Feature Specification

World Design

Concept-level world and map specification for a fictional post-outbreak peninsula: seven settlements, one endgame island, fully enterable buildings, and a road-driven progression structure inspired by Project Zomboid.

Status: draftOwner: UnassignedUpdated: 2026-09-15

Production context

Requirements sourceOwner design workshop, 2026-09-05
Decision markersConfirmed requirements, planning recommendations, risks, and 1 open TBD and 6 resolved decisions are labeled inline.
Browser document roleThis standalone HTML file is authoritative; edit this file directly through the project workflow.

Verified implementation evidence

  • Not verified for this documentation pass.

Relationships

Document contract coverage

Use these required Feature Specification areas during review. The HTML content below is authoritative; items not stated explicitly remain unresolved.

  • ReviewPurpose & Player Value
  • ReviewScope
  • ReviewOut of Scope
  • ReviewTerminology
  • ReviewFunctional Behavior
  • ReviewStates & Flows
  • ReviewRules & Edge Cases
  • ReviewDependencies
  • ReviewAcceptance Criteria
  • ReviewOpen Questions

Authoritative project content

Purpose & player value

The world must make travel a survival decision. Dense, fully explorable settlements provide scavenging stories and local navigation; roads, wilderness, bridges, and regional loot differences give vehicles and long-distance expeditions a purpose. The map is designed to create recognizable home territories, risky progression routes, and recurring PvE/PvP pressure without relying on disconnected levels.

Setting — [CONFIRMED]

Modern fictional post-apocalyptic peninsula. Society has collapsed after the Lambeer outbreak. The world is grounded, recognizable, decayed, and geographically fictional rather than a direct copy of a real region. Contemporary towns, suburbs, highways, farms, military infrastructure, industrial facilities, and coastal tourism coexist across distinct environmental regions.

The peninsula meets the outside world at one landward isthmus. A military wall seals that isthmus and forms the diegetic land boundary. Ocean surrounds the remaining sides.

Scope

  • One persistent open-world map per server, supporting the confirmed target of approximately 40–60 concurrent players.
  • One peninsula mainland, one endgame island, one large central city, two medium cities, and four small starter towns.
  • Multiple connected environment types: coast, forest, farmland, wetland, hills, industrial land, and urban land.
  • A complete road hierarchy, selected river crossings, two independently routed highway bridges to the island, and abandoned rail infrastructure.
  • Enterable underground spaces: Central City subway areas, sewer/service routes, military/research bunkers, and underground parking.
  • Every authored building is enterable. The tallest buildings are limited to ten accessible above-ground floors.
  • Concept-level placement and quantity planning for mandatory civic, retail, military, transport, research, and survival POIs.

Out of scope for this concept pass

  • A final illustrated map, surveyed coordinates, World Partition grid settings, or production-ready landscape dimensions.
  • Final underground-network routes and connectivity. Depth caps by POI family are decided under TBD-WORLD-007.
  • Final city and region names; readable role-based working names are used.
  • Dynamic location events such as convoys, helicopter crashes, supply drops, fires, or migrating event objectives.
  • Player-operable trains. Rail lines, stations, and abandoned rolling stock are exploration and loot spaces only.
  • Structural building destruction. Only doors and windows are destructible under the current world rule.
  • Exact loot tables, zombie counts, boss assignments, and per-volume no-build buffer meters. Laboratory key rules are decided under TBD-WORLD-006; exclusion categories and shapes under TBD-WORLD-003.

Terminology

TermProject meaning
Settlement footprintThe planning area occupied by a settlement, including streets, lots, civic space, and immediate suburbs. It is not a final landscape boundary.
Enterable buildingA building whose gameplay-relevant interior can be entered and traversed. No exterior-only façade buildings are allowed, including small sheds and utility structures.
Starter townOne of four small towns selectable by a new player. Selection chooses a spawn area, not a single fixed spawn point, and does not create a safe zone.
Strategic POIA location with a unique progression, loot, military, boss, transport, or lore role.
Endgame islandThe single island region containing the Island Resort City and concentrated high-risk content. It remains physically accessible by ordinary travel.

Project Zomboid reference target

[CONFIRMED] Project Zomboid is the map-design reference for a continuous road-connected region, varied settlement sizes, high building density, fully enterable structures, location-specific loot, environmental storytelling, and exploration without loading transitions.

Lambeer-specific translation: the same principles must work for a photoreal third-person PvPvE game with drivable vehicles, persistent raidable bases, vertical buildings up to ten above-ground floors, fixed boss POIs, and approximately 40–60 players. The presentation, exact layout, assets, combat space, and progression remain original to Lambeer. Conventions Lambeer must not copy are recorded under TBD-WORLD-005.

World scale & concept allocation

Planning baseline, not a locked production dimension. [CONFIRMED — owner decision 2026-09-15] 100 km² remains the unlocked calculation baseline. P13 does not wait on locking this number and proceeds at kit-town scale. TBD-WORLD-001 stays open until a measured blockout report retains or revises the total under WORLD-C10.

At the 100 km² baseline, the island occupies 20 km², or 20% of the total planning footprint. The mainland-side envelope, including the peninsula, river, and internal water, occupies the remaining 80 km².

Land-use envelopeConcept estimateReason
Central City metropolitan footprint14 km² recommendedLarge urban core, suburbs, Lamla institute, major military zone, two malls, civic and industrial districts.
Two medium-city footprints10 km² totalApproximately 5 km² for West Regional City and 5 km² for Island Resort City.
Four small-town footprints6 km² totalApproximately 1.5 km² per selectable starter town.
Standalone strategic/transport sites8 km²Power plant, military wall, bridge approaches, rail yards, remote utilities, and separated POIs.
Road, rail, and right-of-way network7 km²Primary highways, arterials, rural roads, selected river bridges, and abandoned rail corridors.
Non-urban landscape and water55 km²Coast, forest, farmland, wetland, hills, river, undeveloped island terrain, and buffers.

The allocation totals 100 km² and demonstrates that the requested concept can fit without enlarging the map at this stage. It does not prove travel time, density, or streaming performance. Increasing the map is justified only if blockout tests cannot preserve city identity, road travel, wilderness separation, and server performance at the baseline.

Macro topology

  1. Landward isthmus and military wall: the controlled outer edge of the peninsula. Isthmus Town provides one of the four selectable starter locations.
  2. Mainland outer region: West Regional City occupies one side of the progression axis and contains a regional airport. Nearby starter towns feed multiple road approaches rather than one mandatory route.
  3. Central region: Central City is the only large city and the map's geographic, transport, military, commercial, and narrative center.
  4. Island-facing coast: highways separate into two independent bridge approaches. River and wetland terrain prevent a single straight corridor from becoming the only useful route.
  5. Endgame island: Island Resort City, a second regional airport, resort district, port, prison, community areas, and an island military zone share the 20 km² island envelope.

[RECOMMENDATION] Use an approximate west-to-east reading order during blockout—West Regional City → Central City → island bridges → Island Resort City—while the four starter towns occupy separated coastal, river, and isthmus approaches. Cardinal orientation remains a working convention until a map diagram is approved.

Settlement plan

Working nameTier / rolePlanning footprintEnterable building estimateRequired identity
Central CityLarge city; central progression and high-risk hub12–14 km²450–650 addressesUrban core, full suburb ring, Lamla Research Institute, large military zone, two malls, major hospital, university, police headquarters, fire services, industrial district, subway and sewer/service spaces.
West Regional CityMedium mainland city4–5 km²180–260 addressesRegional airport, one mall, hospital, police/fire services, school, mixed commercial/residential districts, surrounding farmland or industry.
Island Resort CityMedium island city; endgame region4–5 km² inside the 20 km² island180–260 addressesRegional airport, resort, port, prison, community district, one mall, hospital, police/fire services, school, and military zone.
North Coast TownSmall selectable starter town1–1.5 km²60–90 addressesCoastal services, fishing/community identity, clinic, school, police and fire presence.
South Coast TownSmall selectable starter town1–1.5 km²60–90 addressesCoastal/rural transition, local shops, clinic, school, police and fire presence.
River TownSmall selectable starter town1–1.5 km²60–90 addressesRiver crossing, wetland edge, local industry, clinic, school, police and fire presence.
Isthmus TownSmall selectable starter town1–1.5 km²60–90 addressesMilitary-wall shadow, highway services, checkpoint history, clinic, school, police and fire presence.

[PLANNING ESTIMATE] The complete concept contains approximately 1,050–1,530 enterable building addresses. An address is an instance, not a unique art kit. Final counts require blockout validation under TBD-WORLD-001.

The land-use categories above are mutually exclusive for calculation: roads and POIs inside settlement footprints are included in those footprints, while the separate transport and strategic-site allocations cover only inter-settlement or standalone land.

  • Every settlement transitions through suburbs, roadside development, or low-density lots before reaching wilderness. Central City must have the strongest and widest suburban ring.
  • No building may exist as an inaccessible exterior-only façade. Small sheds, utility huts, garages, and damaged structures still require a traversable interior appropriate to their form.
  • Buildings may use modular layouts and repeated kits, but repeated districts must vary routes, furnishing, damage, loot context, and environmental storytelling.
  • The maximum above-ground building height is ten accessible floors. Underground levels do not count against that cap; they use the separate per-family limits in TBD-WORLD-007. Every authored floor, including underground floors, must be accessible. Vertical routes and emergency escape alternatives are required during detailed design.

Roads, bridges, rail & island access

  • Primary highway spine: connects the isthmus, the mainland medium city, Central City, and the island-facing coast.
  • Central distribution: a bypass/ring and multiple urban arterials prevent all cross-map traffic from using one downtown street.
  • Rural network: secondary roads connect all four starter towns, farms, forests, utilities, and alternate city approaches. Off-road paths provide local shortcuts without replacing the highway network.
  • Rivers: at least one major river crosses the peninsula. Bridges exist at selected authored crossings; the final count and placement follow blockout.
  • Island bridges: exactly two highway bridges connect the island from different mainland approaches and land in different island districts. Building is prohibited on both bridges.
  • Alternative island access: players may normally reach the island by bridge, boat, or swimming. These methods do not require a special world unlock, although ordinary survival and PvP risk still apply.
  • Rail: abandoned railway lines, stations, yards, and rolling stock are enterable exploration/loot spaces. Trains are not player-operable.

[CONFIRMED — owner decision 2026-09-15] There are no authored foot or vehicle travel-time targets between starter towns, cities, opposite map edges, or island entrances. The owner will tune travel feel later. P13 blockout does not wait on numeric time goals.

Environment regions

Region typeNavigation and gameplay role
CoastPeninsula identity, starter-town routes, beaches, cliffs, marinas, boat access, and exposed approaches.
ForestConcealed travel, timber, isolated cabins, hunting/resource routes, and reduced long-range visibility.
FarmlandFood and water sources, open sightlines, farm compounds, and road-linked low-density scavenging.
WetlandSlow or channelled travel, water crossings, concealment, and alternate approaches around River Town.
HillsLandmarks, observation, difficult vehicle routes, resource variation, and natural separation between settlements.
IndustrialCrafting resources, warehouses, rail yards, power infrastructure, boss-site candidates, and PvP pressure.
UrbanHighest building density, interior exploration, varied loot, concentrated zombies, and vertical combat.

Concept POI program

POI familyConcept quantity / placementRole
Shopping malls4 total: two in Central City, one in each medium cityLarge mixed-loot interiors and high-pressure scavenging spaces.
Hospitals / clinicsOne hospital in each large/medium city; one clinic in each small townMedical progression scaled to settlement tier.
Police / firePresence in all seven settlements, scaled from local posts to Central City headquartersEmergency equipment, civic identity, and local landmarks.
Schools / universitySchool presence across settlement tiers; one university in Central CityCommunity storytelling, supplies, and varied interior layouts.
Regional airportsExactly two: West Regional City and Island Resort CityLarge traversal/loot spaces; no player-operated aircraft are specified.
PrisonOne on the endgame islandHigh-security fixed encounter/loot POI.
Port and resortOne major port and resort district on the islandIsland identity, boat access, tourism narrative, and high-value scavenging.
Power plantOne standalone mainland industrial POIInfrastructure landmark, crafting resources, and fixed encounter candidate.
MilitaryLarge Central City zone, island zone, isthmus wall/checkpoints, and selected smaller checkpointsHigh-tier risk/reward, world boundary fiction, and fixed encounter spaces.
Lamla Research InstituteExactly one, in Central CityUnique outbreak-origin landmark containing the locked special laboratory.
Underground spacesCentral City subway; urban sewer/service routes; underground mall/urban parking; military and research bunkers in appropriate strategic POIsAlternate navigation, high-risk interior exploration, infrastructure storytelling, and restricted-access progression.
Boss POIsFixed authored locations; exact boss-to-location assignments remain separatePredictable progression destinations that can become PvE/PvP hotspots.

Each mall includes a supermarket, weapon-oriented retail space, clothing shops, food court/restaurants, cinema, multilevel parking, loading/service corridors, multiple public entrances, and back-of-house routes. All included spaces are enterable.

Lamla Research Institute

  • [CONFIRMED] Lamla is the corporation that owns the sole research institute in Central City.
  • The institute contains the only special laboratory of its kind. Lamla's work caused the Lambeer pathogen, which produced zombies and other mutated life.
  • The special laboratory is locked and requires a key. [CONFIRMED — owner decision 2026-09-15] See TBD-WORLD-006: the key is a findable inventory item, consumed on use, not unique, and multiple copies may exist.
  • The institute must support public/corporate, research, service, security, and restricted-laboratory layers so the locked lab is a destination rather than a single locked door at the entrance.

In-game arms companies

[CONFIRMED] Lamla Arms is a subsidiary of Lamla and manufactures weapons. Metro is a competing company and a rival of Lamla Arms.

For the L1810 pistol and its compatible accessories, see the L1810 content and markings reference. Product inscriptions are canonical there.

Revision — 2026-09-08: added the company relationships supplied by the project owner.

Progression, population & loot distribution

  1. Start: a new player selects any of the four small towns, then spawns within an authored town-specific perimeter. Starter towns are not safe zones.
  2. Local survival: low-to-mid tier necessities come from homes, clinics, local stores, farms, roadside stops, and nearby resource regions.
  3. Regional escalation: West Regional City introduces denser urban scavenging and the first regional airport.
  4. Central escalation: Central City provides the highest mainland density, major military content, multiple malls, and the Lamla narrative path.
  5. Endgame concentration: the island combines the tourist city, prison, military zone, airport, port, and fixed high-risk POIs.

[RECOMMENDATION] Zombie density starts from a land-use population profile—urban core, suburb, small town, rural, and wilderness—then uses the confirmed global server multiplier and local region rate defined by Zombie Design. This preserves believable pre-outbreak population patterns while allowing gameplay and performance tuning.

Loot remains container-based and server-authoritative. Location type determines loot family; threat, access complexity, and regional tier determine relative value. Exact tables remain canonical in the runtime data source defined by Inventory & Items, not in this map document.

Building, access & destruction rules

  • Player bases may be built in urban and rural areas when placement rules pass.
  • Building is prohibited on both island bridges and inside authored exclusion volumes around critical POIs.
  • [CONFIRMED — owner decision 2026-09-15] No-build uses authored volumes that follow each POI footprint plus its primary entrance, parking, and approach roads. Giant circular radii that consume whole districts are not used. Exact buffer meters are authored per volume during blockout; they are not a numeric catalog.
    • Hard no-build: island bridges; airport runways and terminals; military compounds; the prison; the power plant; the Lamla campus; fixed boss arenas; primary highway carriageways and bridge decks.
    • Spawn perimeter only: the authored Fresh Spawn selection perimeter of each starter town. Starter towns are not safe zones. Ordinary town lots, shops, and outskirts remain buildable.
    • Buildable: ordinary houses, shops, rural land, forest, farmland, and suburb lots that are not inside a hard volume or spawn perimeter.
    • P13 test set: one spawn perimeter, one small civic POI, and one road-segment volume inside the kit proof town.
  • Doors and windows may be broken. Structural walls, floors, roofs, and load-bearing building geometry are not destructible under the current map rule.
  • Locked progression doors, including the Lamla laboratory, must not be bypassable through ordinary door/window destruction; their security rules belong to the detailed POI specification.

Day/night & weather

  • Dynamic day/night remains atmospheric and does not change zombie behavior, loot, or temperature decay in v1.
  • Rain applies wetness to exposed pawns according to Wetness & Rain. Every enterable interior must provide correct shelter semantics.
  • Fog, snow, and additional weather types remain visual-only until separately designed.

Production & technical constraints

  • The world is authored as one World Partition persistent map. Streaming strategy, Data Layers, HLODs, navigation, AI relevancy, and interior visibility must be proven before content multiplication.
  • [RISK] Approximately 1,050–1,530 fully enterable addresses plus up to ten accessible above-ground floors creates a major environment-art, lighting, navigation, loot, AI, persistence, and QA burden. Modular kits and repeatable room grammars are mandatory production dependencies, but cannot create inaccessible façades.
  • [RISK] Photoreal environments, Lumen/Nanite, MetaHuman players, dense interiors, AI populations, and 40–60 concurrent players require early streaming and server-budget tests.
  • No Unreal map asset, Data Layer, POI asset, or runtime implementation is claimed to exist by this concept document. Verified implementation evidence remains unavailable for this pass.
Production sequence: [CONFIRMED — owner decision 2026-09-13] Prove the core loop in a limited area first, then expand to the complete seven-settlement/island world. The final world concept is unchanged. See P13 streaming/proof area, P20 core-loop acceptance and P24–P26 full-world production.
P13 proof-area brief — [CONFIRMED — owner decision 2026-09-15] Use a fictional kit town, not a named final settlement. Working name: Kit Proof Town. It is a starter-town-class slice (planning envelope 1–1.5 km², not a locked footprint) plus connected rural land and a dense-interior sample. Required contents: a traversable road, enterable houses/shops, one 3–4 storey building with one basement, one small civic POI (clinic or police post) for no-build testing, an authored spawn perimeter that does not make the town a safe zone, one road-segment exclusion, container loot, and rain-shelter interiors. Do not author the seven-settlement/island world inside P13.

Concept acceptance criteria

  • WORLD-C01 — The concept contains exactly one large city, two medium cities, four selectable small starter towns, and one island.
  • WORLD-C02 — Central City lies between the mainland medium city and the island progression route and includes suburbs, Lamla, a large military zone, and multiple malls.
  • WORLD-C03 — The island occupies 20% of the current planning baseline and contains the resort city, regional airport, port, prison, community areas, and military zone.
  • WORLD-C04 — Two independently routed highway bridges connect different mainland approaches to different island landing areas; bridge construction is prohibited.
  • WORLD-C05 — Every authored building and every authored floor is enterable; no building exceeds ten accessible above-ground floors. Underground floors follow TBD-WORLD-007.
  • WORLD-C06 — All seven environment types are represented and connected through a readable road/terrain hierarchy.
  • WORLD-C07 — Each medium city contains one regional airport; trains remain static exploration content.
  • WORLD-C08 — Lamla owns the sole Central City research institute, and its special laboratory is key-gated and identified as the outbreak-origin location.
  • WORLD-C09 — Structural building geometry is non-destructible; ordinary doors and windows may be broken without bypassing special progression locks.
  • WORLD-C10 — A measured blockout report resolves or revises the 100 km² baseline before landscape production is locked.
  • WORLD-C11 — Subway, sewer/service, bunker, and underground-parking spaces are represented as enterable concept layers without implying a player-operable rail system.
  • WORLD-C12 — P13 uses the fictional Kit Proof Town brief in proof-area, not a named final settlement and not the complete seven-settlement map.

Open decisions

  • TBD-WORLD-001 — Retain or revise the 100 km² total after blockout measures settlement density, travel time, wilderness separation, and streaming/server cost. Owner confirmed 2026-09-15 that the baseline stays unlocked and that P13 proceeds at kit-town scale.

Resolved decisions

  • TBD-WORLD-002 Resolved[CONFIRMED — owner decision 2026-09-13] Prove the core loop in a limited area first, then expand to the complete seven-settlement/island world. The final world concept is unchanged. See P13 streaming/proof area, P20 core-loop acceptance and P24–P26 full-world production.
  • TBD-WORLD-003 Resolved[CONFIRMED — owner decision 2026-09-15] Authored-volume no-build policy: hard POI/road/bridge volumes, spawn-perimeter-only protection for starter towns, ordinary lots remain buildable. Exact buffer meters are authored per volume. Canonical detail is in Building, access & destruction rules.
  • TBD-WORLD-004 Resolved[CONFIRMED — owner decision 2026-09-15] No authored travel-time targets. The owner will tune travel feel later. Canonical statement: Roads, bridges, rail & island access.
  • TBD-WORLD-005 Resolved[CONFIRMED — owner decision 2026-09-15] Lambeer keeps Project Zomboid’s connected-region, settlement-scale, fully enterable, location-loot, environmental-storytelling, and no-loading-transition principles. It must not copy: Knox Country names or layouts (Muldraugh, Riverside, West Point, Louisville, and related towns); tile-scale rooms that do not support third-person combat; starter towns that feel safe; predominantly 1–2 storey height as the map identity; forage/search-mode loot in place of container loot; helicopter events as map pacing; or Kentucky-Americana POI branding. Lambeer’s presentation remains a photoreal original peninsula.
  • TBD-WORLD-006 Resolved[CONFIRMED — owner decision 2026-09-15] The Lamla laboratory key is a findable inventory item. It is consumed on successful use. It is not unique; multiple copies may exist. There is no unique-holder recovery flow. Unused copies follow ordinary item persistence and death-bag rules. Exact container/POI loot assignment stays in the runtime loot source. Ordinary door/window destruction still cannot bypass the laboratory lock.
  • TBD-WORLD-007 Resolved[CONFIRMED — owner decision 2026-09-15] The ten-floor cap counts accessible above-ground floors only. Underground levels do not consume that cap and use these family limits: houses/shops max 1 basement; malls/hospitals/civic buildings max 2 (parking and service); military and Lamla bunkers max 3; Central City subway is enterable stations plus authored tunnel connectors, not a second open world; small sheds have no underground. P13 proves vertical streaming with a 3–4 storey building plus one basement, not a ten-floor tower.

Map UI contract — [CONFIRMED]

FEAT-HUD-UI defines a compass tape, minimap, and full-screen world map. The full map is visible from the start without fog and individually toggles squad pings, landmarks, death markers, and boss markers. A death marker disappears when its loot bag despawns or is emptied.