ze_example — Map Guide
Overview
Section titled “Overview”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.
Difficulty
Section titled “Difficulty”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.
Stages
Section titled “Stages”Stage 1 — Entrance Corridor
Section titled “Stage 1 — Entrance Corridor”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.
Stage 2 — Generator Room
Section titled “Stage 2 — Generator Room”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.
Stage 3 — Elevator (Final Stage)
Section titled “Stage 3 — Elevator (Final Stage)”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.
Items & EntWatch
Section titled “Items & EntWatch”| Item | Effect | Notes |
|---|---|---|
| Shockwave Emitter | Knocks back all zombies within 15 meters | One charge per round; save for Stage 3 elevator hold |
Recommended Holds & Strats
Section titled “Recommended Holds & Strats”- 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.
Common Fail Points
Section titled “Common Fail Points”- 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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Freshness
Section titled “Freshness”| Field | Value |
|---|---|
| Map version tested | 2.1 |
| Last tested | 2026-01-15 |
If the strategies here are outdated, please open an issue.