|
Category
|
Comments
|
|
Parent
Game
|
Breakthrough
Expansion
|
|
Map
Path
|
maps/obj/mp_montecassino_tow
|
| Map
Type |
Team Death Match (TDM) and Tug of War (ToW)
|
|
Setting
|
Benedictine
Monastery situated 100 miles east of Rome
|
| Map
Size |
Large
|
| Interactive
Items |
No
fixed controllable weapons. Several controllable doors. It
is possible to jump on to rooftops and ledges from open windows
overlooking the main courtyard.ToW mode allows the use of
a number of levers, lifts and explosive charges.
|
| Level
Design |
In Spring 1944, the Monte
Cassino monastery was a key point in the German defensive
positions known as the Gustav Line. Although ultimately successful,
Allied attempts to break this line met with fierce resistance,
resulting in very high casualties.
The game map features a
labyrinth of corridors, passageways and staircases. There
are a small number of underground tunnels leading to and from
the main courtyard and grand hall. Above the main courtyard
is a perimeter balcony from which a clear view can be obtained
of the main courtyard and surrounding buildings and control
rooms. With the exception of the Axis spawn area, all of the
buildings are intact or have suffered only modest bomb damage.
|
|
Synopsis
|
This
map is one of the largest in the game but the size and aesthetically
pleasing design will hit your processor and graphics card
hard. Camping will almost certainly be a problem due to the
profusion of hiding places, which include numerous crates,
walls and pillars. The Axis spawn area is slightly more vulnerable
to infiltration than the Allies.
|
| Allied
Objectives |
TDM
mode: As with all TDM fixtures the objective is to score as
many kills as possible against the enemy.
ToW mode:
1) Destroy the Axis camp - The Axis camp (spawn area) is positioned
to the extreme west of the map in the remains of a rubble filled
building. Detonating the explosives fixed to the wall to the
left hand side of the exit into the Grand Hall corridor will
prevent the Axis team from re-spawning.
2) Raise the Antenna - The antenna control room is located at
balcony level towards the north of the map. To raise/lower the
antenna pull on the lever attached to the control box.
3) Engage the radio power - The radio power switch is to be
found within the generator room situated at basement level towards
the southeast corner of the map and below the main courtyard.
There are two routes to this room; one via the stair downwards
from the courtyard, the other by making use of the spiral stairway
from the anti-room adjoining the grand hall.
4) Call in air strike - Air strike can only be called when both
radio power is on and the antenna is in a raised position. This
Allied objective can be completed/prevented by gaining access
into the radio control room situated at balcony level to the
north of the main courtyard stair.
5) Detonate German entrance - This by far will be the most difficult
task to complete. The explosives, which need to be detonated,
are located to the right just inside the opening to the Axis
spawn. This entrance is sited to the far west of the map and
can be reached via the Grand Hall. |
| Axis
Objectives |
TDM
mode: As with all TDM fixtures the objective is to score as
many kills as possible against the enemy.
ToW mode:
1) Destroy the Allied camp - The Allied camp (spawn area)
is positioned to the extreme southeast of the map in a grassed
area outside the perimeter wall. The explosive charge fixed
to the wall at the bottom of the main exit stair must be detonated
to prevent Allied forces from re-spawning.
2) Lower the Antenna
3) Disengage the radio power
4) Prevent air strike
5) Protect the Axis camp
|
|
Tactics
|
As
Allies, make use of the tunnel
that leads out from the spawn area into the centre of the
main courtyard (use the detonator at the exit point to open
this route up). Be aware that once open, this tunnel can also
be used by the Axis to launch an assault, lay mines or wait
in ambush. Make sure the spawn area is well defended and beware
of stealthy Axis players who sneak in, in an attempt to destroy
the spawn, or pick off those re-spawning. Throw grenades into
the Axis spawn area to try and clear any mines that have been
laid.
Axis: Move away from the spawn area via a small opening
in a bomb-damaged wall to the southeast, a corridor to the
northeast and a tunnel which all lead into the Grand Hall;
beware when entering the tunnel as Allies can hide behind
the main pipe just under the entrance. Care must also be taken
when exiting into the Grand Hall, as there are many places
that provide cover for the enemy to lay in wait. Move quickly
to the tops of stairways to gain a height advantage. Use the
room, which leads out onto the tiled roof to launch an attack
on the enemy proceeding along the balcony; arches around the
main courtyard can also be used for this purpose. Lay mines
to protect the spawn point and attack the antenna switch room
using the stairs next to the antenna (the Allies will expect
attacks directed towards this area from above). Throw grenades
into the tunnel, which leads to the Allied spawn area to try
and clear any mines that have been laid.
General: Clear the way along corridors between Axis and Allied
spawn areas using grenades. Be well aware of your surroundings
when out in the courtyard area, as enemy fire can initiate
from balconies, rooftops, concealed areas and darkened control
rooms. Move quickly to secure the antenna switch room. Attempt
to control the corridor and stair leading to the room, which
provides access to the slate roof; throw grenades down both
stairs in this area to keep the enemy at bay. Use smoke to
mask movements along corridors and lean round corners before
proceeding. The most important objective is to stop the enemy
from re-spawning as this will almost always result in a win.
It is therefore critical that you defend your own spawn area
whilst pressing home an attack on the enemy.
|
|
In
Short
|
A
very enjoyable map that allows the use of a wide range of
strategies and weapon types. Games are generally well balanced
with plenty of opportunities to outflank the opposition.
|
|
Rating
|
Scores
9/10 as TDM and
9/10 as ToW.
|