Maps

Maps

Our authored maps in five size tiers, each a row of stages from the attackers' edge to the final objective (DESIGN §4b), the war map plan, and BF4's levels as the scale reference.
maptiersize mkm²sectorsstages and objectivesmodes
Alyeska TerminusBIG · 2561920 × 19203.6943 stages: 8 objectives, take 6 → 8 objectives, take 6 → final: HQDomination
Caspian RefineryBIG · 2561900 × 19003.6143 stages: 8 objectives, take 7 → 8 objectives, take 6 → final: HQDomination
Grey FrontHUGE · 2562000 × 17203.4484 stages: 8 objectives, take 6 → 8 objectives, take 5 → 8 objectives, take 6 → final: HQDomination
Halden Bay DepotMEDIUM · 1281091 × 10431.1423 stages: 4 objectives, take 3 → 4 objectives, take 3 → final: 2 objectivesAcquisition
Kennick Rail YardSMALL · 64720 × 3890.2813 stages: 3 objectives, take 2 → 2 objectives, take 2 → final: CSabotage, Suppression
Kolva RidgeMEDIUM · 1281000 × 10701.0723 stages: 6 objectives, take 4 → 6 objectives, take 4 → final: HQDomination
Soroka YardTINY · 32360 × 5000.1812 stages: 3 objectives, take 2 → final: HQDomination
Vesna CrossingSMALL · 64500 × 7600.3813 stages: 3 objectives, take 2 → 2 objectives, take 2 → final: HQDomination

Stages and tiers (DESIGN §4b)

The model (sim/src/objective.rs Stage, map.rs StageDef, authored stage / obj / fwd records):

Tiers (map::SIZE_TIERS; the map names its tier with tier NAME players):

TierPlayersSectorsStagesStage gapVehiclesMaps
TINY3212120 mnoneSoroka Yard, 360 × 500 m
SMALL6413180 m2 trucks a sideVesna Crossing 500 × 760; Kennick Rail Yard 720 × 389 (Sabotage)
MEDIUM12823260 mtrucks, an APC per platoon, mobile AAKolva Ridge 1000 × 1070; Halden Bay Depot 1091 × 1043 (Acquisition)
BIG25643340 m+ MBT, helicopter padsCaspian Refinery 1900 × 1900; Alyeska Terminus 1920 × 1920
HUGE25684400 m+ air: helicopter and jet padsGrey 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.

Map scale and the war map (DESIGN §20.5)

How to read the table:

map (level)bounds W×D mflagsNN mper-side spawnersflag spawnsuncap US / RU m
Golmud Railway (mp_journey)3253 × 19676 (flag d not in data)2025/0/1/4/0/0/1/1/1/1/1/0/2/12 IFV, 9 LCar, 1 SHeli, 1 HIMARS206 / 301
Silk Road (xp1_001)3489 × 357572104/1/0/0/0/5/0/2/0/0/2/0/0/12 MBT, 4 IFV, 16 bikes, 1 bomber455 / 337
Caspian Border 2014 (xp0_caspian)5445 × 485351832/0/1/5/0/0/1/0/0/0/2/0/6|5/12 MBT, 2 LCar488 / 469
Operation Firestorm 2014 (xp0_firestorm)3442 × 325051744/0/1/1/0/0/1/0/1/1/1/0/1/12 buggies, 2 quads529 / 377
Altai Range (xp1_002)4490 × 376272720/3/1/3/0/3/1/0/1/0/2/0/0/11 MBT, 2 IFV, 2 AA, 2 LCar, 8 bikes, 1 AHeli376 / 472
Dragon Pass (xp1_004)4022 × 480772333/1/1/2/0/2/1/1/0/0/2/4/0/12 MBT, 2 AA, 5 LCar, 5 bikes, 6 boats445 / 465
Hammerhead (xp4_subbase)2788 × 336662012/2/0/0/0/4/1/0/1/0/1/0/1/14 snowmobiles423 / 448
Lancang Dam (mp_damage)2914 × 356852282/2/1/2/0/0/1/1/0/1/1/3/1/16 LCar, 4 boats538 / 445
Paracel Storm (mp_naval)5961 × 620852530/0/0/0/0/0/0/1/1/1/1/8/1|2/2|11 AA, 1 SHeli, 11 boats514 / 514
Zavod 311 (mp_abandoned)1035 × 163561241/0/1/0/2/1/0/1/1/0/0/0/1/12 IFV, 2 quads, 1 HIMARS169 / 149
Rogue Transmission (mp_thedish)1660 × 261052092/0/0/0/2/5/0/0/1/1/1/0/2/12 IFV, 1 AA, 8 quads, 1 AHeli115 / 335
Siege of Shanghai (mp_siege)928 × 104851792/1/0/0/1/0/1/0/1/0/0/2/1/12 MBT, 3 HCar, 1 boat249 / 245
Flood Zone (mp_flooded)1161 × 43951310/2/0/0/2/2/0/1/1/0/0/4/0|1/11 IFV, 2 HCar, 4 boats185 / 259
Dawnbreaker (mp_tremors)1920 × 162551362/0/1/0/2/4/1/1/0/0/2/0/0/19 quads242 / 144
Hainan Resort (mp_resort)3113 × 236951720/2/0/3/0/0/0/1/0/1/1/3/1/11 AA, 5 LCar, 4 boats, 1 HIMARS392 / 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).

tierbox mzones per sectorspacinguncap → first zoneper side
1 sector (64 p)500 × 5003 (A/B/C, one per tier in objective.rs)120–180 m150 m2 light trucks
2 sectors (128 p)1000 × 5003150–200 m250 m4 trucks, 2 APC, 1 mobile AA, 2 AT emplacements per captured zone, 1 armoured truck per sector
4 sectors (256 p)1000 × 10003 + 1 core170–220 m (BF4 median 201)300 m8 trucks, 4 APC, 2 MBT, 2 mobile AA, 1 attack heli, 1 transport heli, home counter-drone battery
8 sectors (512 p, "war")2000 × 10003, + 2 cores170–220 m300 m ground, 600 m air16 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.

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