Hosting the Dead Metropolis City Map Expansion in HumanitZ
The Dead Metropolis city map expansion shifts HumanitZ gameplay from rural farmland scavenging to dense, multi-floor urban environments packed with infected. While this dramatically raises the ceiling for tactical gameplay and loot variety, it also places substantially higher demands on your dedicated server — particularly CPU, because the compact layout forces hundreds of zombie AI pathfinding calculations to run simultaneously in a small geographic area.
🧟 AI Density Spike
The city map packs 3–4× more active zombie entities per square kilometre than the rural map. Expect CPU usage to increase by 40–60% versus a comparably populated rural server.
🏙️ Multi-Floor Buildings
Skyscrapers and parking structures introduce vertical plane pathfinding, which was unused on the flat rural map. This is more expensive per zombie than horizontal navigation.
Recommended Server Hardware for the City Map
| Players | CPU | RAM | Storage |
|---|---|---|---|
| 1–8 | 4 cores @ 3.5 GHz | 8 GB | 30 GB SSD |
| 9–20 | 6 cores @ 4.0 GHz | 16 GB | 50 GB NVMe |
| 21–40 | 8 cores @ 4.5 GHz+ | 32 GB | 80 GB NVMe |
These figures are approximately 1.5× higher than the rural map equivalents. If your server was running well on the rural map, consider upgrading RAM before switching to the city expansion.
Switching to the City Map
In GameServerSettings.ini, change the map name to the city map identifier:
[/Script/TSS.TSSGameInstance]
# Rural map (default):
# ServerMap=TSS_RuralCounty
# Dead Metropolis city expansion:
ServerMap=TSS_DeadMetropolis
After editing, stop the server, make your config change, then restart. The new map will generate fresh on first load.
Wiping Your Previous Rural Save
City and rural saves are stored in separate folders and do not conflict. However, if you want a completely fresh start (recommended for thematic consistency):
- Stop the server
- Back up the existing rural save:
/TSS/Saved/SaveGames/ - Delete the contents of
SaveGames/ - Update
ServerMapinGameServerSettings.ini - Restart — the server generates a fresh city world
Tuning Zombie AI for City Performance
Reduce the AI calculation load without sacrificing the intense feel of the city map:
[ZombieSettings]
# Maximum zombies active (tracked by AI) simultaneously:
MaxActiveZombies=150 ; Reduce from default 300 if CPU spikes
# Radius (metres) in which zombie AI is fully active:
AIActivationRadius=150 ; Keep tight on city map — short sight lines anyway
# Distance at which zombie AI switches to simplified "dormant" state:
AISimplifyRadius=250
# Pathfinding recalculation frequency (lower = cheaper):
PathfindTickRate=0.5 ; Every 0.5 seconds (default: 0.25)
Loot Configuration for City Environments
The city map introduces new loot categories (office supplies, electronics, urban military caches). Tune spawn rates via:
[LootSettings]
LootAbundance=1.0
UrbanLootMultiplier=1.2 ; Boost city-specific loot categories
MilitaryCacheFrequency=0.8 ; How often police/military building caches appear
ContainerRespawnTime=3600 ; 1 hour respawn — keeps city viable long-term
Performance Tip: On the city map, position your server's autosave during low-population hours (e.g., 4 AM UTC). The save operation serializes a larger world object graph than the rural map and causes a brief server-side freeze that all players feel as a lag spike.
Professional Hosting
Run the city expansion without hardware compromises. Host your HumanitZ server with Supercraft on hardware tuned for AI-heavy survival games, with NVMe storage and DDoS protection built in.