: first to 45 kills, else the highest score after 10 minutes. Everyone climbs the same ladder of 9 guns.
PvP keeps its own record and pays less than a zombie round, so treat it as practice and fun rather than a way to farm.
All maps at a glance
Every map you can pick today, in the order the map picker lists them. Length is the typical single-player round, and the reward is the guaranteed mission reward before kill and objective cash.
| Map | Difficulty | Mode | Size | Water | Length | Ammo stations | Cash | EXP |
|---|---|---|---|---|---|---|---|---|
| Farmhouse | Easy | Campaign | Small | No water | ~5 min | 7 | 1,000 | 500 |
| Café County | Easy | Arena | Small | Lethal | ~5 min | 7 | 1,000 | 500 |
| Panama Beach | Medium | Capture the Base | Medium | Safe | ~10 min | 7 | 2,800 | 1,400 |
| Dead Vacation | Medium | Campaign | Medium | Safe | ~10 min | 7 | 2,800 | 1,400 |
| Blackfield Station | Hard | Campaign | Large | Lethal | ~12 min | 7 | 4,560 | 2,280 |
| Campfire Chaos II | Hard | Campaign | Large | Safe | ~12 min | 7 | 4,560 | 2,280 |
| 1930's Kingstreet | Hard | Campaign | Massive | Lethal | ~12 min | 7 | 4,560 | 2,280 |
| Last Harvest | Medium | Rescue | Massive | Safe | ~10 min | 7 | 2,800 | 1,400 |
| Pinecrest Mill | Medium | Survival | Medium | Safe | ~10 min | 7 | 2,800 | 1,400 |
| Ashford Estate | Easy | The President | Small | No water | ~4 min | 7 | 800 | 400 |
| Camp Redwater | Hard | Hard mode | Small | No water | ~12 min | 7 | 4,560 | 2,280 |
| Zero Kelvin Station | Extreme | Campaign | Massive | No water | ~14 min | 12 | 7,280 | 3,640 |
| Hollow Patch | Event (Medium) | Boss | Arena | No water | ~6 min | 4 | 1,680 | 840 |