The Apocalypse Project - V1.0.3 [UPDATED 02/09/2026]

Very good, thanks for yr work

This looks amazing!!! any chance to port this to singleplayer? I would love to play this without fivem or maybe a quick guide on how to install it for sp?

The project has been updated and FULLY MERGED with 2 Community forks that fixed most of the issues and also kept working on the map.

Credits added as well.

Read more in the description to find the new changes , fixes and features.

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this is the most on time news ever lol.

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Glad to hear :slight_smile:

There is still a bug I will fix this week that there is still duplicated car props in Legion Square that I’m fully aware of. Thanks to @Savolent I will be able to fix it rather quickly as soon as I get the time.

I’m currently working on a Full Zombie RP \ RPG System that will have the map included and it will most likely be released for public use. It will be part of The Apocalypse Project as well.

Also for the map, I should say that if there is people interested in taking part of this 6 Year Project, specially in modeling, feel free to join us on Discord :slight_smile:

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i recently switched over to making survival scripts and have had my eye on this so i have something to base quests off of (its been weird planning survival quests in a base city) i have 0 map experience to add to this but love to see it get some love. lol.

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Honestly mapping isn’t that hard if you’re only doing ymaps. MLO’s are a whole different story tho.
If you start mapping with ymaps it get’s super easy after a bit. It’s quite basic using Codewalker and it’s a straight forward tool.
Hit me up on Discord if you ever need help, and if you find bugs in the map

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[Release] The Apocalypse Project — Duplicate YMAP Cleanup

This update cleans up several duplicated YMAP placements across the project.

Changes

  • Removed duplicate wrecked cars and props that could collide, move unexpectedly, or appear doubled.

  • Removed redundant bridge and downtown YMAP files.

  • Cleaned duplicate placements in Richman, highway, mine, and base-map areas.

  • Removed outdated CodeWalker project entries.

Improvements

  • Reduced unnecessary streamed props for better map performance.

  • Included a few crash fixes and general stability improvements.

  • Kept unique placements intact while removing duplicate ones.

[Release] The Apocalypse Project — Performance & Map Cleanup Update

Been working through the map package properly: duplicate placements, bad streaming structure, wreck LOD distances, and the old multi-resource setup.

What changed

  • Removed 1,667 duplicated YMAP entity placements.

  • Removed redundant map files that were streaming the same content twice.

  • Confirmed that there are now 0 exact duplicated placements between YMAPs. (This one took quite a bit of time tracking it down manually in Codewalker :frowning: )

  • Reduced wreck-car streaming distance: 3,507 wreck props were capped at 350m LOD distance.

  • Recalculated YMAP flags and extents in CodeWalker.

  • Converted the old four-resource setup into six focused map resources:

    • Los Santos

    • Blaine County

    • Infrastructure

    • Statewide map packs

    • Interiors

    • Shared props

  • Kept installation simple: the entire project still starts with one line.

  • Moved local backup assets outside streamed files, so clients do not download them.

Current map stats

  • 163 YMAPs

  • 63,925 static map entities

  • 529 streamed files

  • 6 map resources, started from one category

Installation

Remove the old assets_map, assets_map2, assets_map3, and postapo-interior folders.

Place [the_apocalypse_project] in your server resources folder, then add:

ensure [the_apocalypse_project]

This update is mostly about making the project easier to maintain and less painful to run on a busy server. The next passes will focus on the densest areas, especially the statewide and highway packs.

As always, report anything weird with screenshots, coordinates, or a crash dump and I’ll track it down.

The Apocalypse Project — v1.0.2

This update is a big one.

We cleaned up more of the map’s old conflicts, expanded the apocalypse across new areas, and did another pass on performance and stability. A lot of the work here is invisible when it works properly: fewer duplicate entities, safer streaming, cleaner map bounds, and less random weirdness around heavily edited areas.

What’s new

  • Stuart Apocalypse expansion

  • Abandoned Road expansion

  • Post-Apocalypse Vinewood

  • Apocalypse Safebase

  • Tobaklo Apocalypse area

  • Abandoned After Us Hospital layout

  • Six new Safezones across Los Santos, Blaine County, Paleto, the west coast, desert, and airport areas

  • Metro Apocalypse

  • VEST Military Base in the Desert

  • Walking Dead-inspired Sandy Shores survival base

  • Crazy City additions, including Raton Canyon interiors

Map cleanup, performance and stability

  • Removed duplicate props that could create double physics objects.

  • Removed another four exact duplicate entities found during the final project audit.

  • Pruned 2,453 conflicting or nearby placements from imported maps.

  • Added 7,891 compatible static props from the latest expansion batch.

  • Split the Safezones content into six separate regional maps instead of one oversized map-wide file.

  • Recalculated CodeWalker flags and extents across the project.

  • Cleaned stale CodeWalker project references and registered every new map.

  • Verified all streamed map files and resource manifests.

  • Continued work on map-side performance pressure and stability issues, including crash-related cleanup from dense/problematic map content.

  • Removed unsupported runtime content from conversions: scripts, vehicles, peds, ASI/DLL files, and IPL actions are not shipped with the resource.

Expansion locations
  • Stuart Apocalypse — downtown Los Santos

  • Abandoned Road — west Los Santos

  • Post-Apocalypse Vinewood — Vinewood / central city

  • After Us Hospital — central Los Santos

  • Apocalypse Safebase — Port of Los Santos

  • Tobaklo Apocalypse — south/central Los Santos

  • Safezones — airport, Los Santos, desert, Sandy Shores, Paleto Bay, and west coast

  • Metro Apocalypse — Los Santos underground

  • VEST Military Base — Grand Senora Desert

  • Walking Dead Survival Base — Sandy Shores

  • Crazy City — statewide additions, including Raton Canyon store interiors

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This is something I’m working on as a Custom RP \ RPG Framework to be optionally shipped with The Apocalypse Project map for FREE Take in mind it’s a WIP, and I’m in the very beginning of this while I work at the same time in the map.

The Apocalypse Project v1.0.3 — Streaming / world stability fix

This update fixes the world streaming issue affecting areas such as Little Seoul, Pillbox Hill, Legion Square, Mission Row, and nearby roads.

The issue came from duplicated GTA V world-tile YMAPs being streamed alongside the original game world. That caused blurred building textures, broken terrain/roads, invisible ground, and unstable LOD behavior.

Fixed

  • Removed 49 duplicate vanilla world-tile YMAPs from the live resource.

  • Restored GTA V as the single owner of its roads, terrain, buildings, and world LODs.

  • Removed a malformed long-range LOD outlier.

  • Removed an overlapping imported map layer in City Central to keep the area cleaner.

  • Cleaned the CodeWalker project references. (Cuz I like organisation)

Technical details

The affected files had been renamed during an earlier road fix. Renaming prevented filename overrides, but the files still contained full GTA V world geometry and were therefore streamed as duplicates. They are now excluded from the live resource and preserved in the project archive for audit/recovery.
This was what was causing the freaking texture loading issues all over Legion Square, and also the invisible road near a gas station.

Installation

Replace your existing [the_apocalypse_project] resource with v1.0.3, restart the server, then reconnect clients.

If you updated from an older version, a full reconnect is recommended so old map streaming data is unloaded.
(Please wipe server cache and Client Cache… People keep reporting bugs that have been fixed before, all of it because map is still loading from the Cache :frowning: )