In game, from 25 m above the bunker slope, looking north to the container terminal and the quay. 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.
Size tier: MEDIUM: 2 sectors, 128 players (64 v 64), 1090.65 × 742.5 m.
Modes: Acquisition.
Region and climate: a fjord port on HALCYON's northern coast: a harbour terminal in the west and a pier depot in the east, split by a wooded ridge and a marsh. Cold temperate maritime.
Time and weather: midday after rain. Broken cloud, a brighter sun from over the bay (about 30°, from the north-west), sea-grey haze, damp mud flats, wet concrete by the water.
Holds / attacks: HALCYON holds it, on home ground; VRG attacks from the south.
Why it matters: the two vehicles are HX-7 Heron autonomous carriers, HALCYON's newest prototypes, with their control cores aboard. VRG cannot build their like; it can steal them.
Vehicles: the two Herons (hack, escort, extract), two trucks per side per sector, the attackers' APCs. MEDIUM tier plan: an APC per platoon, a mobile AA, AT emplacements at captured zones, an armoured truck per sector; a water map, so RHIBs.
Palette and sky: sea grey-green #5E6E68, wet concrete #8A8D8A, crane rust #9A4A2F, pale timber #B9A88A, HALCYON container white #D8DCE2, sea haze #99A8B8. Sky: broken cloud (wasteland_clouds_puresky).
Soundscape: halyards clinking, gulls, waves under the pier, crane motors whining, container doors booming, a foghorn, ship generators humming, rain dripping off eaves.
Music:MAP-1003 "Cold Harbour", 112 BPM, a heist under grey skies: HALCYON's glassy pulse chased by VRG's drums.
Landmarks
Objective (HUD)
Landmark
What it is
V1
Container Terminal
Heron 1 waits in the open east yard of the container terminal by the quay cranes (500, 612).
V2
Pier Apron
Heron 2 waits where the road comes onto the depot pier (659, 519).
X1
Ferry Road
Extraction 1: where the west road leaves the map (44, 6), at the end of escort route R1.
X2
Causeway Road
Extraction 2: where the paved road leaves the map (777, 6), past the raised causeway over the marsh (route R2).
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The Bunker Slope
West: four concrete emplacements on the slope below the terminal. East: the bunkers astride the paved road and at the walled yard.
Lanes and where the fights happen
West (sector 1): the attackers come up from the south-west, through the bunker slope to the terminal. The escort (R1) then runs back along the quay apron and down the long west road: every bend is an ambush.
East (sector 2): up the paved road past the bunkers astride it and the ruined walled yard, over the creek bridge to the pier. The escort (R2) crosses the causeway: open, raised, nowhere to hide.
The ridge and the marsh split the halves; flanking between them is slow, so each half is its own fight.
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