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Battlefield™ REDSEC
News Article

Battlefield REDSEC: A Complete Guide to Portal, Creating Verified and Custom Experiences

April 14, 2026

TABLE OF CONTENTS:

Soldiers ride a golf cart on a large metal structure amidst a war-torn city. Explosions and destruction surround them. Large chair can be seen in the background, towering over buildings.

Battlefield REDSEC goes beyond Battle Royale and Gauntlet: with the power of Portal, anyone can create a free-to-play experience with our tools. Whether it’s publishing a unique twist on a Verified mode with dozens of settings, altering sections of Fort Lyndon to forge together a new map with the Portal SDK Tool, or even creating a completely new game mode with web-based scripting tools, this is your free-to-create Battlefield.

As part of Battlefield REDSEC’s free-to-play offering, you can access the Battlefield Portal website and create an experience on Fort Lyndon: it can either be a Verified Mode, specifically Battle Royale or Gauntlet, or a Custom Experience, where the only limits are the in-game assets and your imagination. Whatever Battlefield REDSEC Community Portal Experience you create can be accessed by the entire community, including Battlefield 6 owners. 

Should you purchase Battlefield 6, you get immediate access to additional Verified Modes and its Multiplayer Maps, but consider REDSEC’s Portal an entry point to the limitless potential of Community Experiences:

Playing and Hosting Portal Community Experiences

Aerial view of a city district with a large explosion on the right and thick smoke rising over multiple buildings.

Want to try a Community Experience before creating one? That is a great strategy; getting a lay of the land and playing what is possible on Portal can help you craft your perfect experience.

Start up Battlefield REDSEC on your platform of choice, then scroll down to the Portal tiles on the Main “Play” Menu. Here, you can either jump into a Featured Mode or search for a specific Community Experience in the Community Experience Library by using one of the following methods in the “Search” tab:

  • TAGS: A collection of pre-defined words that automatically get applied to Community Experiences based on their settings.
  • MAPS & MODES: Allows you to see Community Experiences that are on an exact mode, such as Multiplayer offerings like Breakthrough or Custom modes, or a defined map or maps, such as Operation Firestorm and Siege of Cairo
  • SEARCH BY WORD: Find Community Experiences with a name or description containing the word you specify.
  • EXPERIENCE CODE: Most helpful when you know the exact Community Experience you want to play. This string of characters is directly associated with one Community Experience; type that in here to find only that experience.

At any point, you can sort through the Community Experience Library, such as by the “Most Popular” or “Featured” experiences.

You can also use the Server Browser - the “Servers” tab of Portal, rather than “Search” - to find the exact lobby you want to play in. This menu includes sorting parameters such as player count, map or ping (connection quality from your PC or console), while Filtering allows for specificity on host region, max players, tags and more.

NOTE: Portal Experiences that use Battlefield 6 content, including maps and modes, cannot be accessed by Battlefield REDSEC players. An on-screen icon and warning will inform you of ownership requirements before attempting to load an Experience that requires Battlefield 6 ownership.

How to Host Community Experiences (Including Your Own)

Whether you want to host something you created or a Community Experience crafted by another community member, no special tools are required to get a lobby running.

After selecting a Community Experience - even one of your own - select “Host” to reach another screen with several simple options; scroll down to see the following in order. First is the Server Name and Description; make sure these are as accurate as possible within the designated word count, as this will drive players to your server. Next are optional Welcome and Periodic Messages, which will appear when a player joins your server and periodically during the match respectively. 

The most complicated hosting steps are inputting a password and choosing to host a persistent server. A password is recommended if you want to play a Community Experience with friends only. Otherwise, anyone who searches for your hosted experience can join. As for persistent servers, this option allows players to still search for - and play - on your Community Experience server even if you are offline.

If your Experience is “Unpublished,” then you must invite friends via EA Connect to join your lobby in order to playtest it.

That “test-first” habit is baked into creating Portal Community Experiences, and is why we recommend playing and hosting current Community Experiences first. Try some out, then create your own, because once you’re ready to create, you’ll get used to the flow of creating, hosting, playtesting and tweaking your experience until it’s ready to ship… And then, of course, comes iterations and tweaks after publishing. 

How to Create a Verified Battlefield REDSEC Community Experience

Collapsed structure framing a city scene with debris, smoke, and a large billboard on a building.

For first-time creators, we recommend starting with a Verified Community Experience: this Experience is based on official modes, doesn’t require additional tools, and is incredibly approachable with a simple step-by-step process on our website.

The Battlefield Portal Builder is web based, so as long as you have a system that can access an internet web browser, your Operating System or flavor of web browser does not matter. Battlefield Portal Builder also has a more streamlined mobile web version, better for making a standard Verified Experience with small tweaks.

After logging into your EA Account on the Battlefield Portal Builder, your first screen should be the home page, which features your created Community Experiences and a big button labeled “Create Something New.” Press that button and select from two options:

  • “VERIFIED MODES” - Recommended for your first Portal Builder Community Experience.  Create a Community Experience that modifies existing official game types. At launch, Conquest, Rush and Breakthrough are available to use, with more game modes to come in upcoming seasonal updates. Custom gameplay scripting and level edits are not permitted in Verified Modes, but they offer full Progression and are easier to create.
  • “CUSTOM PORTAL” - Recommended after having some Portal Builder knowledge, or if you know exactly what you want to create. Use the full suite of Portal Next Tools to craft your experience, including custom gameplay logic scripting and level editing, available using the Portal Next SDK. Note: these experiences will offer Modified XP when played.

Depending on what you choose, you’ll either click an empty template (Custom Portal) or mode (Verified Mode) to start building on. If you are following along with the Portal Builder open, then let’s select the “Verified Mode” template and start swimming among all the settings.

As a free-to-play REDSEC creator, you will only have access to the Fort Lyndon map and Verified Modes included in REDSEC, such as Battle Royale and Gauntlet.

How to Navigate the Portal Web Builder

Interior warehouse with stacked shipping containers, pallets, and storage racks under industrial lighting.

You are now free to move about the Portal Builder. Until you hit “Publish,” you can modify everything from “Settings” down to “Rules Editor” in any order. You can even jump back and forth between these tabs as you make your Community experience, using the helpful “tooltips” (indicated with a lowercase “i” icon) next to most options for more information. These tabs are as follows:

  • SETTINGS: Reselect the game mode and edit settings such as zone sizing and damage, missions, and second chance (Battle Royale), or qualification thresholds and redeploy delays (for Gauntlet)
  • MAP ROTATION / GAUNTLET MISSIONS: When applicable, choose the maps you want your experience to take place on. As of the upcoming Nightfall Update
  • TEAMS: Set player count, team count, and whether bots are enabled and how they’re distributed.
  • MODIFIERS: tune gameplay, soldier, vehicle, and UI switches/sliders (plus a Bots tab when bots are enabled). 
  • RESTRICTIONS: limit classes, weapons, attachments, vehicles, gadgets (globally or by team, where applicable).

Once you are satisfied, head to the final tab - “Publish” - and either submit your experience for developer review, or leave it Unpublished for you and your friends to test in Battlefield REDSEC. In this section, be sure to add a specific name and description within the character limits (64 for a title, 256 for a description), as well as an image that showcases your creation.

Before publishing your experience, you can see Progression details - whether your Community Experience offers full progression or modified earn rates - and Experience Validation, which can show errors that prevent publishing. Once your Community Experience is published, pat yourself on the back; you have now contributed to the Battlefield 6 Experience Library. At this point, your Community Experience will be labelled with one of the following statuses: 

  • UNPUBLISHED: When an experience is saved in drafts, pre-verified, but not visible to other players or to moderation. At this stage, you can edit, publish or play your experience and invite friends to test in-game. You can also export it as a file, duplicate it to another template or delete this file.
  • PENDING: What you will usually see right after submitting a Community Experience to Moderation. You can still edit your experience and play it alone or with friends in-game, or export, duplicate or delete it.
  • UNDER REVIEW: After your Community Experience is picked up by Moderation, the “Pending” status will change to Under Review. 
  • ACTION NEEDED: This means your Community Experience has errors that are flagged by moderation OR, specifically when creating a Custom Experience, an error either in your Rules Editor script or a map you created in the Portal SDK Tool. Don’t fear failure! You can go back to editing your experience, then re-publish it when all errors are solved. 
  • PUBLISHED (LIVE): Your Community Experience has been approved and published to the community. Congratulations!

How to Create a Custom Community Experience Using the Portal SDK Tool and the Rules Editor

Boats moored along a dock as smoke rises near a large arch bridge over the water.

If a Verified Experience is tuning what exists in Battlefield, creating a Custom Experience is what you imagine beyond Battlefield using our tools. Custom Experiences use the same process flow as a Verified Experience except for two major components: the Rules Editor is a logic-based system for linking in-game events and conditions to action and effect triggers, while the Portal SDK Tool allows for map editing of several Fort Lyndon sections (and other maps, with the full Battlefield 6 game).

Unlike the Portal Builder, available on the EA website, the Portal SDK Tool software program must be downloaded to a Windows PC in order to be used. The Portal SDK includes all the necessary files required to use the Godot game editing tools to make spatial edits to game levels as well as example scripts to get you started creating your own custom game rules. 

You can download the tool by clicking here; it is the same download link as the one provided on the Portal Builder website.

We do not recommend or condone downloading any version of the Portal SDK Tool outside of the official EA.com website. Doing so may result in severe security-related issues with your PC. Only download the verified Portal SDK Tool, as well as its updates, from EA.com

After downloading the tool, open the ReadMe file to complete installation. Then open it to follow along with this first Portal SDK Tool experience walkthrough:

How to Use the Portal SDK Tool - Quick Map Editing Guide

Large Mediterranean-style clubhouse overlooking a landscaped golf course with palm trees and clear sky.

While you will learn more through experience - editing the map on your own and making mistakes - as well as the tooltips available in the Portal SDK Tool, here is a quick rundown of how to move around and add objects:

  1. Open the tool, hover over SCENE in the top-left corner of the application, then OPEN SCENE, then browse the LEVELS folder to pick a map.

  2. Navigate the 3D space using the following tools:

    • CAMERA AIM (“looking around”)  - Right-Click, hold, and drag your mouse cursor to aim the camera.
    • MOVEMENT - W, A, S, D keys to move two-dimensionally (forward, back, left and right) and Space to move “Up,” which is always +90-degrees of where you are looking.
    • INCREASE / DECREASE MOVEMENT SPEED - Scroll with the mouse wheel; forward speeds up, backwards slows down.
  3. Note what’s already on the map; all objects on the map are in their default positions, and the Portal SDK Tool supports additive modifications. Objects, such as terrain and buildings, cannot be removed.

  4. Look towards the bottom of the application for the Object Library - expand it, then click the ellipses (...) next to the library’s search function to “Generate Library.”

  5. Drag and drop these objects onto the map before manipulating them using the following keybinds:

    • Q for Select Mode
    • W for Moving an Object
    • E for Rotate Mode, using WASD keys to turn objects.
    • You can also look to the right of the 3D plane to see the Inspector Window for uniform scaling (non-uniform scaling not supported).

Want to take a break and complete your creation later? Click the “Scene” tab in the top left corner of the application, then click “Save Scene” to ensure your progress is saved,

When you are ready to publish your creation, look for the “Export Current Level” button on the bottom-right window (“BFPortal”). Click it, then click “Open Exports” in the same window to see your creation - this .JSON file is what you’ll be uploading to the Portal Builder on your browser of choice.

Log back into the Portal Builder, if you are not logged in already, and either select an existing template to modify it, or go through the process of creating a new experience.

Select the “Map Rotation” tab, and you’ll see the option to attach your .JSON file (arrow pointing down to open bracket icon). Locate the file in the File Explorer window that pops up, select it, and click open. You should now see your exported level in Portal Builder!

How to Use the Rules Editor for Custom Scripting

Modern facility complex with glass facades, landscaped steps, and multiple American flags at the entrance.

The most advanced feature in the Portal Web Builder, the Rules Editor is a logic-based system where in-game events/conditions trigger actions - over 200 and counting  - both with and without Bots.

Rules Editor scripts come in two flavors: for basic scripts, we recommend using the rules editor with blocks, while TypeScript, which is similar to basic programming languages (and, like most programming languages, only English), can be used for more advanced commands. Here are two example rules using each system:

Example Rule Using Blocks - Vampirism

By default, your experience will already have a (grey) Mod Block that houses a (purple) Rule Block. To get another Rule Block, select “Rules” from the scrollable sidebar on the Rules Editor’s left border. For this example, let’s focus on the existing Mod and Rule Block and giving every player who earns a kill a small amount of health back:

  1. First, ensure your Rule Block is attached to the Mod Block at all times. If a Rule Block sits outside the Mod Block, it will not run.
  2. On the “Rule Block,” change the Event from “Ongoing” to “OnPlayerEarnedKill.” You can also change the Rule to “Vampirism” or whatever is appropriate.
  3. On the scrollable sidebar, scroll down to the yellow “Gameplay” section, then scroll until you see the “Heal” Block.
  4. Drag and drop that into the “Actions” part of the Rule Block (inside of the Mod Block, of course!)
  5. Back at the scrollable sidebar, look for “Event Payloads” and drag-and-drop the “EventPlayer” into the first part of the “Heal Block.” If you cannot drag-and-drop directly, simply drop into the Rules Editor Space and drag it into the first slot.
  6. Once again, go to the sidebar, look for “Literals” and select the “Number” Block. Drag, drop, and input the value “25” into the space. 

This complete rule means that a player will heal 25 health at every kill (but of course, it won’t over flow). Feel free to change that number in the “Number” Block to whatever you feel is fair.

Unsure of what a Block does? You can always right-click it and select “HELP” for more information.

Example TypeScript Rule - Taking Your First Steps

[[NOTE: Because TypeScript is written in English, all example code is in English. If you are not getting the intended results due to potential conflicts with other code in your script, you may need to adjust the exact code being used.]]

//This spawns a scriptable AI unit function OnGameModeStarted() { mod.SpawnAIFromAISpawner(mod.GetSpawner(1), mod.GetTeam(1)); }

// This is a simple "Follow" behavior that will tell the AI to Stand and Walk to another player's location. async function simpleAIFollowBehavior(player: mod.Player, target: mod.Player) {

// Set the AI Player's stance to Stand. mod.AISetStance(player, mod.Stance.Stand);

// Set the AI Player's Move Speed to Walk. mod.AISetMoveSpeed(player, mod.MoveSpeed.Walk);

// While this AI and the Target player is alive, run this loop which tells the AI to move to the location of the target player. while (mod.GetSoldierState(player, mod.SoldierStateBool.IsAlive) == true & & mod.GetSoldierState(target, mod.SoldierStateBool.IsAlive) == true) {

// Call the AIMoveToBehavior on the AI Bot player and have it move to the location of the target player. mod.AIMoveToBehavior(player, mod.GetSoldierState(target, mod.SoldierStateVector.GetPosition));

// Wait for 1 second. await mod.Wait(1);

}

}

Beyond this sample script, we are leaving the rest to your design. Script can be intimidating at first, but can be incredibly rewarding, especially when you dive deeper into editing the UI (user interface).

There is no one correct way to learn game development; whether you decide to take up game design and coding courses, or learn through experience and our community, we have all the confidence that you will be able to create an incredible Custom Experience.

NEW SINCE LAUNCH: Portal Gadget

Portal Gadget is an equipable tool designed for creators building custom portal experiences. With Portal Gadget, you can bind and trigger custom gameplay logic at specific times and locations within your custom experience.

Gone are the days of workaround solutions to trigger custom logic like "crouch to confirm.” Portal Gadget gives you the flexibility for specific player interaction and create dynamic experiences.

There are two ways to equip and get started with PortalGadget: the first text string is granting it directly to players to replace their current gadget. The second string is to spawn an obtainable - or lootable - PortalGadget with the LootSpawner command:

mod.AddEquipment(player,mod.Gadgets.Misc_PortalGadget);

mod.SpawnLoot(mod.GetLootSpawner(1), mod.Gadgets.Misc_PortalGadget);

From here, you can make some simple commands such as…

… triggering the gadget when a Player presses the Zoom button….

export function OnPortalGadgetAimStart(eventPlayer: mod.Player): void;

… or trigger when a Player releases the Zoom button….

export function OnPortalGadgetAimStop(eventPlayer: mod.Player): void;

… or perhaps triggering the Gadget when a Player presses the Tactical Device (toggle flashlight/laser) button.

export function OnPortalGadgetLaserToggle(eventPlayer: mod.Player, eventBoolean: boolean): void;

Once you understand the basics, you can then give custom logic to have your Portal Gadget do whatever your imagination desires (within reason, logic limits, and the Battlefield Community Charter). For example, you can have it fire a message that would appear above the minimap, in four steps:

  1. Request the system to evaluate if a straight line between two points is interrupted or not. Use OnRayCastHit and OnRayCastMissed to read the result.

    1. export function RayCast(player: Player, start: Vector, stop: Vector): void;
  2. Then, the code that will trigger when a Raycast hits a target.

    1. export function OnRayCastHit(eventPlayer: mod.Player, eventPoint: mod.Vector, eventNormal: mod.Vector): void;
  3. Of course, you want the trigger for when a Raycast is called and doesn't hit any target.

    1. export function OnRayCastMissed(eventPlayer: mod.Player): void;
  4. And finally, the code line that displays a message on the world log above the minimap for 6 seconds. If no target is provided, it will display the message to everyone (that’s why you want that failsafe.

    1. export function DisplayHighlightedWorldLogMessage(message: Message, player: Player): void;

With how many unique Portal Creations were made since launch, we cannot wait to see what our community does with this new Portal Gadget tool!

Top Ten REDSEC Portal Creation Tips

Large satellite dishes positioned on concrete platforms with sunlight shining between them.

  1. START SMALL. Try making your first Community Experience as a Verified Mode with a few tweaks - perhaps restricting specific weapons and tuning a few values - to get used to the creation process. You can always iterate for a bigger idea later!
  2. LABEL YOUR CUSTOM EXPERIENCE CLEARLY. Players decide to play an experience within seconds; use the title/description space to set expectations, rules, and intent.
  3. NO STEP-BY-STEP REQUIRED. There’s no “correct order” in the Web Builder; follow your idea wherever it leads, whether it’s starting with “Settings” first or skipping down to “Restrictions” immediately.
  4. WHEN IN DOUBT, CHECK THE TOOLTIP AND RIGHT CLICK. Those little “i” tooltips are there for a reason, especially if new settings arrive in future updates! In the Block Rules Editor, simply right-click a Block and select “HELP” for more information.
  5. IF YOU DON’T SEE IT, YOU MIGHT BE UNDER IT. First-time Portal SDK Tool users may wonder “where is the map?” You automatically load under it, so be sure to move up through the floor before adding any objects.
  6. ENSURE YOUR RULES EDITOR LOGIC IS SOUND. If a rule breaks, it’s often a missing link back to the Mod Block, or has impossible or contradictory conditions (for both tools). Don’t forget to double check!
  7. CREATE FOR THE COMMUNITY… Developing for UX - the User Experience - can be as simple as playing the Portal Experience yourself or watching someone play, noting confusion/friction, and smoothing it out in edits.
  8. … OR BETTER YET, JOIN THE PORTAL COMMUNITY!  You’ll learn faster (and avoid common traps) by interacting with other Portal creators; check out our Discord and introduce yourself!
  9. DON’T BE AFRAID TO EXPERIMENT! Your first Custom Experience might not work to expectation; push past the discouragement and continuing editing until your experience is exactly how you envision it!
  10. IF YOU BUILD IT, THEY WILL COME. Our data shows that Portal creators who create multiple Custom Experiences tend to get more players compared to creators who stop at just one or a few. If you want to become a Portal Community Experience Expert, keep trying new ideas and share your creations where appropriate!