Ramps and back paths
Two or three ramps through the ridge down to the valley, a narrow forest path to each neighbour, and back country behind your base where waves can rise.
ZOMBIE NIGHTS MAP
MAP LAYOUT · DRAWN FROM THE MAP SCRIPTMAP / AVAILABLE NOW
Highland bases around a sunken valley full of the richest mines in the land.
Players start on high plateaus around a large central valley, behind a rocky ridge. The highlands are safe but thin: beyond your starting gold and stone, every mine is down on the valley floor, where guardians pile up every dawn. The dead can reach you two ways: up the ramps from the valley, and over the back paths behind your base.
Two or three ramps through the ridge down to the valley, a narrow forest path to each neighbour, and back country behind your base where waves can rise.
Two large gold and a large stone per player, about 85 to 150 from your start, plus an open-pit mine of extra gold beside the sacred site at the centre.
Waves never rise within 60 of your units, so busy miners in the valley send the night’s zombies to your back paths instead.
A rocky outcrop at the back of each base keeps a king, close to the back paths. With Nomad on, settling in the valley is rich and fast, but you live among the guardians from the first dawn.
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.




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