MM2 of The Locust currently has a map-voting system according to game-specific public coverage, and the official description promises upcoming maps. The exact number of candidates, tie rule, skip behavior, and late-vote cutoff are not officially documented. Use the live lobby panels and confirmation state.
Find the vote before the countdown
During the lobby, locate the panels, pads, buttons, or interaction area that displays the current candidates. Read the names exactly as shown. If the map names are not visible or are abbreviated, use the image only for your personal choice and avoid publishing an invented title.
Move or interact according to the current prompt. Watch for a vote counter, highlight, avatar position, checkmark, or other state change. Standing near a panel without confirmation may not register.
Choose by the session goal
New players should favor a map whose central landmark and one loop they recognize. Survivor groups testing escape should choose the map where they have a recent key or door observation. Monster players practicing search should choose a layout where they can name the objective zones and hiding clusters.
Do not vote only because a map was easiest in an older build. Upcoming maps and changes can alter connections, spawns, or equipment. Pick for the current group’s goal and recent knowledge.
Coordinate without crowding
Tell friends the goal before voting: learn a route, test a key zone, practice monster controls, or explore a secret area. Public-server players may choose differently, and their votes are equally part of the system. Avoid blocking panels or spamming chat when the result changes.
If the interface allows vote changes, confirm the final state near the cutoff. No current first-party source establishes whether stepping away removes a vote or locks it.
Confirm the result after loading
The leading panel is not proof until the round loads. Ties, late votes, random selection, or PRE-ALPHA bugs may produce another map. Once loaded, identify the environment before following a key or hiding route. If the map is unfamiliar, build an anchor loop instead of assuming the vote failed.
Record the displayed candidate, final vote state, winning result, and check date if you are testing the rules. Repeat several times before declaring a tie or skip mechanism.
Mobile and console voting
Touch players should tap only when an interaction prompt or button is visible and watch for confirmation. If the vote area requires standing on a pad, avoid resting a thumb on the movement control in a way that drifts off. Console players should follow the displayed glyph or movement interaction rather than translating a PC click.
If the UI is hidden by chat or the player list, close the overlay. Rejoin only when the vote interface fails across another lobby cycle; voting may be unavailable during the active round.
Troubleshoot unexpected voting
Use the wait time well
After voting, review the group landmark names and current objective plan. Check Key Locations for the scan order, Hiding Spots for recovery routes, and Monster Controls if someone is practicing the opposing side.
Assign one early observation instead of asking everyone to follow the same corridor. One survivor can confirm the central anchor, another can watch the first safe branch, and a third can note whether the chosen map changed an objective prompt. If someone becomes the Locust, that player should continue the round normally rather than revealing hidden information to friends. The vote gives the group a shared environment, not a guaranteed shared role.
For repeated rule testing, change only one condition at a time. Compare a clear majority with a tie, an early selection with a late selection, or remaining on the vote area with stepping away. Write down the visible state and loaded map for each round. Several consistent results are more useful than a confident claim based on one PRE-ALPHA lobby.
Confidence
Map voting is Community reported in the target experience, while upcoming maps are Official. Candidate count, tie rule, change behavior, skip rule, and cutoff remain Needs in-game testing.