
BF6 Portal Experience · v0.x
Conquest the way ladders want it played — admin-run lobbies, randomized vehicle deploys, in-world supply boxes and a strict gadget & weapon ban list that kills pad-camping before it starts. Built for 8v8 through 12v12 NA & EU competitive scrims.

Conquest (8v8 through 12v12) is in active development — codes appear here the moment a build is signed off. Bookmark this page; we update on every playtest pass.
| Map | Code | Status | Portal | |
|---|---|---|---|---|
| All Maps | —— —— | Logic-only experience. Combines all rotations into a single playlist. | — | |
| Operation Firestorm | —— —— | Reference layout. Supply boxes & deploy zones tuned. Pictured below. | — | |
| Containment | —— —— | Tuning in progress. | — | |
| Hagental Base | —— —— | Tuning in progress. | — | |
| Mirak Valley | —— —— | Long sightlines — DMR/sniper bans actively evaluated. | — | |
| Liberation Peak | —— —— | Mountain corridors. Vehicle counts being trimmed. | — | |
| Golmund Railway | —— —— | Tuning in progress. | — | |
| Redline Storage | —— —— | Tight industrial lanes — supply box pacing under review. | — |
Looking for live codes today? Tanks Only 2v2 ( ladder ) and Helis Only 2v2 ( ladder ) are shipping now — codes here .
Vehicle balance, spawn unpredictability, and tightly-scoped gadgets. Every clip below is captured from a live TWL playtest.

No HUD wheels, no menu-spam — the world is the UI. Green smoke at HQ opens the ready-up dialog. Purple opens vehicle deploys. Yellow gives you a Supply Box.

Whoever claims admin gets a pre-match panel: pick a TWL preset, or cycle vehicles, modes and deploy types per team. Unsaved tweaks turn red until you Apply Configuration.

No more queueing on the helipad while a sniper makes lunch. Helicopters drop in mid-air over a randomized point in your team's aerial corridor — fully fueled and ready to fight.

Same idea, faster aircraft. Jets drop in the high corridor of your sky zone, already at speed — no taxi, no climb-out, no sitting duck.

Any ground vehicle can get seated at a randomized forward point — anywhere inside your team's push zone. Pad-camping a known spawn no longer works.

Walk into a yellow smoke at an objective and you get a class-aware Supply Box. Each button shows its scope, cooldown, and a live timer when locked — no infinite gadget spam, but no being locked out of utility either.
Every map gets its own pass — air-deploy zones, forward-deploy points and supply-box placements are hand-tuned, not copied. Firestorm is the reference layout the others are calibrated against.

Items in the Banned column never appear in this experience. Items marked Supply Box are pulled from in-world boxes — they don't appear in the loadout selector.
We're benchmarking performance and balance across every map. Drop your match notes, complaints, and edge-case bugs in the forum thread or the Discord channel — the next playtest pass reads directly from those threads.