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Map Profile: Anzio

Click on the thumbnail for a larger image
Click on the thumbnail for a larger image
Click on the thumbnail for a larger image
Category
Comments
Parent Game
Breakthrough Expansion
Map Path
maps/lib/mp_anzio_lib
Map Type
Team Death Match (TDM) and Liberation (Lib)
Setting
Latium coastal region of Italy, south of Rome
Map Size
Medium
Interactive Items
Doors are mostly locked and therefore do not allow access to the buildings, there are however a few balconies and windows which can be accessed around each of the spawn and jail areas (these are situated at the east and west extremes of the map). There is one controllable weapon situated to the west of the map next to the jail and lighthouse.
Level Design
A split-level map set at night-time, with a small beach positioned to the south. Buildings are mostly intact with a number of access points through partly demolished walls. There are a number of passageways and roads running off and parallel to the main street and towards the beach area. There are two main routes running the full length of the map:
1) Along the main street.
2) Along the beach.
The beach has two small wooden piers, which require to be negotiated in order to travel fully along its length. There is no access to the piers however access is permitted into the pier head buildings from street level.
Synopsis

A speedy map where each team will very quickly engage with the other, most of the fighting will take place at or near each others spawn/jail area with each team rapidly taking turns in controlling the fighting. Due to the small to medium size of the map this fighting will more than likely be ferocious.

Allied Objectives

TDM mode: As with all TDM fixtures the objective is to score as many kills as possible against the enemy.
Lib mode: To win most rounds during the map time limit. Each round is won by being the first team to kill/capture all players on the opposing team. A round is drawn should no team kill/capture all players on the opposing team within the time limit. Allied prisoners can be released from jail by operating the lever situated on the upper floor of the building, just north of the jail.

Axis Objectives
TDM mode: As with all TDM fixtures the objective is to score as many kills as possible against the enemy.
Lib mode: As per the Allied Lib mode objectives, above. Axis prisoners can be liberated by operating the lever at the top of the lighthouse stairway.
Tactics

The direction of the fight is East to West for Axis and West to East for the Allies. Try to outflank the other by advancing along the route, which appears to have the least activity. Beware of campers who can secrete themselves in the alleyways and roads leading off of the main street and within the pier head buildings overlooking the beach. There are also a number of sunken stairwells and partly demolished partition walls in the roads running from the main street towards the beach area. It is therefore important to work as a team split down into small groups each with their pre agreed objective. Be careful when using grenades as TK casualties can easily occur due to the lighting and unyielding nature of this map. The use of smoke will provide cover when nearing the enemy's area although this may make it unnecessarily difficult to orientate yourself and your team. Be very cautious when approaching the destroyed vehicles situated along the main street, as this is a prime area for the enemy in which to expect an ambush.

In Short
Not a sniper friendly map due to lighting conditions, more amenable to guerrilla type warfare. Be prepared to do a lot of running about and waiting in jail to be liberated.
Rating
Scores 9/10 as TDM and 8/10 as Lib.

Map profile submitted by Takeshi

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Last update 14-Dec-2003
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