Maps · Domination

Kolva Ridge

Kolva Ridge (OpenMAG, seed 1005, MEDIUM: 2 sectors, 128 players, 3 stages): two fronts over a timbered ridge: trucks, an APC per platoon and a mobile AA a side, three stages to the command post.
1000×1070metres
1.07km²
2sectors
0objective points

MEDIUM (2 sectors, 128 players): Kolva Ridge, two fronts over a ridge, same generator.

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.

Lore: who holds it, landmarks, palette, sound and music, screenshots →

Overview

attacker home camp gap ring (50 m)attacker home camp core (25 m, protected)attacker home camp gap ring (50 m)attacker home camp core (25 m, protected)defender home camp gap ring (50 m)defender home camp core (25 m, protected)defender home camp gap ring (50 m)defender home camp core (25 m, protected)attacker spawn, S1 (row 1, column 1)defender spawn, S1 (row 1, column 1)attacker spawn, S2 (row 1, column 2)defender spawn, S2 (row 1, column 2)stage 1 bunker: the defenders' spawn while stage 1 stands, the attackers' once it fallsstage 1 bunker: the defenders' spawn while stage 1 stands, the attackers' once it fallsstage 1 objective1stage 1 objective1stage 1 objective1stage 1 objective1stage 1 objective1stage 1 objective1stage 2 bunker: the defenders' spawn while stage 2 stands, the attackers' once it fallsstage 2 bunker: the defenders' spawn while stage 2 stands, the attackers' once it fallsstage 2 objective2stage 2 objective2stage 2 objective2stage 2 objective2stage 2 objective2stage 2 objective2stage 3 (final) objective HQHQAAAAMMS
attacker spawn ▲defender spawn ■tier 0 zonetier 1 zonetier 2 zonefilled circle: home camp core · dashed: its gap ring■ bunker · AA gun pit · M mortar battery · S sensor array · + corestages: 1 · 2 · 3 · final (circle: objective, square: the stage bunker)

Stages

MEDIUM 128 players, 3 stages: 6 objectives, take 4 → 6 objectives, take 4 → final: HQ

stageobjectivesto takegap to the stage beforebunkers (forward spawns)
1(120, 310) (250, 310) (380, 310) (620, 310) (750, 310) (880, 310)4–(250, 425) (750, 425)
2(140, 600) (250, 600) (360, 600) (640, 600) (750, 600) (860, 600)4290 m(250, 715) (750, 715)
final(500, 880)1313 mhome

Home camps

2 attacker camps (25 m core + 50 m gap) and 2 defender camps (25 m core + 50 m gap) at 128 players; 49 cover records on their exit lanes (tools/maps/kolva_ridge/exits.map). Inside your own core the enemy cannot hurt or shell you; an enemy in your core has 10 s to leave; no objective, enemy deployable or enemy spawn sits in the gap. The attackers' forward spawns at the stage bunkers they take get no core.

Sectors

#sectorattacker spawndefender spawnzones (tier)bunkersAA / mortar
0S1 (row 1, column 1)(250, 130)(250, 1010)–01 / 1
1S2 (row 1, column 2)(750, 130)(750, 1010)–01 / 1

Modes

Domination

What is on it

recordcount
tree601
cont457
bld311
sand185
pile95
wall95
hill56
road32
pad16
obj13
tent8
stack6
tank6
fwd4
stage3
sector2
aaa2
battery2
tier1
sensor1
hall1

Source: server/crates/sim/maps/kolva_ridge.map (generated by tools/build-map.mjs from tools/maps/kolva_ridge/). Coordinates in metres, x east, y north.

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