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[Game] Wolfenstein: Enemy Territory

I really miss the objective-based game play though. God I wish someone on PC would start designing MP like that again. RO2 is kind of coming close, but not quite in the same spirit.

There was just something awesome about the beach landing level, and having to blast your way into the defenses or your whole team was dog food. I remember ET best because it was one of the first FPS that made me appreciate team work, and why it's important. It was one of the few games where you would love your team as much as you tend to loathe them in MP games, to me.
 
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Ya I tried playing it recently, like a few months ago, and pretty much every server is filled with bots... add to that that it seems there's a different mod requiring a 10 minute download for every single server and it gets really frustrating really fast.

Shame, it's a great game, and I'd still play it frequently today if there were full (non bot) servers. I've yet to find another game with the fun gameplay that maps like Goldrush had (one side had to damage the tank the other had to keep it repaired and moving and get to the bank to blow a hole in it and rush in and steal the gold---in a word, fuuuuuuun). Nice thing about it too was that each map had quite different objectives.

I loved being the air support guy in that game so much lol. Just spamming those pink/red smoke grenades all over the place and watching half the enemy team get torn to shreds :D.
 
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I liked the game too because it had actual battle lines. People would rush to the first major objective and set up, while a second group went to the secondary entrance to try to breach to the second objective. You knew where people were going to be and you played around those assumptions.

Of course, this was because the maps were choke point happy....but compared to BC2, I felt like there was an actual battle going on. Only in rare moments of BC2 do you step back and see an overall strategic situation developing. And it lasts for maybe a minute before everyone spreads out again. The most you play the field in that game is camping in a building somewhere making lucky guess about where the enemy is hiding, so you can blow up their building with explosives. The maps are so open and the control points presented in a non-linear fashion, you're always getting knifed or shot in the back.

Yeah, anyways, I liked being the commander/lieutenant with the air strike grenades, and fighting to defend the objective. He was basically the only way you ever got off the beach alive in the sea bunker map too.
 
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Yeah, anyways, I liked being the commander/lieutenant with the air strike grenades, and fighting to defend the objective. He was basically the only way you ever got off the beach alive in the sea bunker map too.

iirc wasnt there a flank entrance on the left side of beach? you could go through and capture the point with one spy and one flamethrower, as long as they had no one covering it
 
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I seem to remember a small building off that flank where an MG would set up and rake anyone coming down the beach. And they had firing angles from above you too? You're right, there was a second way in, but honestly I think it was harder to manage than the frontal assault. I remember being out on that beach and getting pinned behind the rocks and tank traps with no where to go. Compared to lobbing grenade and air strikes over the wall while your engineers built the ramp, it seemed the harder way to go.
 
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I wasn't a big fan of Wolfenstein Enemy Territory (loved the maps though), but I was a big van of the prequel Return to Castle Wolfenstein in its MP mode. RTCW was the first class based game for me where teamwork was the fundamental basis of public play.

I loved how the objectives varied in the series, from escorting a tank, to stealing documents & transmitting them, to blowing up some AA-guns Radar Tower or a Dam or whatever.

The maps had a great feeling of advancing through the map, the beginning of a map was always vastly different to the ending, with loads of variety. When you have a map in a 3 round rotation, it really helps if the game play actually changes over the course of the map, so when it resets it feels fresh.

A nice thing was that there were often multiple objectives you could go for so while there was a lot of focussed action there were always alternative routes and paths to get to the enemy without turning in a pure meat grinder.

Every map was like a little story on itself, with very distinct characteristics. Playing a different map is like playing a different game type.
 
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