In game, from 20 m above the east town, looking west over the rail yard to the mill. 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: SMALL: 1 sector, 64 players (32 v 32), 493 × 389 m. Infantry ground.
Modes: Sabotage (hold uplinks A and B together, then plant the charge at C) and Suppression (the kill race on the same ground, tighter).
Region and climate: the boreal hills of the far-north interior, MERIDIAN's rail country. Cold, wet autumn.
Time and weather: grey overcast afternoon, the sun a weak warm smear (about 32°), dense grey-green haze, drizzle, black mud with standing water in every rut.
Holds / attacks: MERIDIAN holds it; VRG attacks from the forested east.
Why it matters: the saw hall hides a MERIDIAN training cluster where its drone models learn route-finding from the rail logs; the two warehouses are uplinks into the northern relay chain. Burn the cluster and MERIDIAN's next drone generation is a season late.
Vehicles: two trucks per side (SMALL tier: infantry only, trucks for transport); the attackers' APC in Sabotage, none in Suppression.
Palette and sky: black mud #23211D, rust #7A4A2E, wet timber grey #6B675E, spruce #26302A, sodium lamp orange #E39A3B, grey-green haze #8C918C. Sky: flat overcast (overcast_soil_puresky), the densest fog of the seven.
Soundscape: rain on tin roofs, gutters dripping, wind in the spruce, rail wagons creaking, a loose sheet of corrugated iron banging, crows, a broken PA speaker crackling in the yard.
Music:MAP-1002 "Rust and Rain", 84 BPM, wet, tense and close: muted percussion, dripping metallic textures, a lonely baritone guitar.
Landmarks
Objective (HUD)
Landmark
What it is
A
North Warehouse
Uplink A: the sandbagged forecourt on the north side of the north-west warehouse (104, 308).
B
South Warehouse
Uplink B: the yard at the east doors of the south-west warehouse, behind its sandbag screen (141, 84).
C
The Saw Hall
The training cluster: the saw hall of the timber mill (121.5, 194.5), the defenders' base. The charge goes here.
–
The Rail Yard
The middle of the map: wagons on the tracks, the bridge and the rail spur. Suppression's main hunting ground.
–
The Switchbacks
The cabins on the switchback road in the east where the attack comes in, with the north camp and the south army camp either side.
Lanes and where the fights happen
North half (squads 1–2, toward A): from the open gravel above the town, down through the cabins on the switchbacks, over the bridge and the rail spur, into the lumber yard north of A.
South half (squads 3–4, toward B): past the rock field and the south army camp, across the south end of the rail yard to B's sandbag screen.
The rail yard is the crossfire between the halves; wagons are the only cover.
C opens only while A and B are held together, so the last fight is both garrisons collapsing on the mill.
Suppression: both sides spawn closer (east edge of town, the mill yard) and the bots sweep the rail yard, the barn, the bridge and the camps.
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