Download link #1 (.pk3 - 1.79 MB) hosted by
Download link #2 (.pk3 - 1.79 MB) hosted by

PK3 MD5 Checksum: 31CB825AE7558A2A72C38C77AD86A87A

Client Downloads: 0
Site Downloads: 6
Total Downloads: 6


Mapped by HC|Teal'c visit us at



Allied and Axis forces both have operations on either side of a dam.


Both the Axis and Allies have dynamite and destroy objectives followed by collect and return of docs/gold objectives.

There is also a forward spawning flag and position for each team.(must be set in game to players liking)

Map overview

Outside section is basically a mirror map to provide an equal chance for each team to win, there is also an underground section that links either side as well as the middle section.

Twin mounted Mg-42 provide defense for each base.

There is much connectivity between all areas using outside area or underground areas, this has been increased since beta version.

Fog is used outside to limit visibility and to give snipers a slightly less easy game.

Where do I go?

When you initially spawn you will be in a cellar/basement area, simply go up to the surface or travel down the tunnels.

The enemy door (dynamite object) is right in their base and is hard to successfully set and defend.

Once the door is blown the docs/gold become reachable, the docs/gold must be taken and returned to your base for transmission/escape, a small door on the side wall of the base is the exit point.

The forward spawn flag points are placed on the towers but the spawn location is actually a little further back from this.

Known Issues

Minor issue with forward spawn, this must be set from the 'L' menu.
If Playing Axis - Spawn Location is Allied Side
If Playing Allies - Spawn Location is Axis Side.
Of course these are assuming you dont want to spawn downstairs.

This issue is caused as a consequence of using two sets of forward spawn and objectives, the engine gets a little confused and takes the Allied Objective as the Auto Pick Location.


Mapping tools were GTK Radiant 1.1.1, 1.2.1, 1.2.4, 1.2.5 and 1.2.6.
Compile tools were BSP 1.2.6, Vis WolfRad, light 1.2.6.
Development compiler was 1.2.6 and WOlfcompile by Point of (thx m8)
Terrain development uses Gensurf plugin.

Compile time BSP 24 secs, vis 187 secs, light 6377 secs

Thanks to

Pointy, SCDS_ReyalP and all at forums who without their help this project would have been a damn sight harder.

All Beta Testers from and and to Free|Lancer for hosting tests in the early days.
ICQ# 112759311

Authors MAY NOT use this level as a base to build additional levels.

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!!!. If you don't co-operate, then DON'T DISTRIBUTE

This BSP may be distributed ONLY over the Internet and/or BBS systems.
You are NOT authorized to put this BSP on any CD or distribute it in
any way without my permission.

*NOTE* This map is for the game Return to Castle Wolfenstein. It will NOT work on Wolfenstein: Enemy Territory or any other game.
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