A timbered ridge in the Ural foothills carrying VRG's relay towers and the power line to its drone works. HALCYON wants the high ground for a sensor array.
In game, from 30 m above the saddle between the two fronts, looking north up Pylon Road. 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, 1000 × 800 m. Generated by gen-front.mjs (maps branch).
Modes: Domination, two sectors (two fronts side by side over one ridge).
Region and climate: taiga on the western foothills of the Urals, VRG's home ground. Early winter, the first snow on the crest.
Time and weather: late afternoon under a high overcast; a cold low sun, light flurries, long blue shadows.
Holds / attacks: VRG holds the ridge; HALCYON attacks from the south.
Why it matters: the ridge carries VRG's relay towers and the high-voltage line that feeds its drone works. A HALCYON sensor array on the crest would watch every hammer leave the factory.
Vehicles: per side four trucks, an APC per platoon (two) and a mobile AA, plus an AA gun pit (MEDIUM tier; pads at the home camps).
Palette and sky: spruce #22302A, snow on the crest #E3E6E8, granite #6E7072, raw timber #C2A36E, pylon rust #7D4B33, cold haze #B7C2CC. Sky: high overcast with snow (wanted: a cold overcast puresky; snowy_field from the starter kit is the nearest).
Soundscape: wind over the crest, power lines humming and crackling, spruce creaking, a sawmill gone silent, ravens, snow underfoot.
Music:MAP-1005 "Pylon Line", 108 BPM, cold and driving: a humming synth bass and power-line crackle, big drums arriving on the crest.
Landmarks
Objective (HUD)
Landmark
What it is
A, B
Sawmill Hall (west front)
The west front's hall between A (200, 610) and B (300, 610). Burn-offs: the mill stacks at y 300; cooling: the log-pond tanks at y 460.
C, D
Relay Hall (east front)
The east front's hall between C (700, 610) and D (800, 610), the relay towers' control room.
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The Crest
The ridge across both fronts at y ≈ 520–535 with the bunker lines on it: dead ground for the defenders, the first big fight.
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Pylon Road
The flank roads at x = 440 and 560 where the two fronts meet under the power line; trucks and APCs climb here.
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Kolva Mast
The summit relay mast behind the halls (500–530, 650–720), the defenders' sensor array.
Lanes and where the fights happen
Each front is a Vesna-sized fight: an infantry centre and two flank roads (x = 60 / 440 west, 560 / 940 east).
The burn-offs fall fast; the Crest is where attacks stall. The APCs and the mobile AA on Pylon Road decide whether a front breaks.
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