Makes me want to get home and play.
The newest update did help a bit. The game is still fun, however, itβs not as fun as Beta, BUT, maybe weβre getting there.
Nicely done. Iβm considering reducing my work load on my main channel and putting a little more time into my gaming channel. You did a great job here.
Oh good, that means more vids.
I asked ChatGPT to build a BF6 map and I like it. Storm event, destructible bridge, boats.
Map Overview
Name: Port Seraphim β Mediterranean Industrial Port
Theme: coastal industrial port and adjacent hillside town β containers, shipyard, narrow town streets, abandoned oil platform and cliffs. Mix of urban close-quarters, mid-range open quays, long-range clifflines and sea lanes. Weather: variable β clear, heavy fog, or sudden wind-driven sand/saltstorm that reduces sight and disables small aircraft temporarily.
Intended player count & modes:
-
Primary target: 128 players (64v64) (Conquest, Breakthrough). Also scalable to 64 players by removing some vehicle spawns and shrinking objectives.
-
Secondary modes: Rush (attacker/defender lanes), Domination, Squad Obliteration.
Map scale and play time:
-
Map size: ~4.0 kmΒ² (roughly 2000 m Γ 2000 m bounding box; playable interior ~1200β1600 m across active lanes).
-
Average match time (Conquest): ~12β20 minutes (tunable via ticket counts).
High-level goals
-
Balanced mix of infantry CQB and vehicular combat (tanks, APCs, attack boats, 1-2 CAS jets/helicopters).
-
Multiple viable approaches to any objective (flanking lanes, subterranean/under-bridge routes, rooftop traversal).
-
Clear sightlines and cover options for long-range engagements, but with safe cover to prevent spawn-camping.
-
Environmental destructibility on key structures to change flow mid-match (container stacks, warehouses, cranes).
-
Dynamic weather event that temporarily reshapes tactics (fog/sea-spray storm).
Key Points of Interest (POIs)
-
North Cliffs / Lighthouse β long-range sniping, observation, light anti-air battery.
-
Central Container Yard (Ship Terminal) β mid-range, verticality via stacked containers and cranes, vehicle chokepoints.
-
Old Oil Platform (Offshore) β small objective accessible by boats, high reward for controlling sea lanes.
-
Harbor Town (Southwest) β narrow streets, market, rooftop traversal, ideal for infantry.
-
Rail Yard & Power Substation (East) β tech building with interior fights and server racks β good for defenders.
-
Bridge & Underpass (West) β critical vehicle crossing, can be destroyed to force reroutes.
ASCII top-down schematic (simplified)
Legend: N=North, L=Lighthouse, C=Container Yard, T=Town, O=Oil Platform, R=Rail/Substation, B=Bridge, ~ = water
N
[L]----^^^^^^^----(Cliffline)
^^^^^^^^
____ CCCCC ____ O ~~~ ~ ~
| | C C C | | ~ OIL ~
| | C C C | | ~ PLATFORM ~
| | C C C | | ~ ~ ~ ~ ~ ~ ~
|____| C C C |____| ~~~ ~
(central) \\
\\
RRRR BBBBB \\
RRRR BBBBB \\
TTTTT TTTTTTT ~~~~~
TTTTT TTTTTTT ~~~~~
(Town/market) Sea lane ->
(Think of container yard roughly centered; town south-west; rail/east; bridge/west; lighthouse north; oil platform off-shore to the north-east.)
Objectives & Placement (Conquest / Breakthrough)
Conquest (7 flags):
-
A β Lighthouse (N): high ground, key sightlines.
-
B β North Cliffs Observation (minor, skirmish).
-
C β Central Container Yard (mid): heavy fighting hub.
-
D β Power Substation / Rail (E): defensive interior.
-
E β Bridge (W): vehicle chokepoint.
-
F β Harbor Town (SW): CQB infantry.
-
G β Oil Platform (offshore): high risk, high reward (boats/air control required).
Breakthrough: Attackers start with Town and Container Yard to push toward Lighthouse and Rail, with the Oil Platform as optional flank objective for attackers to disrupt defendersβ naval support.
Rush: Attacker lanes along container yard β rail β cliffs; demolition targets at Bridge and Substation.
Vehicle Layout & Paths
Vehicles per side (128-player design):
-
1 Main Battle Tank (x3 per team distributed across east/west depots)
-
2 Medium APCs (armored personnel carriers)
-
1-2 Attack Helicopters (rotary) β spawn-limited, strong near coastal lanes
-
1 Light Jet CAS (global spawn with long respawn)
-
2 Fast Attack Boats (patrol sea lane & platform)
-
2 IFVs for container/rail lanes (fast, anti-infantry)
Vehicle paths:
-
Sea lane: coastal corridor from spawn harbor β oil platform β central container yard.
-
Road ring: circular main road around container yard connecting rail, bridge, town.
-
Cliff route: narrow mountain path for light vehicles and flanking APCs (vulnerable to artillery).
Anti-vehicle balance:
-
Natural chokepoints (bridge, narrow quay) fitted with mineable areas and anti-tank bolt-ons.
-
Destroyable bridge: when destroyed (dynamic event), forces vehicles to take longer routes or use sea/air.
Spawns & Flow
-
Squad spawn beacons (deployable) allowed behind captured flags but limited inside contested areas.
-
Forward vehicle spawns at major depots (east/west) and small infantry-only spawn points in town and container yard.
-
Respawn timers: standard 7β10s; squad revive faster with medic kit active.
Verticality & Traversal
-
Container stacks: 2β4 levels high; cranes offer zipline across central yard.
-
Rooftops in Harbor Town: interconnected via ladders and destructible stairwells.
-
Cliffside paths: narrow ledges for skilled players β high reward for snipers but low cover.
Dynamic Events
-
Storm Surge (mid match) β sudden sea fog and heavy spray for 60β90s: reduces distance visibility to ~100β150m, small craft disabled (boat engine failure), helicopters get turbulence (reduced handling). Encourages infantry pushes and shifts to rooftop/indoor fights. Triggered at 4-minute intervals or by ticket thresholds.
-
Bridge Demolition β objective explosion (or destructible via vehicle damage) collapses road crossing; opens new flow and removes short vehicle routes.
-
Crane Collapse β if an exploded crane falls it blocks part of container yard and forms new cover; changes vertical routes temporarily.
Map Art Direction & Audio
-
Palette: sun-bleached concrete, rusted metal, blue-green sea, warm town tiles.
-
Time of day: late afternoon (long shadows) by default; alternate night variant with street lights.
-
Audio cues: foghorns for storm, distant ship sirens, crane operation SFX near container yard, town market chatter.
Tuning numbers (starting point)
-
Conquest ticket counts: 3000 per team for 128 players (tune to hit 12β18 minute matches).
-
Flag value (tickets/sec): capture control influences ticket bleed: controlling >50% flags reduces enemy tickets by 4β8 per second.
-
Vehicle respawn: 30β45s for MBT; 20β30s for APC; boats 25s.
-
Capture size: each flag capture radius ~25β35m, but container yard main capture zones larger (40β50m) to accommodate vehicles.
Level design checklist (implementation-ready)
-
Blockout: build a grey-box with playable dimensions (meters). Ensure playable distance between flags: 200β800 m depending on objective.
-
Flow verification: run 8β16 player playtests for initial flowβcheck bottlenecks and cover density.
-
Sightline tuning: mark long-range axes and add cover/vegetation to limit unsuppressed sniper dominance.
-
Vertical traversal: ensure all climbable ladders/ziplines have fall-safety checks and navmesh support.
-
Vehicle navigation: create driving paths, turn radii and clearance checks. Add anti-vehicle barriers on pedestrian lanes.
-
Navmesh & AI: build separate nav layers for infantry, vehicles, and airborne spawn areas.
-
Destruction systems: tag destructible geometry (containers, crane fulcrum, bridge segments) with health and physics fallback.
-
Performance: LODs for container stacks, baked occlusion for warehouses, GPU lightmap baking for static lights.
-
Audio: set up dynamic audio zones (harbor vs town vs cliffs), distant thunder/storm layers.
-
Visual polish: decals (rust, oil spills), particle systems for steam/haze at power substation, wet-reflection strips for storms.
-
Accessibility: ensure alternative routes for players who canβt or donβt want to use complicated vertical traversal.
-
Anti-spawn-camping: create spawn protection zones and minimum spawn distances; code for dynamic spawn relocation if too close to enemy.
QA & Playtest Plan
-
Phase 1: Internal designers (6β12 players) β test core movement and vehicle routes.
-
Phase 2: Closed playtest (32 players) β validate ticket times, flag control balance.
-
Phase 3: Stress test (64β128 players) β check server perf, AI pathing, vehicle behavior.
-
Metrics: average time-to-first-contact, average life time, flag flip rate, vehicle usage rate, spawn death rate (should be <10% from spawn-camping).
Map Variants (3)
-
Urban Night β same layout, low-light, smoke screens and neon; increases CQB, reduces long-range.
-
Winter Storm β ice on cliffs and slippery stairs, limited boats plus frozen sea sections open new walkable paths to the oil platform.
-
Small Scale (64p) β remove oil platform objective, close off cliff route, reduce vehicle spawns to 1 MBT and 1 boat per side.
Assets & Prefab List (examples)
-
Container stack prefabs (small, medium, tall) with destructible joints.
-
Crane prefab with interactive winch and zipline component.
-
Medium warehouse interior (multi-room).
-
Fishing-harbor quay set (barrels, small boats, mooring ropes).
-
Oil platform mid-size prefab with bridge ramp.
-
Concrete bridge prefab with breakable supports.
-
Market stall prefabs for town interiors.
Balance tips / common pitfalls
-
Avoid single long corridors without flanking opportunities β add side alleys and subterranean tunnels.
-
If a team holds the central container yard continuously, add alternate spawn beacons or shorter vehicle routes to empower the other team.
-
Keep at least two viable anti-vehicle methods for infantry near each flag (AT launchers + environmental hazards like tight alleys).
-
Watch for roof-dominant spots with no easy access: add ladders or sight-blocking objects to make them contestable.
Quick implementation snippets (pseudo-tasks for level scripters)
-
Spawn rule:
if(flag_controlled_by(team) && flag_distance_to_enemy_spawn < 200) disable_spawn_in_zone(); -
Bridge destruction:
on_health_zero(bridge) { replace_mesh(collapsed); open_nav_detours(); spawn_debris_blocker(duration=30s); } -
Storm event:
every N minutes if rand < threshold { set_fog(dist=100m); disable_boat_engines(); reduce_air_recovery(0.6); }
Nice! We had a good run last night. Won pretty much every game. Still loving BF6.
