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ΞH Mapping Guide

Standards and Guidelines for Zombie Hunting Maps

Since 2009, the Ξlite HunterZ community has been growing thanks to the dedication, passion, and creativity of its members. We would like to express our sincere appreciation to all mappers among them - past and present - who continue to invest their valuable time and effort into creating new maps for our Zombie Hunting servers. Your work keeps the game both exciting and evolving, even after so many years, and that commitment cannot be praised highly enough.

This thread is meant as a guide for new and experienced mappers. It may not cover everything, but it should help make mapping, reviewing, and testing more efficient.

At ΞH, we maintain high standards for map quality. We are fully aware that our requirements are demanding - but they are achievable and essential to preserve the level of gameplay our players expect. Every submitted map is carefully reviewed before being added to our Special Map Pool, where it will be tested by the community and and evaluated by our SPA/HA team.

Maps that are not finished and fixed might remain in our Special Map Pool, those maps need admin's supervision. Only the best, most balanced, bug-free, fair, and popular maps eventually make it to the Nomination List, becoming part of the official ΞH rotation.

Mapping for the Ξlite HunterZ Zombie Hunting Mod requires more than creativity and visual appeal. Maps must be technically clean, balanced, and tailored to the unique gameplay mechanics of our servers. The following guidelines are mandatory for all current and future mappers contributing to ΞH.

1. General Design Principles

  • Maps must be designed specifically for the Zombie Hunting Mod. Generic or ported maps from other modes (e.g., casual, deathmatch) usually do not meet our gameplay requirements and need a lot of editing before being posted.
  • Balance is critical: at the start of every round, both teams (CTs and Zombies) must have a fair chance to win. Maps that heavily favor one side will not be accepted.
  • Avoid overcomplicating the layout. A clear structure with distinct areas is preferable to confusing or maze-like designs.

2. Camp Spots and Accessibility

  • Every camp spot must have at least two accessible entrances. Single-entry or crouch-only spots lead to unfair gameplay and should be removed or redesigned.
  • Avoid crouch-only (crawl) spots. Such positions can often be held by a single skilled player or two average players against the entire server, breaking map balance.
  • Camp spots must not be overpowered or unreachable.
  • Camp spots must not be too large. If half the server can camp in one area, the map design fails its purpose.
  • Do not create overly narrow passages or rooms. Tight spaces can cause lag and collision issues (especially when players use the !zstuck command or get stuck together).
  • If you add secrets or secret spot: Tell the SPA who is reviewing the map about it.

3. Performance and Technical Stability

  • Ensure all areas of the map are properly optimized. Use hint/skip brushes, func_detail, and visleaves correctly.
  • Avoid areas that can trap multiple players in one spot, as this leads to performance degradation and potential server lag.
  • Lighting and visibility must be tested under different conditions. Poor lighting or excessive brightness affects gameplay and immersion.
  • Remember to turn off HDR when creating a map.

4. Visual Quality, Props, and Testing

  • Before publishing or submitting a map, conduct a complete visual check. Inspect every angle and texture to ensure there are no missing textures, leaks, or rendering errors. This step requires time and attention, as certain issues may only appear from specific distances or viewing angles.
  • Verify that no player can escape the map boundaries or reach unintended areas (like roofs) using boosts, jumps, or crouch-exploits.
  • If the map uses custom assets, make sure all materials, models, and sounds are properly packed and functional.
  • When designing barricade areas or defensive spots, use movable props sparingly - as few as possible, but as many as necessary. Reference existing barricade spots on approved ΞH maps.
  • Avoid excessive or heavy props that can create unbreakable barricades. Heavy props like industrial shelves or beds should not be used. Bookshelves should be placed with caution - if included, make sure there are no other strong props (or at most one soda machine) within reach.
  • Within individual camp spots, use no more than two movable props per entrance, ideally one sofa and one soda machine. Props must not be collectable or moved from other rooms to reinforce a single location.

5. Balance and Playability

  • Test the map with both teams in mind. Consider how a round plays out from the start:
    • Can Zombies reach the CTs within a reasonable time?
    • Do CTs have multiple defensive positions or just one exploitable choke point?
    • Are there viable retreat paths or alternative routes to a camp spot?
  • Maps should not rely on pure defense or pure rush gameplay. A successful design encourages dynamic movement and teamwork from both sides.

6. Pre-Submission Checklist

⚠️Both teams can win under fair conditions
⚠️All areas are accessible and balanced
⚠️No single camp spot dominates gameplay
⚠️No narrow choke points cause stuck or lag issues
⚠️No crouch-only or single-entry hiding spots exist
⚠️All textures and assets load correctly
⚠️Lighting and performance have been tested
⚠️The map has been playtested internally at least once

7. Final Remarks

Our goal at Ξlite HunterZ is to maintain a high standard of gameplay quality and fairness. A good map does not only look great - it plays great. Every mapper contributing to ΞH is expected to follow these guidelines strictly. Maps failing to meet these standards may be rejected or require revision before being added to the official server rotation.

8. Encouragement for Mappers

I want to take a moment to speak directly to our mappers: do not let player complaints discourage you. On any server, there will always be players who complain - some want to play the same maps all day, others get frustrated when they die while learning a new map, and some are quick to demand new or special maps, even spamming RTV when their favorite map isn’t active.

Remember: these reactions are normal and often not a reflection of your work. Every new map takes time for players to learn and appreciate. Your creativity, dedication, and effort are what keep ΞH exciting - and for that, we are truly grateful. Your contributions matter immensely, and we value every hour you spend making new maps. Stay motivated, trust your design, and know that the community benefits enormously from your work, even if not everyone expresses it politely.
 
Very nice easy! everything in there is exactly what is needed for a map to function correctly :cool: