
BF6 Portal Experience · v0.x
Conquest the way it should be played - A single code per map: admin-run lobbies, randomized vehicle deploys that kills pad-camping before it starts, and in-world supply boxes for unique per-map gadget tuning. Built first for 8v8 through 12v12 NA & EU competitive matches, but capable of any format size.

Conquest (8v8 through 12v12) tuning 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 | |
|---|---|---|---|
| Operation Firestorm | ZW9DG | Work in progress. 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.

Green smoke at HQ opens the ready-up dialog. Purple opens vehicle deploys. Yellow highlights where to find 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 — 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.

Interact with the 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, without sacrificing utility.

A prototype Spectator Fly cam so we can get rolling with streaming now - a temporary solution until DICE provides a better spectator camera in Season 4.
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. FINAL TUNING IS STILL UNDER REVIEW. THIS LIST IS NOT FINAL.
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.
Every Experience rule, supply-box config, and deploy-zone tuning lives on GitHub. No black box — read the source, copy what works for your community, or open a PR and push the ruleset forward for everyone.