
The current Project Zomboid map is the Build 42 version of Knox Country, on the stable branch since 42.20 on 29 July 2026: twice the surface area of Build 41, three new towns in the west (Brandenburg, Ekron and Irvington) and seven reworked towns. For an interactive copy, the old official address map.projectzomboid.com now forwards to pzmap.org, which the official website links as its Game Map.
What changed on the Build 42 map
The Indie Stone listed the changes in its 42.20 "Big Glow Up" post and its Build 42.20 feature overview:
- Twice the map. "The surface area of the map has been doubled" compared with Build 41. The art team added 1,400 new unique buildings and 20,000 new tiles, for 35,000 tiles in total.
- Three new towns in the west. Brandenburg on the banks of the Ohio river, Ekron, "a small agricultural town", and Irvington in the south west with its race track.
- Seven reworked towns. Riverside, West Point, Rosewood, Fallas Lake, Muldraugh, Ekron and Dixie were rebuilt for 42.20, with every building in them unique. The other towns and then Louisville get the same treatment in later updates.
- Smaller landmarks. A Wild West tourist town, a docked steamboat, a lakeside guesthouse, an abandoned sanatorium, an abandoned orphanage, an entirely new prison and a boy scout camp, among others.
- Up and down. 400 procedural basements plus 75 unique ones, and Louisville skyscrapers with up to 32 floors full of zombies.
- Wilderness past the edges. The map borders now run into randomised wilderness, and the world seed decides where basements, zombie distribution and that wilderness end up.
Build 42.21, on the stable branch since 28 September 2026, then updated the in-game player map "to remove inaccuracies while exploring" and matched the spawn selection previews to the new map.
Build 41 worlds don't come along. The Indie Stone states that Build 41 savegames will not be compatible with Build 42; groups that want to finish an old world can stay on the legacy41 beta branch, with the old map.
Spawn regions: where players can start
A Build 42 server lists 11 spawn regions. In single player, four of them are the standard starting towns and the other seven can be picked in Custom Sandbox: since 42.17 you can "choose from each of the 'Exclusion Zone' towns to start in when creating a new Sandbox game", as The Indie Stone put it.
| Spawn region | Single player start | What the official posts say |
|---|---|---|
| Muldraugh, KY | Standard | Reworked in 42.20 |
| West Point, KY | Standard | Reworked in 42.20 |
| Riverside, KY | Standard | Reworked in 42.20 |
| Rosewood, KY | Standard | Reworked in 42.20 |
| Fallas Lake, KY | Custom Sandbox | Reworked in 42.20 |
| Ekron, KY | Custom Sandbox | New in Build 42, a small agricultural town, reworked again in 42.20 |
| Brandenburg, KY | Custom Sandbox | New in Build 42, on the Ohio river |
| Irvington, KY | Custom Sandbox | New in Build 42, south west, race track |
| March Ridge, KY | Custom Sandbox | |
| Echo Creek, KY | Custom Sandbox | |
| Valley Station, KY | Custom Sandbox |
The split between standard and Custom Sandbox starts follows the map hub on PZFans. The Indie Stone adds one catch: occupation spawns only exist in the four canon starting towns, so in the other towns "your spawn location will be much more static".
On a dedicated server the game mode doesn't decide the list, a file does. The PZwiki server settings page shows the default servertest_spawnregions.lua of a Build 42 server with all 11 regions in it. It sits in Zomboid/Server, and the first part of the file name follows your server's name. Delete a line to take a town off the spawn screen. This version only lets players start in Muldraugh or Rosewood:
function SpawnRegions()
return {
{ name = "Muldraugh, KY", file = "media/maps/Muldraugh, KY/spawnpoints.lua" },
{ name = "Rosewood, KY", file = "media/maps/Rosewood, KY/spawnpoints.lua" },
}
end
To send every new player to one exact spot instead, set SpawnPoint=x,y,z in the server's .ini file. It is ignored while it stays at 0,0,0.
Map sites that show Build 42
We checked these on 25 October 2026:
- pzmap.org. This is where map.projectzomboid.com forwards to, and projectzomboid.com links it as Game Map. The page credits its hosting to The Indie Stone. Its grid overlay comes in two types, "B42" and "B41 & Mapping". There is a basements overlay, you can switch floors once you enable spoilers, and a Load Save button reads
map_visited.binfrom your save folder in your browser, without uploading it. Older map versions open in view-only mode, and there is a menu of modded maps. - PZFans. Its map hub states that its viewer uses the Knox Country tiles from 42.20.0, and it lists the centre coordinates of every spawn region with links that open the viewer on that spot.
- b42map.com. This address now forwards to pzmap.org as well.
Adding a map mod to a server
A map mod needs three lines in the server's .ini file:
WorkshopItems=WORKSHOP_ID
Mods=MOD_ID
Map=MAP_FOLDER;Muldraugh, KY
WorkshopItems takes the number from the mod's Steam Workshop address, Mods takes its mod ID, and Map takes the name of the map folder. Look for all three on the mod's Workshop page. Separate several entries with semicolons. Map=Muldraugh, KY is the vanilla default, and map makers ask you to keep it as the last entry, after every modded map. If the map comes with its own spawn region, add its line to the spawn regions file in the same format as the vanilla ones.
Two things to know before you add maps to a Build 42 server:
- Check that the map is made for Build 42. In July The Indie Stone said it would release its mapping tools, WorldZed and TileZed, once the hotfixes were done. Its news had not announced that release by 25 October 2026, so look for Build 42 support on each map's Workshop page; a Build 41 map belongs on a legacy41 server.
- Back up first. Copy the world folder in
Zomboid/Saves/Multiplayerbefore you touch theMapline. 42.20 also fixed a bug where zones could be removed when using multiple map mods, so run a current build before you stack several maps.
If players get kicked with "File doesn't exist on the client" after you add a mod, our fix for that error goes through the causes.
Running the new map on a server
A bigger map changes what a server needs. Each player keeps the area around them loaded, so a group spread over four towns takes more memory than one that sticks together, and map mods add more. On our Project Zomboid hosting a small group on vanilla or a light mod list runs on 4 GB from €4.00 a month, a Workshop mod list fits 6 GB, and heavy modpacks with extra map content are more comfortable on 8 GB or more. The Project Zomboid server hosting comparison has the full RAM table and what four hosts charged on 25 October 2026. If you are still moving a server from Build 41, our Build 42 update guide covers the order to do it in.
FAQ
Is there an official Project Zomboid map? Yes. map.projectzomboid.com forwards to pzmap.org, projectzomboid.com links it as its Game Map, and the page credits its hosting to The Indie Stone.
What are the new towns in Build 42? Brandenburg on the Ohio river, Ekron, a small agricultural town, and Irvington in the south west with its race track. On top of that, Riverside, West Point, Rosewood, Fallas Lake, Muldraugh, Ekron and Dixie were reworked in 42.20.
How big is the Build 42 map? The Indie Stone says the surface area doubled compared with Build 41, and the map edges now run into randomised wilderness.
Can I still play on the Build 41 map? Yes, on the legacy41 beta branch. Build 41 saves don't load in Build 42, and the server and every player have to be on the same branch.
Why can I pick 11 towns on a server but only four in a normal single player game? In single player the other seven are Custom Sandbox starts. A server offers whatever its spawn regions file lists, which is all 11 by default.
How do I add a map mod to a Project Zomboid server?
Put the Workshop ID in WorkshopItems, the mod ID in Mods and the map folder in Map, with Muldraugh, KY as the last map, then restart the server.