I am an ambassador of peace, and a minister of war. I am Jin JiƩ and Solomon at the same time.

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Report RSS Battlefield 3 map boundaries explained (view original)
Battlefield 3 map boundaries explained
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GypsyBastard
GypsyBastard - - 2,041 comments

I hate Battlefield 3/4.

When the war take place in Iran. Why not Iran a playable side in Multiplayer??
Not every player is intterested in USA or RUSSIA soldiers.

I see what DICE/EA did there. Hate crime.

Can someone do MOD for Battlefield where one of the faction change Models ??

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Muntaqim_313 Author
Muntaqim_313 - - 680 comments

That's the plan, boss. But BF3.exe has about four billion lines of assembly code, and until I learn assembly, I can't make much of them.

NoFaTe, a friend of mine from EmulatorNexus, is working on a mod development tool, and one day, we will be able to create our own maps, soldiers, weapons, vehicles, and content.

In the meantime, I've made some modifications to the game's singleplayer:

And for the multiplayer, I'm using a Russian made emulator (by ZLOFenix) to host my own servers with Godmode, unlimited team tickets and all weapons unlocked.

Either way, there is no doubt that Battlefield 3 and Battlefield 4 are tools of propaganda.

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Muntaqim_313 Author
Muntaqim_313 - - 680 comments

To those who might be wondering why I question DICE's lack of attention to the outer perimeter, I have a good reason. In BF2, the outer perimeter was many times larger than the map itself. I don't think you could ever sit at the computer long enough to get to the edge of the map. That's just to indicate how much work was put into the game.

But unlike BF2, Battlefield 3 has a very impressive facade, but it's like everything underneath it is duct taped together. DICE were obviously rushed to get the game ready. That's why it is not as well designed as Battlefield 2.

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Description

Battlefield 3 map boundaries:

Leaving Battlefield 3's map boundaries was not possible while all the servers were privately controlled, and the game was at a technocratic state. Until the Russians developed server emulaters for BF3. The reason the screen goes dark and sketchy when you step out, is because DICE want to cover up their lack of attention to the outer perimeter.

Back in BF2, the outer perimeter of the map was much more massive than the map itself. It would be hours of walking distance to get to the edges. It was like being in a no man's land between this world and the hereafter. But not Battlefield 3.

DICE were probably very confident in their engine's technocratic features, but little did they know that the gamers are an international brotherhood, and we watch each other's backs. When NoFaTe's project is finally complete, Frostbite 2 is ours for the taking.

Leaving the map limits in BF2 is a journey. I would've expected something even better in BF3. I was assuming that all the maps are linked together, and the whole game takes place on specific regions of one massive map that covers the entire game world. I was wrong.

When you leave the area visible on the map, the level map becomes like what you see here . It's a ten-minute walking distance to get to a point where you fall through the ground, into an infinite free fall. But you can get a bit beyond that point by flying a jet. But you will suddenly run into an invisible dome, the un-surpassable limit of the map. What you see beyond that is a skyline image, very similar to Operation Guillotine.

All the glory of Battlefield 3's design is but a facade. I think I better switch back to Battlefield 2. It has great gameplay, moddability, and a whole lot of user-made mods. I'll be back when NoFaTe's massive project is a success.