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DESTRUCTION: THE HARDLINE WAY

Destruction is a core pillar in the Battlefield franchise and Hardline is no exception. With reduced explosives and less heavy armored vehicles many of our maps feature dense micro destruction. Players can create their own path through the rooms of a building by punching doorway size holes with grenade launchers. They also have the ability to create smaller holes with melee or gunfire, say just large enough to toss a flashbang, or gas grenade through. Much of the cover placed around the maps will erode with gunfire, causing players to change tactics and seek different routes. In addition to the destruction placed throughout the maps “Levolution” is making a strong return, but this time with a Hardline flair.

Each of Hardline’s 9 maps supports a unique level-wide changing event. In Downtown a large tower crane comes crashing to the ground, opening new routes as it tears holes through the surrounding skyscrapers. In Dust Bowl, a powerful dust storm sweeps through the dilapidated town, dramatically changing engagement distances. In Growhouse, players can destroy a Fuel Car opening a new flanking route into the back of the grow room, a crucial escape route for Heist or a surprise point of entry in Rescue. These events alter the way each map plays, adding new routes and providing opportunities for players to change their tactics, take advantage of the chaos, and get the upper hand on the enemy.

Large Scale Events
Downtown - Tower Crane Collapse, opens new routes between capture points.
Bank Job - Vault Roof Collapse, creates a new route into the heart of the Bank, the vault.
Dust Bowl - Dust Storm, reduces engagement ranges and masks nearby sounds.
Growhouse - Train Car Explosion, creates a new route into the grow room in the basement. 
Derailed - Train Explosion and Bridge Collapse, brings the bridge crashing into the river below, creating new driving lanes and jumps, changing the location of the capture point. 

Heist on Bank Job

In addition to these large scale events, Hardline features several small and medium scale interactive elements throughout the maps. Whether it is quickly closing doors in front a pursuing enemy to give you the precious seconds needed to reload your weapon, or shooting a dangling chandelier dropping it on an opponent’s head, each of these objects has the ability to quickly change the outcome of an engagement. Each map is littered with objects including interactive doors, smoke screen producing fire extinguishers, exploding hot dog carts, bollards, elevators, first aid stations, ammo lockers, even radios that can mask footsteps.    

We look forward to you exploring the environments and finding all the exciting details we have put into our maps. We also can’t wait to see how you use our sandboxes to create your “Only in Hardline” moments.

Thanks for reading,
Evan Champlin
Senior MP Level Designer