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In a new blog post on the official Battlefield 3 blog, DICE’s QA Analyst Malin von Matern, described the process of creating the perfect playgrounds for BF3 End Game.
He starts off by discussing the jumps of each map:
When the jumps started to take form on the four different End Game levels I wanted to make sure that they didn’t just feel randomly placed – but rather something that lived naturally within the maps and their gameplay. I wanted every single one of the jumps to feel authentic, fun and just a little bit crazy. Check out the video below where we had some dirt bike fun trying out a few of the jumps in our play test.

Matern further states that the all jumps on each level don’t look the same. Comparing two maps, he says:
On Operation Riverside for example, the jumps are very clear and often made out of metal ramps supported by dirt piles, compared to Kiasar Railroad where the jumps are less obvious, molded with the landscape and often made out of wooden planks laid out on dirt mounds.
For Quality jumping he stated:
One thing that is very easy to forget when building a jump is that it’s more than just the time you spend in the air. It’s a combination of several things: the approach, the jump and the landing.

Death trap (left) avoided by careful placement of tree as visual marker (right).

Same death trap as above, this time from a 1P view.
He went on two confirm the other two map names of the DLC pack: Nebandan Flats and Sabalan Pipeline.
Battlefield 3 End Game is set to launch in March as the final DLC pack for Battlefield 3.