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Encyclopedia > Enemy Territory

Wolfenstein: Enemy Territory (ET) is a freeware first-person shooter (FPS) computer game, and a standalone sequel to Return to Castle Wolfenstein, created by Splash Damage.


Enemy Territory was originally planned to be released as a commercial expansion pack to the popular FPS Return to Castle Wolfenstein. However, due to problems with the single-player aspect it was instead released on May 29, 2003 as a free standalone game. In early 2004 the source code for the game logic (not the game engine) was released to the benefit of its modding community.

Contents

Gameplay

The character classes in Enemy Territory are:

  • Soldier (carries heavy weapons)
  • Medic (revives killed teammates and heals the injured)
  • Field Ops (distributes ammo packs and calls in two types of fire support)
  • Engineer (performs construction, repairs and demolition)
  • Covert Ops (responsible for espionage and/or sniping)

There are two sides, Allies and Axis. There are six officially released maps, and many community-created maps. On each map, the offense wins by completing a certain set of objectives. The defense wins by keeping the offense from completing objectives until time runs out. Some objectives may be optional, and some objectives can be carried out by either team. These minor objectives assist the team completing them. In the official six-map campaign, Allies are offense for all but one map.


Players may earn experience points in several skill categories. All character classes may earn points in Battle Sense and Light Weapons. Class skills are generally restricted to the current class, the exception being Heavy Weapons (the Soldier class skill).


Players have certain abilities based on their character class. The player has a Power Bar that provides 'power' for their special abilities. The power bar regenerates slowly.


Players have up to eight weapon slots, depending on character class.

  • Slot 1 - knife
  • Slot 2 - one-handed weapon: pistol (Allies - Colt; Axis - Luger, or submachine gun for high-level Soldiers
  • Slot 3 - two-handed weapon: selection depends on class (see #Weapons)
  • Slot 4 - hand grenade
  • Slot 5 - Medic - syringe; Field Ops - airstrike grenade; Covert Ops - smoke grenade; Engineer - tool (pliers)
  • Slot 6 - Medic - health pack; Field Ops - ammo pack; Covert Ops - satchel charge/detonator; Engineer - dynamite
  • Slot 7 - Medic - adrenaline syringe; Engineer - landmine
  • Slot 8 - Field Ops - artillery strike (using binoculars); Covert Ops - landmine detection (using binoculars); binoculars for all other classes at level 1 Battle Sense skill

Skills and classes

Players can gain experience in three skills: Battle Sense, Light Weapons, and a skill determined by their current class. Certain class skill benefits remain with the player even if they change classes. Benefits from general skills are available regardless of class.


General skill - Battle Sense

Battle Sense is gained by time spent in active combat. For each thirty-second period of the game, experience is awarded depending on whether a player dealt damage, dealt and received damage, or killed and received damage.

  • Level 1 - You are equipped with a pair of binoculars which can be used to reconnoiter enemy positions. (All Covert Ops are equipped with binoculars and can use them to spot land mines for their team-mates. All Field Ops are equipped with binoculars and can use them to call in artillery.)
  • Level 2 - The powerful aerobic benefits of prolonged combat activity enable your stamina bar to recharge at 160% of the normal rate.
  • Level 3 - As a wily battle-hardened veteran, your combat expertise effectively increases your maximum health by 15 points.
  • Level 4 - Even if you're not a Covert Ops, you'll be able to 'see' enemy land mines within a short distance, however it will not show up on your teammate's command maps. Any mines within a certain range will appear as translucent outlines in your field of vision. You can now also spot them with binoculars, something that was exclusively available to the covert ops.

General skill - Light Weapons

Skill in Light Weapons is gained by killing with light weapons: a submachine gun, rifle (when not using the scope, if one is fitted), pistol, grenade or knife.

  • Level 1 - When you respawn, your ammo loadout will include one extra magazine of ammunition.
  • Level 2 - Your familiarity with your weapons allows you to reload your weapons 35% faster.
  • Level 3 - Your combat experience allows you to handle your weapons with greater ease; SMG spread is reduced by 35% while pistol recoil is halved.
  • Level 4 - Your single-handed weapon slot now has the option of dual-wield akimbo pistols.

Soldier (Class Skill - Heavy Weapons)

Heavy combat specialist. The soldier is unique in that his character skill relates only to killing the enemy, rather than helping his team directly. Soldiers are the only class that can carry heavy weapons; however, all character classes may earn points in Heavy Weapons while using a constructed MG42 turret or a tank's Browning machinegun. Soldiers spawn with four hand grenades.

  • Level 1 - Power Bar requirement for firing a heavy weapon is reduced by 30%.
  • Level 2 - Overheat rate for heavy weapons reduced by 50%.
  • Level 3 - Walking speed while brandishing heavy weapons is increased.
  • Level 4 - Soldier may carry an automatic weapon ( Thompson or MP40) in his one-handed weapon slot.

Field Ops (Class Skill - Signals)

Field Ops support teammates with supplies and support fire. They can drop packs containing ammunition and Medics' syringes. Support fire is signalled by throwing a colored smoke grenade to call in an airstrike - a series of explosions in a short line along the smoke - or targeting a location with binoculars to call in an artillery strike - a series of explosions surrounding the area determined by the Field Op. The airstrike is generally used for immediately clearing out a large area. The artillery strike is used for making one small area very dangerous for a longer period of time. Field Ops spawn with two hand grenades.

  • Level 1 - Ammo packs that you drop contain one extra ammo clip; power bar requirement for ammo packs reduced by 50%.
  • Level 2 - Power Bar requirement for airstrikes and artillery strikes is reduced by 30%.
  • Level 3 - Airstrikes provide a second series of explosions immediately after the first. Artillery strikes last twice as long.
  • Level 4 - The Field Op can recognize disguised enemy Covert Ops.

Medic (Class Skill - First Aid)

The Medic has more health than any other class†, and slowly regenerates health. The Medic can heal teammates with health packs and revive them with syringes. Since a Medic regenerates health, and usually gains the most experience by staying with a group, it's a good choice for beginners. Health regeneration also means that a Medic in the hands of a skilled player is deadly. Medics spawn initially with only one magazine of ammo and one hand grenade.

  • Level 1 - The Medic spawns with one extra magazine of ammo and one extra hand grenade.
  • Level 2 - The Medic spawns with and may carry two extra syringes. Power bar requirement for dropping health packs is reduced from 25% to 15%.
  • Level 3 - Syringes revive a knocked out teammate to full health.
  • Level 4 - The Medic may inject himself with adrenaline. When using adrenaline, the Medic runs faster and takes less damage. His stamina bar is immediately filled and cannot be depleted while the adrenaline is working. The effect lasts for ten seconds.

† - The starting health of a Medic and the rest of his teammates depends upon the number of Medics on the team. The more Medics on the team, the higher starting health everyone on the team has, although the Medics will generally have a higher staring health value than the other classes. Here is a table illustrating this:

No. of medics Starting health for medic Starting health for other classes
0 -- 100
1 100 110
2 123 115
3 134 120
4 or more 140 125

Engineer (Class Skill - Engineering)

Engineers are the only class that can accomplish many objectives. Engineers may build and repair machine gun nests, repair vehicles, build constructions (command posts, bridges and such), and plant dynamite and landmines. Engineers spawn with four grenades, and are the only class that can carry the grenade launcher.

  • Level 1 - Spawns with four extra grenades and four extra rifle grenades.
  • Level 2 - Arms and defuses dynamite and landmines in half the time.
  • Level 3 - Power Bar requirements for construction, destruction, arming and defusing reduced by 30%.

Covert Ops (Class Skill - Covert Operations)

Stealth and scouting class. Covert Ops (or simply "coverts") can steal a dead enemy's uniform, toss smoke grenades to hamper visibility with a nearly opaque smoke, and drop a satchel charge (remote-detonated explosive). The Covert Op is the only class that can use scoped weapons and silenced weapons. Any enemies in a covert's line of sight will appear on his teammates' command map. When looking at hidden landmines through binoculars, a covert will see an icon, and after a couple of seconds, the landmine will be visible to all teammates.

  • Level 1 - Covert gets a bonus clip of ammo for his scoped weapon with each ammo pack.
  • Level 2 - Power Bar requirements for satchel charges and smoke grenades reduced by 30%.
  • Level 3 - Weapon sway and recoil when zoomed in with a scoped weapon is decreased.
  • Level 4 - Instant kill when stabbing an enemy from the back.

Weapons

As is typical in first-person shooters, a player's weapons and equipment in Enemy Territory occupy several inventory 'slots', accessed by default with the number keys.


Slot 1 - Knife

Simple melee weapon. A level 4 Covert Ops can get a one-hit kill if he stabs an enemy in the back.


Slot 2 - One-handed weapon

  • Luger - Axis pistol. Eight round magazine.
  • Colt - Allied pistol. Eight round magazine.

The Luger and Colt are identical except in appearance and sound. A Covert Ops carries a silenced pistol. Any player with level 4 Light Weapons may carry a pistol in each hand simultaneously. A Soldier with level 4 Heavy Weapons may carry a submachine gun (normally slot 3) in this slot.


Slot 3 - Two-handed weapon

Available weapons vary by class. The weapon is dropped when the player dies, and it can be collected by any player able to use it (even if it is not otherwise available to their side).


Submachine guns

These are available to every class except Covert Ops.

  • MP40 - Standard Axis automatic weapon. Thirty round magazine.
  • Thompson - Standard Allied automatic weapon. Thirty round magazine.

The MP40 and Thompson are identical except in appearance and sound. The two were different in Return to Castle Wolfenstein. Although the differences between the two are minimal, some players prefer one gun over the other.


Heavy weapons

These are available only to Soldiers.

  • Panzerfaust - Rocket launcher. Long reload time, high damage, wide blast radius. Decreases walking speed. Single shot before reload. Some players have a variety of insults for those who use the panzerfaust but most are indifferent to its use. The panzerfaust cannot be fired when prone. If the player leans while the weapon is preparing to fire, the shot will be canceled.
  • Flamethrower - Decreases walking speed. Short-range weapon, particularly dangerous indoors as it can deal large amounts of damage over a wide area. Fire damage continues to be dealt after the initial burn, even if the Soldier is killed. Very good for attracting enemy fire. 150 units of fuel before reload. Weapon best used behind corners or to close off narrow passageways.
  • Mortar - Decreases walking speed. The Soldier must crouch and deploy the mortar (alternate fire) before it can be fired. Launches an explosive projectile in an arc. When aimed properly, can hit almost anywhere from far away. Single shot before reload. Impact point is shown on Command Map.
  • MG42 - Bipod-mounted machinegun. Decreases walking speed. Terrible accuracy when fired while moving; Soldier should go prone and deploy the weapon (alternate fire) for maximum effectiveness. Otherwise identical to constructible MG42 emplacements. Overheats. 150 round belt. Cannot reload until belt is empty.

Scoped or silenced weapons

These are available only to Covert Ops.

  • Silenced K43 rifle with scope - Axis only. Sniper rifle with scope attachment. High damage, ten round clip. Must be still for a long time for zoomed-in fire to be accurate. Time required increases with zoom, and decreases at Covert Operations level 3.
  • Silenced M1 Garand rifle with scope - Allies only. Can only be reloaded after the clip is completely empty and has a smaller clip (eight vs. the K43's ten). Must be still for a long time for zoomed-in fire to be accurate. Time required increases with zoom, and decreases at Covert Operations level 3.
  • Sten - Silenced automatic weapon. Accurate even at long range. Low damage per shot compared to most weapons. Overheats, best to fire in bursts. Thirty-two round magazine.
  • FG42 - Automatic weapon with scope, scope has only one level of zoom. High damage compared to other automatics, twenty round magazine size, lower accuracy unless zoomed in. Must be still for a long time for zoomed-in fire to be accurate, but it is a very effective weapon in close-quarters combat.

Rifles with grenade launcher

These are available to Engineers only.

  • K43 rifle with grenade launcher - Axis only.
  • M1 Garand rifle with grenade launcher - Allies only. Can only be reloaded after the clip is completely empty and has a smaller clip (eight vs. the K43's ten).

The Engineer may use the rifle to fire bullets or grenades. Firing a grenade takes half the power bar. Shallow arc, long range.


Slot 4 - Hand grenade

The grenades are functionally identical - pressing the fire button arms the grenade, and releasing throws it. The grenade detonates five seconds after arming, so players commonly 'cook off' the grenade for several seconds before throwing, to give the enemy less time to dodge the explosion.


Slot 5 - Special Ability

  • Airstrike grenade - Field Ops class only. Releases a cloud of colored smoke; after a few seconds, a bomber creates a series of explosions in a line across the signal smoke, perpendicular to the direction it was thrown.
  • Syringe - Medic class only. Revives a mortally wounded teammate and restores part of their health. At level 3 in First Aid, this rises to full health, and the syringe colour changes from yellow to green. At level 4 in First Aid, the adrenaline injection is available as a second (red) syringe in this slot.
  • Pliers - Engineer class only. Used to arm or disarm dynamite and landmines, repair vehicles, and construct objectives.
  • Smoke Grenade - Covert Ops class only. Releases a cloud of opaque gray smoke as a form of cover. Lasts for several seconds.

Slot 6 - Special Ability

  • Health Pack - Medic class only. Restores 20 points of health.
  • Ammo Pack - Field Ops class only. Provides one clip of ammo, one hand grenade, and one syringe (for medics only).
  • Dynamite - Engineer class only. Must be armed with Engineer's tool. After arming, explodes after thirty seconds. Dynamite is the only thing that can destroy certain objectives.
  • Satchel Charge - Covert Ops class only. Drops a bomb that can be detonated whenever the Covert Op chooses, but the Covert Op must be within range. Satchel charges can be defused by Engineers. Some objectives can be destroyed by satchel charges.

Slot 8 - Binoculars

  • Field Ops start with these and can use them to call in artillery strikes.
  • Covert Ops start with these and can use them to spot landmines.
  • Other classes are rewarded with binoculars when they achieve Battle Sense level 1.

Maps

Enemy Territory comes with six official maps. On all except Rail Gun, the Allied team are attacking and the Axis team must defend.


There is also a large number of third party maps available.


Siwa Oasis

  • Allied Primary Objective - destroy the two anti-tank guns.
    • Allied Secondary Objectives - repair the water pumps, and destroy the old city wall. Destroying the old city wall makes the old city spawn point permanently Allied.
    • Allied Tertiary Objectives - construct a command post, build the allied machine gun nest, destroy the axis machinegun nest.
  • Axis Primary Objective - defend the anti-tank guns.
    • Axis Secondary Objectives - keep the water pumps disabled, defend the old city wall, and defend the old city spawn point.
    • Axis Tertiary Objectives - build a command post, build the machine gun nest, destroy the allied machine gun nest.

Seawall Battery

  • Allied Primary Objectives - destroy the "Siegfried" gun controls.
    • Allied Secondary Objectives - build an assault ramp from the landing beach and capture the forward bunker; destroy the generator within the axis compound.
    • Allied Tertiary Objectives - construct a command post; build the machine gun nests; destroy the axis machine gun mounts.
  • Axis Primary Objective - defend the gun controls.
    • Axis Secondary Objectives - destroy the ramp; defend the forward bunker; construct and defend the generator.
    • Axis Tertiary Objectives - construct a command post; build the machine gun mounts; destroy the allied machine gun nests.

Gold Rush

  • Allied Primary Objectives - steal a tank and use it to blow up the bank doors. Steal the gold crates and escape with the truck. Stealing the tank makes the courtyard spawn point permananetly Allied.
    • Allied Secondary Objectives - destroy the tank barriers, destroy the truck barriers.
    • Allied Tertiary Objectives - construct a command post.
  • Axis Primary Objectives - defend the tank; stop it from reaching the bank; defend the gold in the bank; and keep the truck from escaping.
    • Axis Secondary Objectives - construct and defend the tank barriers; construct and defend the truck barriers.
    • Axis Tertiary Objectives - construct a command post.

Würzburg Radar

  • Allied Primary Objective - steal the two radar components.
    • Allied Secondary Objectives - capture the forward bunker; destroy the main entrance and the side entrance. Destroying the main door makes the forward bunker spawn point permanently Allied.
    • Allied Tertiary Objectives - construct a command post, build the machine gun nest, destroy the axis machine gun tower.
  • Axis Primary Objective - defend the radar parts.
    • Axis Secondary Objectives - defend the forward bunker, main entrance and the side entrance.
    • Axis Tertiary Objectives - construct a command post; build the machine gun tower; destroy the allied machine gun nest.

Rail Gun

  • Allied Primary Objective - prevent the Axis from firing the rail gun.
    • Allied Secondary Objectives - capture the depot yard, keep the track switch down, destroy the rail gun firing controls.
    • Allied Tertiary Objectives - construct a command post, construct the machine gun nest.
  • Axis Primary Objectives - use the rail tugs to load ammunition onto the massive rail gun and fire it.
    • Axis Secondary Objectives - capture the depot yard, raise the track switch, construct and defend the rail gun firing controls.
    • Axis Tertiary Objectives - construct a command post, destroy the allied machine gun nest.

Fuel Dump

  • Allied Primary Objective - destroy the fuel dump.
    • Allied Secondary Objectives - escort and repair the tank, destroy the tunnel grate, build and reinforce the bridge, build the footbridge, destroy the doors, destroy the main entrance, destroy the side wall, destroy the east and west depot defenses. Destroying the doors makes the bunker spawn permanently Allied.
    • Allied Tertiary Objectives - construct a command post, construct the machine gun nest, destroy the axis machine gun towers.
  • Axis Primary Objective - defend the fuel dump.
    • Axis Secondary Objectives - disable the tank, defend the tunnel grate, destroy the bridge, destroy the footbridge, defend the tunnel doors, defend the main entrance, defend the side wall, construct and defend the depot defenses.
    • Axis Tertiary Objectives - construct a command post, construct the machine gun towers, destroy the allied machine gun nest.

Mods

In early 2004 the source code for the game logic was released in an SDK, enabling a number of mods to be created. Previous modifications, such as the popular ET Pro competition mod, couldn't change much. The source code allows more flexibility for mod makers. The game engine remains closed source, but could be released in the near future, as the release of the source code to Quake III Arena is scheduled for the end of 2004.


The Quake 3 total conversion mods Urban Terror and ETF (former Q3F) are developing a release for ET. There a number of mini-mods for ET. The most popular mini-mods include Shrub mod and ET Pro, among others.


External links

  • SplashDamage - Creators of ET (http://www.splashdamage.com/)
  • PlanetWolfenstein - Big RtCW/ET site (http://www.planetwolfenstein.com/enemyterritory/)
  • Weapon damage tables (http://wolfensteinresource.com/weapons/)
  • Advanced Strategy Guide (http://www.et-strategy.tk/)
  • ET Guide with links to many other resources (http://www.rtcw.jolt.co.uk/content/faq/enemyterritory_faq.html)
  • Enemy Territory Resource Site (http://www.enemy-territory.com)
  • "Springfield" (direct download) (http://www.new-etmaps.de/maps/springfield_pb.rar) Unofficial The Simpsons map for Enemy Territory
  • ET Maps (http://www.new-etmaps.de/) Hundreds of maps for download for ET

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