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Games Overview
Return to Castle Wolfenstein
Multiplayer

Wolf MP is an objective gamemode, in which both the Axis and Allies have a series of objectives to complete to win the round, with one team's objectives normally preventing the other team from completing their objectives. There are primary and secondary objectives. Primary objectives have to be achieved to win the round, where secondary objectives don't necessarily need to be achieved, but can aid in certain ways in completing primary objectives. Primary objectives include blowing something up, or escaping with the documents, and secondary objectives include capturing flag/spawn points.

For example in the map mp_beach, a prime example of the object-driven gameplay, the Allied team members, spawning on the beach, must make their way to the Axis base wall. There, they have two options to blow through the wall, with one rewarding them with a forward-spawning flagpoint. The Axis at all times are attempting to repel the Allied advance. Deep in the Axis base is a set of documents, that the Allies must collect and transport to a radio receiver. If they complete the task in the time allotted, they win. If the Axis successfully fend off the Allied assault, then they are victorious.

As far as the classes are concerned, medics can leave medic packs to heal comrades, but can run out of ammunition quickly. Lieutenants can provide packs of ammo, as well as calling for air strikes, but need a medic to stay alive. Engineers are able to blow up walls using dynamite. Lastly, ordinary soldiers can choose between four different heavy weapons.

Further extrapolation on the classes is as follows:

Soldier - Despite the name of the class, the Soldier functioned more in a fire-support role when used correctly. Having no special abilities, the Soldiers did their part by wielding the heavy/special weapons of the game, although they had access to virtually all of the weapons, it made little sense to select the Soldier class and use, for example, the MP-40 (axis), Thomson (allies); a weapon available to just about everyone. To that end, most Soldiers selected the Mauser for sniping, the Flamethrower for crowd control and shock effect, the Venom for suppressive fire, or the Panzerfaust for long-range crowd control and/or room clearing.

Medic - The Medic functioned as the name would suggest and by and large, the most effective Medics were often those who rarely fired a shot. This was a good thing too, as Medics could only carry one extra magazine of ammunition, which made for risky stand-up combat. The Medic healed in two ways; dropping packs on the round to be picked up by soldiers in the field, or poking incapacitated soldiers with a needle, effectively bringing them back to life with 50% of their health restored. Medics also had a higher base health than the other classes, making them just a little bit tougher to bring down. Additionally, they could stab an enemy with their needles, in effect drugging them and causing a "drunken" stupor to occur for a duration of time.

Lieutenant - The Lieutenant served two important roles. They called in airstrikes and artillery bombardments and distributed ammunition packs to the other soldiers. To call an airstrike, the LT would lob a smoke grenade, which in turn served as a marker for the bombing site. Artillery was employed by sighting in the target area with a pair of binoculars and calling down the thunder. Both of these attacks were very destructive when properly employed, as enemies caught in the target zone were usually instantly killed. The main difference was that the airstrike delivered a carpet bombing of explosions in a relatively straight line, while the artillery was more haphazard. Each pack of ammunition dropped by an LT comprised of a single magazine for the pistol, submachine gun, and a grenade. In the instances of heavy weapons, the corresponding ammunition would be provided as well.

Engineers - While not as directly destructive as some of the other classes, Engineers were utterly vital to success on a number of maps, as they were the only class capable of arming and disarming dynamite. Maps that required the destruction of an objective or emplacement could not be won without the presence of at least one Engineer. Outside of this key ability, Engineers had no special functions, other than perhaps their ability to hold a much larger supply of grenades. The extra grenades actually came in handy for defending planted dynamite.

On a side note, despite advocacy on the part of some of the player base, a few weapons were left out of Wolf MP, most notably the Tesla Gun and the FG-42 Paratrooper rifle.

All multiplayer modes can be manipulated through the console, and TWL / CAL leagues were prominent in the early 2000s.