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ze_example — Map Guide

ze_example is a fictional medium-difficulty map used to demonstrate the playZE guide format. It follows a linear three-stage progression through an abandoned facility, ending with a timed elevator escape. Suited for players with a few hours of ZE experience.

Rating: Medium

Teams with a clear leader and at least a few experienced players can complete this map reliably. The second stage hold requires good positioning, and the item requires coordination to use at the right moment.

Humans spawn in a long corridor. Zombies spawn behind a locked door that opens after 10 seconds.

Hold: The first concrete barrier about halfway down the corridor. Hold here for approximately 20 seconds until the side door opens.

Push trigger: The side door opens automatically at the timer — move as soon as it opens.

A wide room with multiple pillars. The hold is the far side of the room by the emergency exit.

Hold: Spread along the emergency exit wall. The pillars provide cover — use them. Hold until the generator activates (a sound cue plays and the lights turn red).

Note: This is where most teams wipe. The pillars create tempting positions, but splitting the team across them breaks the hold — keep the line tight at the exit wall.

The elevator takes 30 seconds to reach the top. Humans must defend the elevator entrance until it arrives.

Hold: Stack at the elevator door. There’s only one entrance — this is a pure DPS check. Use the item here if you have it.

Escape trigger: Step into the elevator once it arrives. Don’t wait — it closes after 5 seconds.

ItemEffectNotes
Shockwave EmitterKnocks back all zombies within 15 metersOne charge per round; save for Stage 3 elevator hold
  • Stage 1: The concrete barrier hold is very forgiving. Beginners should practice here.
  • Stage 2: Tight line at the exit wall beats any pillar-splitting strategy. Resist the urge to use pillars.
  • Stage 3: Use the Shockwave Emitter when zombies are 3–5 meters from the elevator door, not before. Early use wastes it.
  • Stage 2 hold: Players spread across pillars instead of holding the exit wall — zombies slip through gaps. Hold the line.
  • Stage 3: Item used too early, giving zombies time to regroup before the elevator arrives.
  • Transition to Stage 3: Players linger in the generator room after the push call and get cut off.

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FieldValue
Map version tested2.1
Last tested2026-01-15

If the strategies here are outdated, please open an issue.