Map seeds in Helldivers 2 are randomly generated. They consist of handmade locations tiled together on a circular zone. 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:
Maps also have attributes that are planet, operation, and mission dependent:
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). It also sets the environmental conditions (which are biome dependent).
See the Operation Modifiers detailed page.
Set by the operation and will be the same for all missions in a given operation.
See the Enemy Constellations detailed page.
You will have to scout it on the map since the info is not revelaed on the war table. This graph shows 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.
Browse the side navbar for detailed pages on main objectives.
See the Optional Objectives detailed page.
Only one of each optional displayed on the map pre-drop can spawn (except Purge Illuminate), and certain optionals cannot repeat (e.g. Lidar Station, SEAF Artillery).
All factions also have unique optional objectives alongside the ones which are common to either both Automatons and Terminids or all factions.
Browse the side 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.
Browse the side navbar for detailed pages on outpost and Fortress/Mega Nest layouts.
The only location that varies on every map.
There doesn't seem to be a minimum or maximum of POIs These seem to generate to fill in space on the map and there can be lots or none at all.
It is known that on average there are 11.6 POIs on 10 | Super Helldive maps (source: Jax_saurian).
There are 3 main factors in a run that will determine the final time.
You want a map that helps you minimize these 3 factors 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.
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.
Main objective should be the variants which are fastest to complete.
Optional objectives should be the types and variants that are fastest. For multiplayer runs, you can be more flexible on the Optional objective variants when the main objective takes longer to complete.
The seed should spawn the lowest number of unavoidable enemies (both static spawns and patrols). The map should not require too much repositioning to avoid/escape enemies. Extraction should provide a way to spawn block/stealth enemies.