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Map Profile: Monte Cassino

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/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.

Map profile submitted by Takeshi

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Last update 31-Jan-2004
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