| map | tier | size m | km² | sectors | stages and objectives | modes |
|---|---|---|---|---|---|---|
| Alyeska Terminus | BIG · 256 | 1920 × 1920 | 3.69 | 4 | 3 stages: 8 objectives, take 6 → 8 objectives, take 6 → final: HQ | Domination |
| Caspian Refinery | BIG · 256 | 1900 × 1900 | 3.61 | 4 | 3 stages: 8 objectives, take 7 → 8 objectives, take 6 → final: HQ | Domination |
| Grey Front | HUGE · 256 | 2000 × 1720 | 3.44 | 8 | 4 stages: 8 objectives, take 6 → 8 objectives, take 5 → 8 objectives, take 6 → final: HQ | Domination |
| Halden Bay Depot | MEDIUM · 128 | 1091 × 1043 | 1.14 | 2 | 3 stages: 4 objectives, take 3 → 4 objectives, take 3 → final: 2 objectives | Acquisition |
| Kennick Rail Yard | SMALL · 64 | 720 × 389 | 0.28 | 1 | 3 stages: 3 objectives, take 2 → 2 objectives, take 2 → final: C | Sabotage, Suppression |
| Kolva Ridge | MEDIUM · 128 | 1000 × 1070 | 1.07 | 2 | 3 stages: 6 objectives, take 4 → 6 objectives, take 4 → final: HQ | Domination |
| Soroka Yard | TINY · 32 | 360 × 500 | 0.18 | 1 | 2 stages: 3 objectives, take 2 → final: HQ | Domination |
| Vesna Crossing | SMALL · 64 | 500 × 760 | 0.38 | 1 | 3 stages: 3 objectives, take 2 → 2 objectives, take 2 → final: HQ | Domination |
The model (sim/src/objective.rs Stage, map.rs StageDef, authored stage / obj / fwd records):
need: any N of them in any order, or all). The last stage is one final objective: Domination's command centre (take it, then hold it while the bar fills, final_hold_s 60 s; defenders standing on it alone take it back), Sabotage's C (plant and guard the charge), Acquisition's escort (both vehicles out).fwd): the defenders spawn at the current stage's bunker while it stands (else the next stage's, else home); once the stage falls its bunkers are the attackers' forward spawns (the one nearest their objective). Attackers start at their home camp on the map edge.stage_gap_<tier>_m beyond the last (pacing.txt), across ground with cover rows every 20-30 m, two 8 m vehicle lanes, ridges for defilade between the stages and a berm in front of the home camp (tools/maps/stagegen.mjs). Every objective has two ways in from where the attackers spawn for it (sim tests/stage_maps.rs: the shortest walk is shut 25 m either side and the objective must still be reachable).stage_min_s (360 s) on the clock; taking one adds stage_bonus_s (300 s). The clock running out is a defeat (minor if the attackers reached the final stage).StageRule): Capture (taken for good), HoldTogether (Sabotage's uplinks, both at once; a held uplink is re-secured at uplink_retake_mul), Final, Charge (planting and defusing go to the side with more people on C), Escort, DamageBar (generated maps play MAG's three tiers as stages).Tiers (map::SIZE_TIERS; the map names its tier with tier NAME players):
| Tier | Players | Sectors | Stages | Stage gap | Vehicles | Maps |
|---|---|---|---|---|---|---|
| TINY | 32 | 1 | 2 | 120 m | none | Soroka Yard, 360 × 500 m |
| SMALL | 64 | 1 | 3 | 180 m | 2 trucks a side | Vesna Crossing 500 × 760; Kennick Rail Yard 720 × 389 (Sabotage) |
| MEDIUM | 128 | 2 | 3 | 260 m | trucks, an APC per platoon, mobile AA | Kolva Ridge 1000 × 1070; Halden Bay Depot 1091 × 1043 (Acquisition) |
| BIG | 256 | 4 | 3 | 340 m | + MBT, helicopter pads | Caspian Refinery 1900 × 1900; Alyeska Terminus 1920 × 1920 |
| HUGE | 256 | 8 | 4 | 400 m | + air: helicopter and jet pads | Grey Front 2000 × 1720 |
The traced maps grew instead of shrinking their walks: Caspian's refinery is now the final arena of a 1.9 km map (stage 1 at 730 m from the core, stage 2 at its fence), Alyeska's terminal sits in a 1.9 km map (stage 2 on its burn-off landmarks), Kennick gained a forested east approach and Halden a southern one. On the cross maps the defenders' home camps moved from 40 m off the core to the diagonals 150 m out (the final objective sat inside them). The bench (tools/stage-bench.sh, 8 runs, 1200 s) has the attackers winning 3-4 of 8 on every map (mapflow, before home camps and the NORMAL bot tier; the integrate numbers are in §4c).
Lore pages (who holds each map, landmarks, palette, sound, music, screenshots) for all 8 maps, including the ones still on the maps branch: Caspian Refinery · Alyeska Terminus · Kennick Rail Yard · Halden Bay Depot · Vesna Crossing · Kolva Ridge · Grey Front · Soroka Yard.
How to read the table:
| map (level) | bounds W×D m | flags | NN m | per-side spawners | flag spawns | uncap US / RU m |
|---|---|---|---|---|---|---|
| Golmud Railway (mp_journey) | 3253 × 1967 | 6 (flag d not in data) | 202 | 5/0/1/4/0/0/1/1/1/1/1/0/2/1 | 2 IFV, 9 LCar, 1 SHeli, 1 HIMARS | 206 / 301 |
| Silk Road (xp1_001) | 3489 × 3575 | 7 | 210 | 4/1/0/0/0/5/0/2/0/0/2/0/0/1 | 2 MBT, 4 IFV, 16 bikes, 1 bomber | 455 / 337 |
| Caspian Border 2014 (xp0_caspian) | 5445 × 4853 | 5 | 183 | 2/0/1/5/0/0/1/0/0/0/2/0/6|5/1 | 2 MBT, 2 LCar | 488 / 469 |
| Operation Firestorm 2014 (xp0_firestorm) | 3442 × 3250 | 5 | 174 | 4/0/1/1/0/0/1/0/1/1/1/0/1/1 | 2 buggies, 2 quads | 529 / 377 |
| Altai Range (xp1_002) | 4490 × 3762 | 7 | 272 | 0/3/1/3/0/3/1/0/1/0/2/0/0/1 | 1 MBT, 2 IFV, 2 AA, 2 LCar, 8 bikes, 1 AHeli | 376 / 472 |
| Dragon Pass (xp1_004) | 4022 × 4807 | 7 | 233 | 3/1/1/2/0/2/1/1/0/0/2/4/0/1 | 2 MBT, 2 AA, 5 LCar, 5 bikes, 6 boats | 445 / 465 |
| Hammerhead (xp4_subbase) | 2788 × 3366 | 6 | 201 | 2/2/0/0/0/4/1/0/1/0/1/0/1/1 | 4 snowmobiles | 423 / 448 |
| Lancang Dam (mp_damage) | 2914 × 3568 | 5 | 228 | 2/2/1/2/0/0/1/1/0/1/1/3/1/1 | 6 LCar, 4 boats | 538 / 445 |
| Paracel Storm (mp_naval) | 5961 × 6208 | 5 | 253 | 0/0/0/0/0/0/0/1/1/1/1/8/1|2/2|1 | 1 AA, 1 SHeli, 11 boats | 514 / 514 |
| Zavod 311 (mp_abandoned) | 1035 × 1635 | 6 | 124 | 1/0/1/0/2/1/0/1/1/0/0/0/1/1 | 2 IFV, 2 quads, 1 HIMARS | 169 / 149 |
| Rogue Transmission (mp_thedish) | 1660 × 2610 | 5 | 209 | 2/0/0/0/2/5/0/0/1/1/1/0/2/1 | 2 IFV, 1 AA, 8 quads, 1 AHeli | 115 / 335 |
| Siege of Shanghai (mp_siege) | 928 × 1048 | 5 | 179 | 2/1/0/0/1/0/1/0/1/0/0/2/1/1 | 2 MBT, 3 HCar, 1 boat | 249 / 245 |
| Flood Zone (mp_flooded) | 1161 × 439 | 5 | 131 | 0/2/0/0/2/2/0/1/1/0/0/4/0|1/1 | 1 IFV, 2 HCar, 4 boats | 185 / 259 |
| Dawnbreaker (mp_tremors) | 1920 × 1625 | 5 | 136 | 2/0/1/0/2/4/1/1/0/0/2/0/0/1 | 9 quads | 242 / 144 |
| Hainan Resort (mp_resort) | 3113 × 2369 | 5 | 172 | 0/2/0/3/0/0/0/1/0/1/1/3/1/1 | 1 AA, 5 LCar, 4 boats, 1 HIMARS | 392 / 325 |
What the table says, at 32 players a side:
Our rules per tier. A sector is 500 × 500 m. A side's numbers scale with sector count, which tracks area, never with player count (DESIGN §19.1). BF4 puts roughly 5 armour and 2 aircraft per side on 1–3 km² of ground for 32 players. We put about 1 armour per sector for 32 players (one platoon).
| tier | box m | zones per sector | spacing | uncap → first zone | per side |
|---|---|---|---|---|---|
| 1 sector (64 p) | 500 × 500 | 3 (A/B/C, one per tier in objective.rs) | 120–180 m | 150 m | 2 light trucks |
| 2 sectors (128 p) | 1000 × 500 | 3 | 150–200 m | 250 m | 4 trucks, 2 APC, 1 mobile AA, 2 AT emplacements per captured zone, 1 armoured truck per sector |
| 4 sectors (256 p) | 1000 × 1000 | 3 + 1 core | 170–220 m (BF4 median 201) | 300 m | 8 trucks, 4 APC, 2 MBT, 2 mobile AA, 1 attack heli, 1 transport heli, home counter-drone battery |
| 8 sectors (512 p, "war") | 2000 × 1000 | 3, + 2 cores | 170–220 m | 300 m ground, 600 m air | 16 trucks, 8 APC, 4 MBT, 2 mobile AA, 2 attack helis, 2 transport helis, 1 attack jet, 2 counter-drone batteries |
Our uncap distances are shorter than BF4's 376 m median. The reason is §19.3: two minutes on foot to the fight, and the APC and transport heli are the forward spawns.
Worked layout: the 8-sector war map (2000 m along x, 1000 m along z; attack runs south → north).
z=1300 ┌ defender air uncap (jet, 2 helis), counter-drone battery #2 ─────────────────────────┐
z=1000 ├────────────┬────────────┬────────────┬────────────┤ defender home camp: AA, motor pool
│ S5 C·B·A │ S6 C·B·A │ S7 C·B·A │ S8 C·B·A │ inner belt; CORE-W between S5/S6,
│ │ │ │ │ CORE-E between S7/S8 at z≈950
z=500 ├────────────┼────────────┼────────────┼────────────┤ ridge line (DESIGN §17), APC lanes
│ S1 C·B·A │ S2 C·B·A │ S3 C·B·A │ S4 C·B·A │ outer belt; burn-off zones at z≈120
z=0 ├────────────┴────────────┴────────────┴────────────┤ attacker berm at z≈-60
z=-300 └ attacker air uncap; home camp spawn at z≈-180: MBT ×4, APC ×8, AA ×2, helis, jet, battery #1 ─┘
x=0 500 1000 1500 2000
The full BF4 level table, computed from maps.json for all 31 levels, is on BF4 reference: maps.