The automatic checks already cover a lot:
build --gameconfirms that every tile exists in the game and checks for cell conflicts.probeloads the lots with the game's own classes.server-checkhas the dedicated server find buildings, rooms and spawn regions.
What they cannot see happens only in a client: drawn sprites, chunks streamed around a player, foraging and WorldGen. This list covers that part. Play one character per map and tick each line.
simplepzmap build scene.json --out work/world.pzworld.json --export work/map.zip --strict --game "<Build 42 folder>"simplepzmap serve work/map.zip --game "<Build 42 folder>"serve installs the mod into work/playtest-server/<archive name>/mods and starts the dedicated server there. It never touches your Zomboid folder. The map loads next to Muldraugh, KY with the map's own spawn regions. The world is kept between runs; --fresh starts a new one, and --port changes the port from 16261.
The window prints:
- the address to join (
127.0.0.1:16261); - the admin login;
- the path of the installed mod. The client needs the same mod in its
Zomboid\modsfolder: copy it there yourself, or export with--install.
The server runs without Steam (-nosteam), so start the game with the launch option -nosteam. Type quit in the server window to save and stop.
- The map appears in the server's spawn selection with its
thumb.png. - A new character starts inside a house: living room, kitchen or bedroom, never outside or in a wall.
- A doctor, a police officer or a chef can start at a matching workplace when the map has one.
- Walls close at every corner. A square with plain north and west walls shows one corner piece, and outer corners have the SE pillar.
- Doors and windows of a
pz:wallset or atilezed:template use that set's own pieces, including the irregular ones such as the diner. - Furniture stands against the walls and faces into the room: beds, dressers, kitchen counters, stove, fridge, sink, toilet, bath, sofa and TV. None of it blocks a doorway or the stairs.
- The stove, fridge and sink work, and containers hold loot that fits the room name (kitchen, bathroom, bakery, barn).
- Room names in the debug room view match the source tags (shop, amenity,
pz:room).
- Fences alternate their two pieces, have posts where asked, and every gate opens and closes. A wicket has its frame.
- Mailboxes stand at the curb and face the road, with a garbage bin beside them.
- Stop signs stand on the right side of the lesser road before the junction and face the drivers coming to it.
- Parking areas spawn cars inside the stalls (sandbox car spawn on). Each stall has its wheel stop at the end the cars face.
- Village yards have their props clear of the doors, and farms have a scarecrow.
- Foraging (debug: zone view or the foraging window) reports Forest/DeepForest in woods, TownZone near houses, FarmLand in open country and ForagingNav on roads.
- After walking away and back, WorldGen has not put jumbo trees on roads, in yards or against walls, and authored trees and bushes are still there.
- ZombiesType zones change the zombie outfits inside them.
- Walk along a section seam. Buildings, fences and roads that cross it are continuous, with no half buildings and no double walls.
- The world map (M) shows roads, water, forest and building outlines aligned with the ground.
Report a failing line with the map coordinates (debug: player position) and a screenshot.