Two crossings each
One causeway, about 24 wide, and one ford, about 48 wide. Wall one, tower the other, or hold both with an army.
ZOMBIE NIGHTS MAP
MAP LAYOUT · DRAWN FROM THE MAP SCRIPTMAP / AVAILABLE NOW
A drowned marsh of bog, still pools and black water, where every night is a fight for a crossing.
Every player starts on an island ringed by deep water, with two ways in: a narrow causeway you can wall, and a ford twice as wide that is harder to close. Beyond them lies the bog, where your waves rise and where your outside gold and stone wait. At the centre, the Heart holds the richest gold, the sacred site and the relics.
One causeway, about 24 wide, and one ford, about 48 wide. Wall one, tower the other, or hold both with an army.
Team-mates’ islands sit side by side and share a third, inner causeway, so allies can reinforce each other. The bog behind it is drowned, so no waves rise there.
A small island in the middle, ringed by water, with a ford from every stretch of bog. It holds two or three large gold, the sacred site and relics, and guardians gather there after a few dawns.
A low mound at the back of each island keeps a king away from both crossings. With Nomad on, the islands become prizes for whoever reaches them first.
The picture is drawn from the map’s own script for four players, so it shows the real layout, not a screenshot. The game adds the starting resources and places each tree itself, and the layout scales with the lobby. The map is available now. Subscribe on its official mod page or find it in the Age of Empires IV mod browser, then select it with the Zombie Nights game mode and tuning pack.
IN GAME
In-game screenshots from matches on Hallow’s Hearth, with the interface hidden.




CONTACT BYTE RANCH
Include the project name when you get in touch.