No More Room in Hell 2 has nine maps: six in Objective mode and three in Survival mode. If you have seen both "six maps" and "nine maps" quoted, neither figure is wrong — they count different things. Six is the Objective-mode count from the Steam store page, which was the whole game before 1.0. Survival mode arrived with the Armageddon 1.0 update and brought three maps of its own.
How many maps are in NMRIH2?
| Mode | Maps | Names |
|---|---|---|
| Objective (Scenario) | 6 | Lewiston (Maine), Broadway (New York), Beaulieu Hospital, Power Plant, Pottsville, Raven Rock |
| Survival | 3 | Flooded, Lighthouse, Night of the Living Dead |
| Total | 9 |
Everything below sticks to what the store page and the official 1.0 update notes actually state.
Objective maps
Objective mode is the campaign-style half of the game: a squad drops into a location, works through a chain of objectives, and extracts. The six span the outbreak's geography — Lewiston up in Maine, Broadway in New York, and a cluster of Pennsylvania sites that takes in a hospital, an industrial plant and a government bunker.
Raven Rock
Raven Rock is the Objective map added in the 1.0 update. It drops you in the mountains of southern Pennsylvania, spawning outside an underground military bunker. The job is to find out what became of the emergency command staff stationed there. Being the newest objective chain in the game, it is also the one your squad is least likely to have memorised.
The five maps that predate 1.0
Lewiston, Broadway, Beaulieu Hospital, Power Plant and Pottsville were all in the game before the Armageddon update, and all five are named in the 1.0 notes as having received individual map updates. If you played any of them during early access, you are not returning to the same map.
The studio does not publish an objective-by-objective breakdown for any of them, so treat any list that claims to have one as guesswork rather than fact. Objective chains are not carved in stone either: the September update is adding new objective permutations to Lewiston, so the sequence you learn on a map today is one arrangement of that map rather than the only one.
Survival maps
Survival is the mode that arrived with 1.0, and it comes with three maps of its own. They are shorter, more defensive engagements than the Objective maps, and they are where most of your squad's fortifying happens.
Flooded
A Pennsylvania countryside industrial site in the aftermath of a storm. Multi-level buildings, overturned shipping containers and abandoned machinery give you plenty of angles to hold, but standing water covers the whole map — and that water makes it genuinely hard to confirm whether a zombie you knocked down is actually finished.
Lighthouse
A clifftop lighthouse on the coast, built for a last stand with your back to the sea. There is a small community and an abandoned construction site nearby worth looting before the pressure starts. Be careful about retreating inside: the lighthouse interior is cramped, and it is an easy place to die quickly.
Night of the Living Dead
The classic farmhouse hold-out, expanded here with guest rooms and a barn. It is the most familiar layout of the three, which cuts both ways — everyone knows the building, including the people who will panic in it.
How a Survival map plays out
All three Survival maps run the same loop, so learning it once carries over. The mechanic at the centre of it is the horns: you use them to draw zombies away from populated areas and funnel them toward the combat-focused Responders in your squad.
- Opening. You get a few minutes to loot and set up defences around the first set of horns, plus one CRC supply drop.
- Each wave. Hold for five minutes while the horn broadcast runs. Every area has its own traps and defensive options to use.
- Between waves. A successful hold earns another supply drop, then the squad pushes on to the next objective.
- After three waves. A helicopter comes in to extract you.
- After two failed waves. Early extraction opens up.
That last rule is worth internalising before you queue. Failing waves is not a death spiral with no exit — two failures put an early way out on the table, and taking it beats losing Responders to a hold your squad cannot make.
How each map ends
The two mode families do not finish the same way, and mixing up their rules is the single most common error in third-party map lists.
On an Objective map, helicopter extraction unlocks once your squad has completed every main objective. That is the successful ending, and it pays out account and character experience in full. If the run falls apart instead, an emergency early extraction opens once three or fewer players are still alive. It saves your Responders, but the mission counts as a failure and pays no experience at all, for either your account or your character.
On a Survival map, the trigger is the wave count rather than the headcount: clear three waves and the helicopter comes for you, fail two and early extraction opens. Same idea, different arithmetic — check which mode you are in before you plan an exit.
Map difficulty is not a property of the map
A common search is "which map is easiest", but NMRIH2 does not work that way. Difficulty is a per-match setting with four tiers, and it materially changes the composition and density of the zombies you face — it even adjusts as a match runs on. The same map at the top tier and the bottom tier is not the same fight, so pick your tier first and your map second.
What is coming to the map list
The developer blog published on 20 August 2026 sets out the next changes:
- September: new objective permutations for Lewiston, plus a brand-new scenario for Pottsville that rebuilds that map's objective flow from scratch.
- Later: more Survival maps are planned, but the studio has not said which or when.
One thing worth getting straight: the Pottsville scenario is not a tenth map. Pottsville is already in the game — it is one of the five Objective maps the 1.0 notes list as receiving updates, and player guides already treat its school gymnasium as a reliable loot spot. September rebuilds the objective flow on a map you already own rather than adding a new one, so the count stays at nine.
Nothing has been announced about maps being removed, so the nine above are the floor rather than the ceiling.