MERIDIAN's pipeline terminal at the end of the north: tanker jetty, dam and river village around a fortified keep. VRG comes to cut the fuel before winter.
In game, from 30 m above the north arm, looking south from the dam toward the Keep. Today's build on a local test server on Harbor (never the live one), no HUD. Maps 1000–1003 from main; 1004–1006 from the maps branch. The per-map skies and grades of LORE.md are not in main yet (they are on the looks2 branch), so every map still wears the same warm sky.
Overview drawn from the map file: objectives as the HUD letters them, spawn camps, attack axes and vehicle lanes, landmark names, scale bar (tools/lore-maps.mjs).Top-down render from the game client (camera straight down, fog off) with the same objectives projected on it.
Name note: "Alyeska Terminus" is the in-code name and is also MAG's own name for its Alaskan map, so it breaks the clean-room rule. Proposed clean-room name: Kestrel Sound Terminus (not applied in code yet: authored.rs, main.gdMAP_NAMES, the wiki). Until Ben decides, both names point at seed 1001.
Size tier: BIG: 4 sectors, 256 players, 1036.8 m square.
Modes: Domination.
Region and climate: a sound on the far-north Pacific coast where the pipeline meets the sea. Cold maritime subarctic, the first weeks of winter.
Time and weather: mid-morning under high overcast. A cool white sun low in the south (about 30°), blue-grey haze off the water, snow lying on the flats and slush on every trodden line.
Holds / attacks: MERIDIAN holds it, on home ground; VRG attacks.
Why it matters: the terminal fuels MERIDIAN's arctic fab and its northern airfields, and the dam's hydro feeds the server hall in the Keep. VRG wants the fuel and the power, and wants MERIDIAN's supply line cut before the sea freezes.
Vehicles: as Caspian: today trucks and attacker APCs; BIG tier plan adds MBTs, mobile AA, helicopters and the home counter-drone batteries. The jetty makes it the first candidate for boats (DESIGN.md §20.2 RHIB).
Palette and sky: dirty snow #D9DCDA, blue-grey haze #A8B5C2, spruce #2F3B33, pipe red #8E3B2E, wet concrete #6F7270. Sky: overcast puresky (overcast_soil_puresky), fog matched to the blue-grey horizon.
Soundscape: wind off the sound, gulls, waves slapping the sea wall, a tanker's horn far out, the dam spillway roaring in the north, spruce creaking, boots on snow, a low pipeline hum.
Music:MAP-1001 "Pipeline Winter", 100 BPM, stoic and cold: MERIDIAN brass over a frozen synth pad, a snare cadence like boots on packed snow.
Map note: the sound and the river are traced as low ground (pond records) but the client draws open water only on Halden Bay today; water here, and snow on the flats, are wanted (the snow is on the looks2 branch).
Landmarks
Objective (HUD)
Landmark
What it is
core
The Keep
The central keep (510, 520): a brick block in a stone rim with octagonal bastions, MERIDIAN's server hall.
A, B
North Compound (north arm)
The courtyard of the twin-hall north compound and the light hall on the north service road. The arm's burn-offs are the Dam Crest and the lumber camp; cooling at the fenced north camp and the river bank.
C, D
East Street (east arm, the Tanker Jetty)
The east compound street and the yard south of it. Burn-offs in the waterfront yards inside the sea wall; cooling at the AA gun pad and the south rack yard.
E, F
South Plant (south arm, the River Village)
The apron north of the south plant hall and the ground east of it. Burn-offs in the village yards south of the river; cooling at the two AA pits by the compound.
G, H
Pump Hall Gate (west arm, the Tank Farm)
The east apron of the big pump hall and the west gate on the ring road. Burn-offs on the open grass east of the west gully.
Lanes and where the fights happen
North: down from the Dam Crest through the forest camp; trees block sight, the descent is long and the bunker row sits across the river bank.
East: the waterfront yards inside the sea wall, under the pipe racks. Containers and rack yards; the jetty road is the vehicle lane.
South: across the river village and past the church to the AA pits; houses and yards, then open apron.
West: open grass, a gully and the tank farm: the long-range arm, then the warehouse yard and the gate.
Core: the ring road around the Keep; the domed bunkers in revetments on every arm are the defenders' spawns.
last built 2026-10-26 from 2dba433 · generated by tools/wiki-build.mjs · BF4 numbers are observed reference values read into clean-room notes; no BF4 code, data file or asset is on this site · OpenMAG values are proposed until playtests confirm them · OpenMAG home