|
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.
|