ZOMBIES TRACKER
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Map & game covers via Zombies World Records (zwr.gg) — game icons © Activision. If this is an issue, contact me via email. This is an unofficial fan project and is not affiliated with Activision or ZWR.

// Round-100 Tracker · Data basis

Research & Sources

Why does every map have its own XP multiplier? All data, formulas and sources — transparent.

As of: 18.08.202663 Maps (58 eligible) · 9 Gamesall formulas verifiable

01

How the difficulty multiplier is created

Each map gets its own XP multiplier from three inputs: the length of the solo-100 speedrun world record, a community consensus score, and a cross-game era factor. The formula is deterministic — same inputs always produce the same value.

Formula

map_index      = 0.6 × minmax(wr_hours) + 0.4 × minmax(community_score)
map_multiplier = min(3.0, game_factor × (0.75 + 0.5 × map_index))

minmax() normalizes per game to 0–1: (value - min) / (max - min). If a map has no WR, only the community share counts; if a game has no spread (all scores equal), 0.5 is used. Result is capped at 3.0.

wr_hours

Solo-100 speedrun world record on zwr.gg — longer means harder. Only comparable within the same game: WAW Nacht der Untoten 1.83 h vs. BO1 remake 22.88 h shows the mechanics differences across eras.

community_score

Community consensus from 1 (easy) to 10 (very hard), derived from Reddit tier lists, forums and YouTube analyses — see Sources.

game_factor

Cross-game era factor, normalized to BOCW = 1.0:

WAW 2.60BO1 3.00BO2 1.90BO3 1.30/mega 1.60BO4 1.50/mega 1.90BOCW 0.80Vanguard 1.30BO6 1.15BO7 1.15 · provisional

Calculation — Ascension (BO1)

wr_min    = 5.45 h   (Moon)
wr_max    = 22.88 h  (Nacht der Untoten Remake)

wr_index   = (5.77 - 5.45) / (22.88 - 5.45)   = 0.0184
comm_index = (5 - 4) / (9 - 4)                = 0.2
map_index  = 0.6 × 0.0184 + 0.4 × 0.2         = 0.091

map_multiplier = min(3.0, 3.0 × (0.75 + 0.5 × 0.091))
               = 2.387

Ascension (BO1): WR 5.77 h, Score 5, Factor 3.0 →

2.387

In practice: Round 20 on Ascension → 153 XP, Round 50 → 2.387 XP (mastery bonus 0).

Known divergences — intentionally left as is

Buried (BO2)

Community-easiest map (Score 2), but slow solo-100 WR (5.75 h — safe rather than optimized strats). The WR share (0.6) pushes the multiplier above Die Rise: 1.848 vs. 1.642. Intentionally kept: the formula is transparent and has no special cases.

Nuketown Zombies (BO2)

No solo-100 speedrun listed on zwr.gg, so only the community score (8) counts → formula would give 2.375. As an especially iconic and demanding map, Nuketown was intentionally overridden to the cap 3.000 — a documented exception to the formula.

BO7 (provisional)

No data: release Nov 2025, last map Aug 2026 — neither WR consensus nor reliable community scores. All 6 maps share the provisional value 1.150 until data is sufficient.

02

XP Formula

How much XP a session earns comes from three factors: round, map multiplier and personal best on that map. Plus the level curve that defines all thresholds.

Formulas

session_XP = 10 × round^1.3 × map_multiplier
             × (1 + 0.02 × best_round)

XP to level L = 100 × (L − 1)^2.3 × (1 + 0.15 × prestige)
  • Rounds scale superlinearly: (80/20)^1.3 ≈ 6.1× — round 80 yields about 6.1× as much base XP as round 20. High rounds are not only harder, they are significantly more rewarding.
  • Harder maps multiply stronger: the map multiplier (Section 01) applies directly to every session — a map at 2.9 earns almost three times as much XP as one at 1.0.
  • Mastery bonus rewards depth over map-hopping: each point of your personal best on that map grants 2 % bonus (best 100 → +100 %). Replaying maps and pushing records pays off permanently — switching does not.

Base XP per round (multiplier 1.0 · mastery 0)

RoundBase XP
108
2064
501.000
804.096
1008.000

Implementation: lib/xp.ts — identical formulas throughout the app. The superlinear curve follows the goal-gradient principle (Kivetz et al., 2006; see Sources).

03

All 63 Maps — Multipliers in detail (58 eligible)

Complete overview in canonical order per game. Each multiplier is computed live from raw data — change a WR and the value updates automatically. 5 maps (Nuketown, Call of the Dead, Bus Depot, Town, Farm) are excluded from round-100 (survival).

not owned— = no solo-100 WR listed (tooltip explains why)multiplier color: harder map → warmer
MapGameWR Solo-100 (h)Community Score (1–10)Game FactorMultiplier
World at War
4 mapsFactor 2.60
Nacht der Untoten
WAW1.839/102.60
2.584
Verrückt
WAW1.457/102.60
2.324
Shi No Numa
WAW0.995/102.60
2.054
Der Riese
WAW6.764/102.60
2.730
Black Ops 1
10 mapsFactor 3.00
Kino der Toten
BO16.556/103.00
2.547
Five
BO16.339/103.00
2.895
Ascension
BO15.775/103.00
2.387
Shangri-La
BO16.818/103.00
2.800
Moon
BO15.457/103.00
2.610
Nacht der Untoten (Remake)
BO122.889/103.00
3.000
Verrückt (Remake)
BO19.798/103.00
2.954
Shi No Numa (Remake)
BO17.846/103.00
2.613
Der Riese (Remake)
BO15.474/103.00
2.251
Call of the Dead
BO1—6/103.00
2.850
Black Ops 2
9 mapsFactor 1.90
TranZit
BO26.439/101.90
2.317
Nuketown Zombies
BO2—8/101.90
3.000
Die Rise
BO22.536/101.90
1.642
Mob of the Dead
BO26.874/101.90
2.104
Buried
BO25.752/101.90
1.848
Origins
BO23.147/101.90
1.777
Bus Depot
BO2—5/101.90
1.832
Town
BO2—5/101.90
1.832
Farm
BO2—5/101.90
1.832
Black Ops 3
14 mapsFactor 1.30
Shadows of Evil
BO32.577/101.30
1.154
The Giant
BO32.833/101.30
1.000
Der Eisendrache
BO33.194/101.30
1.070
Zetsubou No Shima
BO33.838/101.30
1.290
Gorod Krovi
BO34.388/101.30
1.331
Revelations
BO32.764/101.30
1.038
Nacht der Untoten (Chronicles)
BO37.758/101.60
1.947
Verrückt (Chronicles)
BO32.979/101.60
1.563
Shi No Numa (Chronicles)
BO34.256/101.60
1.520
Kino der Toten (Chronicles)
BO32.727/101.60
1.433
Ascension (Chronicles)
BO32.604/101.60
1.262
Shangri-La (Chronicles)
BO33.979/101.60
1.654
Moon (Chronicles)
BO32.505/101.60
1.307
Origins (Chronicles)
BO33.077/101.60
1.465
Black Ops 4
8 mapsFactor 1.50
IX
BO42.114/101.50
1.295
Voyage of Despair
BO43.009/101.90
2.375
Blood of the Dead
BO42.187/101.90
1.896
Classified
BO42.596/101.50
1.566
Dead of the Night
BO42.195/101.50
1.380
Ancient Evil
BO42.297/101.90
1.940
Alpha Omega
BO42.748/101.90
2.195
Tag der Toten
BO41.578/101.90
1.729
Black Ops Cold War
4 mapsFactor 0.80
Die Maschine
BOCW1.153/100.80
0.600
Firebase Z
BOCW1.834/100.80
0.880
Mauer der Toten
BOCW1.246/100.80
0.752
Forsaken
BOCW1.387/100.80
0.841
Vanguard
2 mapsFactor 1.30
Shi No Numa (Reborn)
not owned
Vanguard1.987/101.30
1.365
The Archon
not owned
Vanguard1.178/101.30
1.235
Black Ops 6
6 mapsFactor 1.15
Terminus
not owned
BO61.326/101.15
1.193
Liberty Falls
not owned
BO61.313/101.15
1.050
Citadelle des Morts
not owned
BO61.167/101.15
1.146
The Tomb
not owned
BO60.995/101.15
0.955
Shattered Veil
not owned
BO61.084/101.15
0.961
Reckoning
not owned
BO61.588/101.15
1.438
Black Ops 7
6 mapsFactor 1.15
Ashes of the Damned
not owned
BO7—5/101.15
1.150
Astra Malorum
not owned
BO7—5/101.15
1.150
Paradox Junction
not owned
BO7—5/101.15
1.150
Totenreich
not owned
BO7—5/101.15
1.150
Kowakujō
not owned
BO7—5/101.15
1.150
Rex Infernus
not owned
BO7—5/101.15
1.150

04

Excluded modes

Not every Zombies variant has a round system. These modes are intentionally excluded because the goal “Round 100” does not exist or is not measurable there.

01

Dead Ops Arcade 1–4

No classic round system — arcade action with lives instead of endless rounds. No round-100 goal possible.

02

Outbreak (BOCW)

Objective-based: open map, tasks instead of waves, optional exfil after each region.

03

Vanguard — Der Anfang & Terra Maledicta

Objective-based missions instead of rounds; mandatory exfil after the final step.

04

MW3 Zombies

Not by Treyarch: extraction shooter with missions and exfil between sectors — no round format.

05

BO7 Survival Maps

Vandorn Farm, Exit 115, Zarya Cosmodrome, Mars, Eidskallen Lighthouse — fixed waves with time limit, no rounds.

06

Directed Mode

Guided mode with hard round cap at 15 — replaces endless rounds, therefore excluded for round-100.

07

Rogue Run

Roguelite: runs with weapon evolution and random paths instead of classic round progression.

05

Sources

Every number in this system traces back to a source. Access date for all entries: 18.08.2026.

Quantitative data

Targeted, verifiable numbers: speedruns, official announcements, mechanics reports.
  1. zwr.gg — Solo-100 speedrun world records (standard category per game: BO3 Mega GobbleGum, BO4 All Elixirs non-hardcore, BOCW/BO6 Rampage). Source of all wr_hours values — live crawled on 18.08.2026. https://zwr.gg
  2. Call of Duty Blog (callofduty.com) — Official BO6/BO7 announcements: map lists, mode updates and mechanics changes as frame data. https://www.callofduty.com/blog
  3. GameSpot — Reviews and reports on round systems, difficulty tuning and player handicaps per era. https://www.gamespot.com
  4. Dot Esports — Zombies news, patch tracking and community meta reporting on balance changes. https://dotesports.com
  5. IGN — Guides, wiki maintenance and mechanics explanations (including BO6/BO7). https://www.ign.com

Community consensus

Subjective difficulty ratings, cross-checked against multiple independent sources.
  1. Reddit — r/CODZombies — Primary source for community_score (1–10): tier lists, discussions and community difficulty consensus. https://www.reddit.com/r/CODZombies/
  2. GameRant — Zombies rankings and difficulty tier lists as cross-check for consensus. https://gamerant.com
  3. TheGamer — Map rankings and mechanics analyses across all Treyarch titles. https://www.thegamer.com
  4. GameFAQs — Strategy guides and forum consensus on the hardest maps. https://gamefaqs.gamespot.com
  5. Steam Community — Guides and discussions — consensus check especially for newer titles. https://steamcommunity.com
  6. YouTube — MrDalekJD, samuel the 17th, Zombie Dawg, InsomniaVirus — Speedrun analyses, strategy deep dives and map ratings as qualitative cross-check. https://www.youtube.com

Gamification literature

Scientific and practical foundations for formulas and rewards.
  1. Yu-kai Chou — Octalysis — Framework for motivation design (Epic Meaning, Accomplishment, Ownership) — basis for streak and mastery mechanics. https://yukaichou.com
  2. Nunes & Dreze — The Endowed Progress Effect (JCR 2006) — Progress illusion: already credited reward increases completion motivation — basis of the mastery bonus. https://doi.org/10.1086/504480
  3. Kivetz, Urminsky & Zheng — The Goal-Gradient Hypothesis Resurrected (JMR 2006) — The closer to the goal, the stronger the effort — justification for the superlinear round curve (round^1.3). https://doi.org/10.1509/jmkr.43.1.39
  4. Kahneman & Tversky — Prospect Theory / Loss Aversion (1979) — Loss aversion: streak decay and thresholds create attachment to progress. https://doi.org/10.2307/1914185
  5. Deci & Ryan — Self-Determination Theory — Competence and autonomy as intrinsic motivators — the argument for transparent, verifiable formulas. https://selfdeterminationtheory.org
  6. Duolingo & Strava — Case Studies — Streaks, badges and social comparison as models for ranks, emblems and best-round incentives. https://www.duolingo.com

06

Level & Ranks

Ten rank bands plus General. Thresholds derive from the level curve (Section 02) — shown here with concrete values at Prestige 0.

RankLevelXP Threshold (cumulative)
Recruit1–90
Private10–1915.659
Corporal20–2987.324
Sergeant30–39230.949
Staff Sergeant40–49456.508
Master Sergeant50–59771.704
Lieutenant60–691.182.932
Captain70–791.695.715
Major80–892.314.954
Colonel90–993.045.068
General100–1003.890.102

Prestige

  • From level 100 prestige is optional. All thresholds increase by +15 % per prestige — a prestige does not reset difficulty to zero but raises requirements.
  • Example: XP to level 50 at Prestige 0 = 771.704 — at Prestige 1 = 887.460.
  • Each prestige resets level progress and upgrades the emblem next to the name — visible progress beyond levels.
  • Rank titles apply within a prestige and are noted with the prestige, e.g. “Major (Prestige 2)”.

All values as of 18.08.2026. BO7 values provisional.

This system is a personal gamification projection — not official Treyarch data. Every number can be verified via the sources above; changes to raw data flow automatically into all calculations.