Maps in Helldivers 2 are randomly generated. They consist of handmade locations tiled together on a circular map. The in bounds area varies in size according to the combined size of all locations present on the map. Beyond the map is a mostly flat out of bounds area and beyond that a bottomless ocean.
The locations can be placed with any orientation and include:
Main Objectives
Optional Objectives
Outposts
Extraction
POIs
Maps also have attributes that are planet, operation, and mission dependent:
Biome
Operation Modifiers
Enemy Constellations
Set according to the planet the map is on. Affects the natural terrain generated between locations, as well as the visual appearance of locations (but not their design).
Also sets the environmental conditions (which are not independent of biome).
Main page: Operation Modifiers
Set by the operation and will be the same for all missions in one operation.
Main page: Enemy Constellations
You will have to scout this in mission since the info is not revelaed on the war table. Below are the list of enemy constellations and their spawn chance on every mission.
Objectives according to the mission. The number is always the same, but there are different variants of each kind.
See navbar for main objective pages.
Main article: Optional Objectives
Always 5 of these except for Blitz and Orbital Cannons. Only one of each optional displayed on the map pre-drop can spawn, and certain optionals cannot repeat (Radar, SEAF Artillery). Automatons and Terminids also have unique optional objectives alongside the ones which are common to both factions.
See navbar for specific optional objective and variant pages
Super Helldive always has 1 fortress/mega nest and 2 heavy outposts. The number of light and medium outposts can vary, with a minimum of 1 medium and 0 light.
See navbar for outpost documentation
Only one of these on every map.
There doesn't seem to be a minimum or maximum? These seem to generate to fill in space on the map and there can be lots or none at all?
Currently little documentation for this part of maps.
It is known that on average there are 11.6 POIs on super helldive maps (source: Jax_saurian)
There are three main factors in a run that determine the final time.
You want a map that helps you minimize these three as much as possible.
Map should be small with sightlines that help you clear the map while walking less. Locations should require little repositioning to complete them. The amount of space between locations should be as small as possible. You should be able to clear outposts with the smallest amount of repositioning.
For multiplayer runs all stages of the main objective that need to be completed simultaneously should be as close as possible, and extraction should be close to landing on missions where there are no subobjectives (all main objectives can be completed in any order).
For solo runs, extraction must be the point you end up at after walking the whole map.
Minimizing objective time:
Main objective should be the variants which are fastest to complete.
Optional objectives should be the types and variants that are fastest.
For multiplayer you can be more flexible on this when your main objective takes longer.
Map should spawn the lowest number of unavoidable enemies (both static spawns and patrols). Map should not require too much repositioning to avoid/escape enemies. Extraction should provide a way to spawn block/stealth enemies.
Enemy spawning guide currently under construction (we need your help Blitz Divers).