A river-crossing village on VRG's convoy road out of the lithium fields. MERIDIAN wants the bridge.
Domination (1 sector) · holds VRG · attacks MERIDIAN · forest-steppe, spring thaw
In game, from 22 m above the attackers' approach, looking north over the Kiln Stacks to the Grain Hall. 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, 500 × 620 m. Generated by tools/maps/gen-front.mjs with the BF4 lane rules (on the maps branch).
Modes: Domination, one sector (burn-off, cooling, lettered).
Region and climate: the forest-steppe edge south of the Urals, VRG's home ground. Spring thaw (vesna means spring).
Time and weather: early morning. Low mist burning off the fields, a pale sun, wet black earth, orchard trees in blossom.
Holds / attacks: VRG holds the village; MERIDIAN attacks from the south.
Why it matters: the village guards the only bridge on VRG's lithium convoy road. MERIDIAN wants to cut the convoys and plant a relay on the crossing.
Vehicles: two trucks per side (SMALL tier; pads at each home camp), the attackers' APC.
Palette and sky: spring green #7C9455, black earth #2B261F, whitewash #E6E1D3, rust roofs #8B4A33, mist #C9CCC4, blossom #E8D3D6. Sky: a pale misty sunrise (wanted: a sunrise puresky; spruit_sunrise from the starter kit is the nearest).
Soundscape: meltwater rushing under the bridge beyond the north camp, larks, dogs, a cracked bell in the square, wind in the poplars, boots in mud.
Music:MAP-1004 "Thaw", 96 BPM, melancholy spring: a reed drone and plucked strings over a slow industrial beat.
Map note: the river and the bridge are off the map to the north (the defenders' camp road leads to them); a river and bridge on the north skyline is a wanted dress item.
Landmarks
Objective (HUD)
Landmark
What it is
BURN-OFF ×2
Kiln Stacks
The brick-kiln chimneys at the village's south edge (150, 200) and (350, 200).
COOLING ×2
Pump Yard
The water tank and container yard at (175, 330) and (325, 330).
–
Bunker Ridge
Four bunkers dug into the low ridge at y ≈ 375–390, the AAA and the mortar battery behind them.
A, B
Grain Hall
The village relay in the old grain store: A at its west door (200, 450), B at its east door (300, 450).
–
Bridge Road
The defenders' camp at the north edge (250, 550) on the road to the bridge; the sensor mast stands by it.
Lanes and where the fights happen
One infantry centre with cover every 20 m or so (containers, sheds, houses, tree clumps), and two 8 m flank roads at x = 60 and x = 440 for the trucks.
The fight starts at the Kiln Stacks, 130 m from the attackers' spawn behind its berm; the Pump Yard is the second line; the Bunker Ridge gives the defenders dead ground behind it; the Grain Hall is the last stand.
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