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.
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
#
sector
attacker spawn
defender spawn
zones (tier)
bunkers
AA / mortar
0
S1 (row 1, column 1)
(250, 130)
(250, 1010)
–
0
1 / 1
1
S2 (row 1, column 2)
(750, 130)
(750, 1010)
–
0
1 / 1
Modes
Domination
Domination: stage by stage: take a stage's objectives (taken for good) to open the next; the final objective is taken, then held while the bar fills. Each stage opens with at least its minimum on the clock and taking one adds time (pacing.txt stage_min_s, stage_bonus_s, final_hold_s).
What is on it
record
count
tree
601
cont
457
bld
311
sand
185
pile
95
wall
95
hill
56
road
32
pad
16
obj
13
tent
8
stack
6
tank
6
fwd
4
stage
3
sector
2
aaa
2
battery
2
tier
1
sensor
1
hall
1
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