Wolfenstein: Enemy Territory

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Wolfenstein: Enemy Territory

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Wolfenstein: Enemy Territory
Image:Et_logo.jpg
Developer Splash Damage
Publisher Activision
Series Wolfenstein series
Engine Modified Quake III Arena
Version 2.60b (Windows and Linux), 2.60d (Mac)
Released May 29, 2003
Genre First-person shooter
Ratings ESRB: Mature (M)
Game Platforms Windows, Macintosh OS X, Linux
Media Forms Total Gaming Files Download
Required Devices Mouse, Keyboard
Reviews None

Wolfenstein: Enemy Territory, or more simply Enemy Territory, is a modified release of the multiplayer component of the game Return to Castle Wolfenstein. Enemy Territory was originally slated to be a mod for the original game Return to Castle Wolfenstein, but was instead released as a standalone freeware game based on the Quake III Arena engine. Because of its freeware status, it remains an immensely popular First Person Shooter despite its age. Its spiritual successor (in terms of gameplay style and mechanics) is Enemy Territory: Quake Wars, also developed by Splash Damage in conjunction with id Software.

Contents

Gameplay Style

Enemy Territory is an objective-based first person shooter with a linear gameplay style. Objectives are completed in a sequential order with one team attacking and the other defending. These objectives inlcude constructing items, destroying items, stealing items, or other customized map objectives. Generally, the maps are part of a three map campaign.

The game also centers around gaining experience points which are used to level up in certain skills. Leveling up these skill sets gives the player items or attribute bonuses related to the skill. There are two general skills, Battlesense and Light Weapons, that apply for all classes and the class specific skills: Heavy Weapons, First Aid, Engineering, Field Ops, and Covert Ops. The experience points reset after the end of each three map campaign unless the server admin installs a mod which allows for XP save.


Teams

The game is split up into two teams: The Axis and Allies. While both teams have some different weapons, they are generally the same. Both teams consist of players choosing one of the five classes in the game: Soldier, Medic, Engineer, Field Ops, or Covert Ops.


Classes

Both teams have the same five classes with the same abilities.

Soldier

The soldier class provides the majority of the assault firepower for the team. Aside from carrying a knife, pistol(s) (or possibly a submachinegun, depending on the Heavy Weapons skill), and grenades, the soldier class can also carry as a main weapon a submachinegun or one of the heavy weapons:

  • MG42 Heavy Machine Gun. This weapon is best used in deployed mode but can be used standing or crouched. When not deployed, the weapon has high amounts of recoil and is extremely inaccurate and difficult to control. While the machine gun has a 150 round belt, it has an extremely high rate of fire and will empty quickly. Without higher level heavy weapons skill, the MG42 will overheat quickly, so it is best to fire the machine gun in controlled bursts. If the weapon overheats, it will be unable to fire until the barrel fully cools.
  • Panzerfaust Anti-Tank Rocket. Despite the fact that this was a German weapon, both sides use this as the explosive anti-tank weapon. It has a large explosive radius and can be used as a very effective anti-infantry weapon to clear large groups of enemies from a far distance. Before firing, the Panzerfaust requires a two to three second charge time to fire the weapon. If the user is killed before the charge is completed, the panzer will not fire. Once the weapon is fired, another Panzerfaust cannot be fired until the soldier's charge bar is full (or half if the user has a high level of Heavy Weapons skill). With only a few panzer rockets per soldier, ammunition consumption can be a problem.
  • Flamethrower. The flamethrower is an anti-infantry weapon which is best used in enclosed spaces against large groups of enemies. When the flamethrower hits an enemy, the enemy will be lit on fire, dealing burning damage over a period of a few seconds after they are hit. While this does not do as much damage as a direct hit with the flamethrower, it does have the potential to kill an injured enemy soldier. Even though it has a 200 capacity tank, the flamethrower expends fuel very quickly.
  • Mortar. The mortar is a long-range bombardment weapon used to eliminate entrenched positions or to provide suppressing fire to clear a path for advancing troops. The mortar lobs a projectile up and over obstacles to deliver a 40 millimeter mortar round onto the enemy. These projectiles have approximately the same splash damage as a Panzerfaust rocket and has a large potential to be used as a spawn killing implement.

Medic

The medic class is primarily a support class whose role is to heal and revive teammates. Like in many other games with the medic class, however, the class is also used as an assault class due to the medic's ability to use Adrenaline needles as well as heal himself. Combined with high level Light Weapons skill, the medic becomes a very lethal combat class. The medic is equipped with a knife, pistol(s), a submachinegun, grenades, health packs, reviving needles, and possibly self-adrenaline needles if the medic has level 4 First Aid skill. Medics also gradually heal over time (approximately 3 HP per second). This allows them to temporarily retreat from the battle and come back later at full health.

  • Health Packs. Each medic has an unlimited amount of medpacks, but the maximum number of packs that can be dropped at any one time is limited by the skill charge bar. Each medpack will heal whoever touches the medpack for twenty health.
  • Revive Needle. Medics also have a limited quantity of revive needles of various strength. Up through First Aid level two, the revive needle is an orange needle and will revive teammates to half health. Health packs must be used to heal the player the rest of the way to full health unless the revived teammate is a medic. At level three first aid skill, the player receives a full health revive needle which is green in color. Players will be revived to the level of health with which they would normally spawn. Any health above this amount would need to be gained through acquiring health packs.
  • Self-Adrenaline Needle. At level four first aid, the medic gains access to the self-adrenaline needle. This self-adrenaline has a duration of several seconds and reduces all damage taken by half as well as keeping the sprint bar fully charged for the duration of the adrenaline rush. There are no negative after-effects of using Adrenaline.

Engineer

Field Ops

Covert Ops

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