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Maps (standard ones anyway)

Enemy Territory comes with six official maps. On all except Rail Gun, the Allied team are attacking and the Axis team must defend.

There is also a large number of third party maps available, several of them being conversions of RTCW maps.

[edit] Siwa Oasis

Siwa Oasis is a map that in most cases will be finished in two stages. First, the Allies must enter the Old City, then need to blow up the Old City wall. This is easier if the Allies capture the Old City spawn point. Destroying the old city wall makes the Old City spawn point permanently Allied. With the Wall destroyed, the Allies have access to the area where the anti-tank guns are. Destroying both anti-tank guns will win the map for the Allies. The Axis win if at least one anti-tank gun is still intact when the map-timer runs out.

It is possible for the Allies to win the map without blowing up the Old City Wall. Next to the Wall, there is a door that an Allied Covert Ops can open for an Engineer. Another method involves a lone Engineer jumping over the Wall, although this is rather difficult to acompish. A third method is to repair the Old City Water Pump and use the underground tunnels. All these methods allow the Allied Engineer to blow up the anti-tank guns without the Axis noticing, although the third is much harder to pull off, since Axis is generally aware of this, and can easily cover it.

To make it more difficult, Axis players tends to use airstrikes and artillery around the city spawn point, as it is easy for them to hide from the 2nd level near the spawn point. On servers that forbid spawnkilling/spawncamping, they will instead do it near the "pool", which basically have the same effect.

One point worth taking note of is that, if an Allies engineer with high experience point manages to sneak into an anti-tank gun, the usual tactic would be to jump on top of the gun (this requires certain skill) and leave (very likely more than one) dynamites in an awkward position. If (which usually happens) he fails to guard this place from Axis players for 30 seconds and dies, there is a great chance the Axis engineers simply do not have time to reach and defuse all those dynamites.

  • Allied Primary Objective - destroy the two anti-tank guns.
    • Allied Secondary Objectives - repair the water pumps, and destroy the old city wall.
    • Allied Tertiary Objectives - construct a command post, build the allied machine gun nest, destroy the axis machinegun nest, destroy the axis command post.
  • Axis Primary Objective - defend the anti-tank guns.
    • Axis Secondary Objectives - keep the water pumps disabled, defend the old city wall, and defend the old city spawn point.
    • Axis Tertiary Objectives - build a command post, build the machine gun nest, destroy the allied machine gun nest, destroy the allied command post.

[edit] Seawall Battery

Seawall Battery has two radically different types of gameplay, depending on whether or not ET Pro has been installed on the server. On normal servers, the big obstacle for the Allies is building an assault ramp, while being under heavy fire from airstrikes, panzerfausts, and other weapons. Once the assault ramp is constructed, the Allied team might choose to capture the Forward Bunker spawn, but in many cases there actually is a bigger chance of winning if a lone Engineer hastes into the Axis Compound to blow up the Gun Controls. An Engineer can also be given access to the Gun Controls by a Covert Ops opening a backdoor once he has acquired a uniform from the enemy team, but if the Axis team has experienced players, the Covert Ops will generally not be able to acquire that uniform required to open the door. As a common problem with this map, noobs (or new players) playing Battery who are unfamiliar with the map, will unintentionally jump off the beach or exit out of the back door, leaving their dead bodies on the beach for the Allied Covert Ops to gain easy access to their uniforms, and ultimately the Gun Controls once the building has been infiltrated. This forces some defending Axis members to guard the back door area with the mounted MG-42 machine gun, or other defense tactics. Often, distractions at the back door area can lead the defending Axis players rushing inside the bunker to defend the interiors of the map, which give the Allies a better chance to make their way up the beach, and into the bunker. Near the back door, there is also a generator which can be destoryed by a satchel charge or dynamite. Although this still requires a covert ops in disguise, destroying the generator unlocks the back door and several of the interal base doors making it much eaiser to get to the gun controlls.

In many ET Pro servers the aforementioned backdoor can be destroyed by dynamite. This forces the Axis to split their defenders between two fronts, and the end result is that the ET pro version of the map is a lot more balanced. In the very latest official configuration pack, the use of mortar and landmines is forbidden. The purpose of this is to make the map easier for the allied team.

On the map battery, the Allied team initially spawn on a beach. It's necessary to find a way off the beach and into the gun control building to destroy the controls.
On the map battery, the Allied team initially spawn on a beach. It's necessary to find a way off the beach and into the gun control building to destroy the controls.

Objectives for the normal servers:

  • Allied Primary Objectives - destroy the "Siegfried" gun controls.
    • Allied Secondary Objectives - build an assault ramp from the landing beach and capture the forward bunker; destroy the generator within the axis compound.
    • Allied Tertiary Objectives - construct a command post; build the machine gun nests; destroy the axis machine gun mounts.
  • Axis Primary Objective - defend the gun controls.
    • Axis Secondary Objectives - destroy the ramp; defend the forward bunker; construct and defend the generator.
    • Axis Tertiary Objectives - construct a command post; build the machine gun mounts; destroy the allied machine gun nests.

[edit] Gold Rush

An Axis engineer plants dynamite next to an Allied command post on the map goldrush.
An Axis engineer plants dynamite next to an Allied command post on the map goldrush.

What sets this mission apart is the fact that instead of having to destroy an objective, the objective must be stolen. First, the Allies must repair and steal a tank from the courtyard and escort it to the bank. The Axis team can slow the tank by destroying it or constructing tank barriers along the road. If the tank manages to reach the bank, it automatically destroys the bank doors. This often leads to a mad dash by the Axis to defend the gold and the Allies to steal it. The Allies must then load the gold onto a truck and escort it out of the Axis base. Like the tank, the truck can be slowed by destroying it or building special barriers.

This map can be considered difficult if the Allies are not coordinated well: Due to an exploit in coding, field ops can place airstrike marker underneath the bridge and it will still be active; the first tank barrier can be covered easily, as does the second barrier. Lastly, the bank entrance is basically a bottle neck, where numerous Axis can await inside the bank at a considerable distance from the sole door, especially machine gunners.

For the spawn-killing Allies engineers, landmines are usually placed just outside the future Axis spawn point before the stairs.

  • Allied Primary Objectives - steal a tank and use it to blow up the bank doors. Steal the gold crates and escape with the truck. Stealing the tank makes the courtyard spawn point permanently Allied.
    • Allied Secondary Objectives - destroy the tank barriers, destroy the truck barriers.
    • Allied Tertiary Objectives - construct a command post.
  • Axis Primary Objectives - defend the tank; stop it from reaching the bank; defend the gold in the bank; and keep the truck from escaping.
    • Axis Secondary Objectives - construct and defend the tank barriers; construct and defend the truck barriers.
    • Axis Tertiary Objectives - construct a command post.

[edit] Würzburg Radar

The Radar level is a simple smash and grab mission. First, the Allies must take the forward bunker from the Axis. This can be done in two ways. The Allies can either storm the forward bunker and take the bunker by force, or flank the bunker and take it by destroying the gate to the main entrance. Often, the Allies opt to take the first strategy to improve their chances of successfully destroying the front doors. Finally, the Allies must steal the radar components. They can either storm the front gate and brave massed fire from the Axis defenders, or sneak in through a rear pathway, though this requires an engineer to destroy a bunker door. Taking the back path also provides the Allies with a command post and an extra spawn point, greatly improving their chances to complete the mission.

Alternatively, with good teamplay, a covert ops in uniform can let teammates into the second stage and complete the objectives without taking either bases.

  • Allied Primary Objective - steal the two radar components of a Würzburg radar.
    • Allied Secondary Objectives - capture the forward bunker; destroy the main entrance and the side entrance. Destroying the main door makes the forward bunker spawn point permanently Allied.
    • Allied Tertiary Objectives - construct a command post, build the machine gun nest, destroy the axis machine gun tower.
  • Axis Primary Objective - defend the radar parts.
    • Axis Secondary Objectives - defend the forward bunker, main entrance and the side entrance.
    • Axis Tertiary Objectives - construct a command post; build the machine gun tower; destroy the allied machine gun nest.

[edit] Rail Gun

Possibly the most unique of the original maps, Rail Gun involves brutal tug of war style play using a small rail tug to complete objectives. By jumping into the tug, Axis players can drive the tug all the way to the depot and load it with ammunition. Likewise, Allied players can also jump on the tug and drive it back to the Axis spawn point. Possession of the depot is also contested, since it acts as a secondary spawn point. The Axis can use it to secure passage for their tug, and the Allies can use it to put pressure on the Axis base—a common tactic is for field ops to call airstrikes or artillery around the Axis spawn.

However, most of the action is focused around the track switch. Players of public servers should be aware that the track switch area is VERY LIKELY to have landmines from Allies engineers because of the importance of the strategic position. When lowered, the tug cannot proceed any further, and requires an Axis player to leave the tug and raise the switch, often under heavy Allied fire. The tug must pass through the switch to both reach the depot and return to the Axis base. As the Axis rail gun is situated very close to Allies spawn point, Allies snipers/soldiers sometimes hide on top of it and ambush Axis engineers who try to repair the gun switch or to place landmines. Likewise, it is common for Axis snipers to hide within the tower (cover by thick fog) and ambush Allies engineers that attempt to damage the controls or stay in between the open area and wait as a soldier with an MG42.

  • Allied Primary Objective - prevent the Axis from firing the rail gun.
    • Allied Secondary Objectives - capture the depot yard, keep the track switch down, destroy the rail gun firing controls.
    • Allied Tertiary Objectives - construct a command post, construct the machine gun nest.
  • Axis Primary Objectives - use the rail tugs to load ammunition onto the massive rail gun and fire it.
    • Axis Secondary Objectives - capture the depot yard, raise the track switch, construct and defend the rail gun firing controls.
    • Axis Tertiary Objectives - construct a command post, destroy the allied machine gun nest.

[edit] Fuel Dump

In this mission, the Allied team must escort a tank to the tunnel gate. This is often the most difficult part of the mission for the Allies, because the Axis has the advantage of the high ground—they can easily cover with artillery, airstrikes, snipers, machine gunners, and panzers. In order to keep the tank moving, the Allies must successfully build and protect a bridge that would allow the tank to cross a river. The Allies can also build a footbridge to flank the Axis positions on the high ground. Once the tank destroys the tunnel entrance, the Axis are forced to spawn back at the fuel depot. The Allies must continue to protect the tank until it can destroy the depot entrance and side wall, providing two points of entry. Finally, the Allies must storm the base and pass the barriers protecting the fuel depot, usually by destroying them or bypassing them by reaching the roof of an adjoining building, though this requires a disguised Covert Ops to open a door. However, this is usually difficult to achieve, as Axis will eventually cover the base only; the two entrances are easily defended, especially the "gap" entrance, whose small size is hindered even more by the frequent presence of mines.

A second tactic for the Allies requires a lone Engineer and a disguised Covert Ops (and often an extra team member for support, such as a Medic to help keep the squad alive) (On servers with Double Jump, a lone Engineer can jump his way to fuel dump over wall) They can sneak into the tunnels using a back entrance and reach the fuel depot. The Covert Ops must then open the front door to the base, so the Engineer can enter the base. Once inside, the Engineer then has easy access to the fuel depot and can destroy it before the Axis team has a chance to react. If the defenses have been built around the Fuel Dump by the defending Axis Engineers, the Covert Op is further needed to help sneak through the building to escape through the roof and finally destroy the Fuel Dump. The roof can also be mounted by a single player, but it requires a rather difficult trickjump over the bunker. If no-one is able to land the trickjump alone, he can be assisted by another player who stands still and let's the engineer jump over his head. In official matches, "towers" of two players are allowed but towers of three players will result as a forfeit loss.

An additional tactic that is often used, since the Axis team starts with a bit of an advantage over the Allies, is to cause a distraction by the Fuel Dump area, since it is usually left unattended with the defense focused on the beginning half of the map. If the Allied team is having trouble getting the tank over the bridge, a lone Covert Op that sneaks through the tunnel area and acquires an Axis uniform can make his way through to the Fuel Dump area without being noticed. This Covert Op then makes his way up to the roof area surrounding the Fuel Dump, and can use his Satchel Charge to blow the defense gates around the Fuel Dump. In most cases, this immediately causes the majority of the Axis team to rush to the Fuel Dump to check on the objective. This leaves the Allies the chance to make their way through the beginning half of the map, and escort the tank over the bridge, and through the tunnel to the second half of the map.

  • Allied Primary Objective - destroy the fuel dump.
    • Allied Secondary Objectives - escort and repair the tank, destroy the tunnel grate, build and reinforce the bridge, build the footbridge, destroy the doors, destroy the main entrance, destroy the side wall, destroy the east and west depot defenses. Destroying the doors makes the bunker spawn permanently Allied.
    • Allied Tertiary Objectives - construct a command post, construct the machine gun nest, destroy the axis machine gun towers, destroy the axis command post.
  • Axis Primary Objective - defend the fuel dump.
    • Axis Secondary Objectives - disable the tank, defend the tunnel grate, destroy the bridge, destroy the footbridge, defend the tunnel doors, defend the main entrance, defend the side wall, construct and defend the depot defenses.
    • Axis Tertiary Objectives - construct a command post, construct the machine gun towers, destroy the allied machine gun nest, destroy the allied command post.

 

 


 
 
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