Return to Castle Wolfenstein™ Multiplayer TEST 2

 

If you have previously played Return to Castle Wolfenstein Multiplayer TEST 1, please checkout What is New in TEST 2.

 

For people running dedicated servers, we've added Dedicated Server Notes to assist you in setting up and maintaining a dedicated server.

 

Thank you for your participation in the Return to Castle Wolfenstein (RtCW) Multiplayer TEST.  This TEST consists of one multiplayer map and represents an unsupported  version of the multiplayer mode of RtCW.

 

This is a TEST and players may  find compatibility and performance issues.  The purpose of this test is to report these issues so that we can address them prior to the release of the game.  Players should also understand that the system requirements for this Multiplayer TEST are higher and different than what we anticipate for the retail version of Return to Castle Wolfenstein.

 

You can help us out by reporting any problems you experience with the Multiplayer TEST to us.  So, if you have any questions, comments, or find bugs, please e-mail wolfbugs@idsoftware.com or visit us at http://www.castlewolfenstein.com/.

 

We are not able to provide customer support for players that download the TEST.  Please do NOT call Activision Customer Support with any problems, as they will be unable to help you.  Please DO let us know about the problems by emailing us at wolfbugs@idsoftware.com.

 

 

TABLE OF CONTENTS:

I.          Minimum System Requirements

II.         Known Issues

III.       How to Report New Issues

IV.       Where to Get Help

V.        What is different between the Multiplayer TEST and the retail version of RtCW

VI.       When and Where to Purchase Return to Castle Wolfenstein

 

 

I.          Minimum System Requirements for RtCW Map Test

           

* Windows® 98/ME/2000/NT 4.0 (with Service Pack 3) OS

* 100% Windows 98/ME/2000/NT 4.0 compatible system (including all 32bit drivers)

* Intel Pentium® II 500Mhz processor or better

* 128 MB RAM

* 16 MB video card

* Microsoft® Direct X® 8.0a (not included)

* 70 MB free hard disk space for game files

* 100 MB free hard disk space for swap files

* 100% fully OpenGL® compliant 3-D video card

* For internet play, 100% Windows 95/98/ME/2000/NT 4.0 compatible 56.6k modem or better internet connection.  56.6k modem play is not recommended for games with more than 8 players total; broadband players should be able to handle up to 32 depending on their connection with the server on which they’re playing.

 

 

II.         Known Issues

 

- Saving Server Options

 

Please be aware that no create server options are saved until you actually hit "Accept" and start a server.  If you make changes to ther server settings and then don't start the server, you'll lose your changes.

 

- Console Commands

 

Most options that you would consider wanting to use can be set from somewhere in the UI (user interface) - from the options or controls menu, or in one of the in-game menus.  Further, chances are that if an option isn't set in the UI somewhere, it's not relevant to the RtCW Multiplayer Map TEST.  You should therefore use the UI options instead of console commands to set options wherever possible.  Console commands may produce unexpected results and should generally be avoided.

 

 - Max Players

 

The maximum number of players for RtCW Multiplayer TEST is 32 total and 16 for each side; the server host can set this to a lower number from the Multiplayer/Create Server menu.  It is highly recommended that these numbers are not exceeded.  In games that include players using dial-up connections, no more than 8 players are recommended.

 

- Use of Flamethrower

 

The use of a flamethrower can impact the performance of the game at this time.  If more than 2 players per team use the flamethrower at the same time, players may experience various performance issues.

 

 

III.       How to Report New Issues

 

We are looking for your help in finding bugs, compatibility issues, and gameplay issues.  Please e-mail us at wolfbugs@idsoftware.com or visit us at

http://www.castlewolfenstein.com.

 

 

IV.       Where to Get Help

 

Please see the included instructions at the bottom of this page under the “Return to Castle Wolfenstein Multiplayer Guide” heading. This guide will explain the game play, weapons, and various other information you will need to get started. 

 

We will be posting updates regularly on our web site at http://www.castlewolfenstein.com.  Please do not call Activision Customer Support - they will be unable to help you.

 

 

V.        What is different between the Multiplayer TEST and the retail version of RtCW?

 

The Multiplayer TEST is a test version of one map from RtCW’s multiplayer mode. In the retail version of Return to Castle Wolfenstein, you will be able to play both single player and multiplayer modes. 

 

The single player portion of Return to Castle Wolfenstein is a supernatural World War II-themed action journey, where players assume the role of B.J. Blazkowicz, a U.S. super-soldier charged with single-handedly stopping the darkest plans of the Third Reich. 

 

Return to Castle Wolfenstein multiplayer pits players in a team-based Axis versus Allies contest for front-line domination, where multiple player classes must mobilize and work together to accomplish mission objectives. 

 

VI.       When and Where to Purchase Return to Castle Wolfenstein

 

Return to Castle Wolfenstein will be out in time for the holidays.  Keep checking back at http://www.castlewolfenstein.com for the latest news and updates!

 

 

 

 

Return to Castle Wolfenstein Multiplayer Guide

 

Matches have a 20 second set-up period at their start for players to get situated before the actual match begins. You select your team, Axis or Allied, then your class, and finally your weapons if you are the soldier class.  Every class starts with a knife, grenades, and a sidearm handgun.  Only the soldier can change his two-handed weapon (i.e. machine guns, sniper rifles, etc.)

 

Hints and Tips on Playing the Multiplayer TEST

 

First and most important tip - RtCW multiplayer is a TEAM game.  That means – don’t shoot your teammates!  Friendly fire is defaulted to “ON” in the game, so be careful.  There are two easy ways to distinguish teammates from enemies.  First, the Allies are wearing tan and green.  The Axis are wearing gray and black.  So don’t shoot the ones dressed like you.  Second, if you pass your mouse over a teammate, you’ll get a status popup on them showing their name and their health bar.  If you pass your mouse over an enemy, you won’t get that popup (you didn’t think we’d make it THAT easy for you to spot snipers, did you?).  So don’t shoot the ones whose name and health pop up when you mouse over them.

 

Teams that work together, employing a combination of classes and weapons, will generally be much more successful than teams that don’t.  The benefits of having a medic to dispense health and revive downed teammates, a lieutenant to call in air and artillery strikes and dispense ammo, and an engineer to dynamite certain doors or other areas – or to defuse the enemy’s dynamite – are huge when teamed with a few well-armed soldiers.

 

When trying to quickly run for cover - or to chase an enemy, use your 'SPRINT' key.  Sprinting and jumping both use "Stamina" as represented by the green bar on the lower-left portion of the screen.  When not using it, stamina will slowly recharge.

 

If you see a big cloud of blue or red smoke near you – RUN!  It means a lieutenant (blue for Allies, red for Axis) has called down an air or artillery strike in that area.  If it’s outdoors (so the air/artillery can see the target), there’s gonna be a lot of pain headed that way soon.

 

Speaking of running, if you’re wielding a Venom gun or panzerfaust, you will move pretty slowly.  If you need to run from something quickly, you may want to cycle to another weapon.

 

Use your 'LEAN' keys to peer around corners.  You can also lean by pressing

'ACTIVATE'+'Move Left' or 'ACTIVATE'+'Move Right.'  When leaning the enemy will not be able to see you leaning – but you will not be able to fire your weapon while leaning, either.

 

Crouching will reduce the spread of your weapon, making your weapon firing more accurate – of course, you can’t run while crouching.

 

 

IMPORTANT: Teammates will display their name and current health when you aim at them.  If you do not see a name when aiming at someone, it means they are an enemy!

 

HUD

 

 

Objective Info

The objective information shows the time remaining in the match as well as team flags for quick reference on which team controls the map’s objectives.  More objective information is available through the Scores menu, which can be brought up by hitting Tab.

 

Team Overlay

The team overlay shows the name, location, current health, and class of all your teammates.

 

Sprint Bar

The sprint bar shows how much stamina you have left for sprinting and jumping.

 

Health

This displays your current health.

 

Compass

The compass helps you navigate maps and find teammates.  When a teammate makes a request or is injured, icons appear on the rim of the compass to help lead you to their location.  A corresponding icon also appears above the requesting player’s head.

 

Weapon Info

In the lower right-hand corner, the HUD displays your weapon information, including an icon representing your current weapon, your current ammo clip, and your ammo reserve.

 

Power Bar

The power bar shows how much (surprise!) power you have.  All special class abilities and some weapons draw on the power bar.  The power bar slowly recharges after use.

 

Death and Reinforcement

 

When a player is killed, they have the option to wait for a limited amount of time for a medic to revive them unless they have been blown to bits.  Otherwise, the player may “tap out” into a limbo mode by hitting their jump key, where they have the option to change their class or weapon load as well as spectate their live teammates’ player views. At regular reinforcement periods, players respawn to join the fray again.  Players do not reinforce if they are waiting for a medic to revive them.

 

Forward reinforcement points are represented by a flagpole, which players must touch to raise their flag and take over for their team to use.  In the limbo menu, players can choose locations to attempt to spawn near.  The game will pick out of the available spawn points the closest to the chosen location.  By default, the game attempts to spawn the player at the most forward position.

 

Objectives

 

When players capture the special items on a map, such as the War documents in Beach, the carrier is marked with an exclamation point icon above their head.  When the special item carrier is killed, they drop the special item where they die.  The offensive team can then pick the item up again, or the defensive team can return the special item to its original position simply by running over it.

Demolition objectives are marked with the dynamite damage icon.

 

Classes

 

Each class has a two-handed weapon, a sidearm, grenades, and a knife.  The classes are designed for cooperative play, so work together!  In general, a team of soldier infantry backed by the support classes will easily dominate a team composed solely of soldier infantry.  Also, several maps will require at least one demolition engineer on the assaulting team for victory.

 

Soldier

 

The soldier class is the standard infantry for both sides, and is the only class that can use all of the two-handed weapons, such as the sniper rifle and the Panzerfaust (rocket launcher).

 

Engineer

 

The engineer is the demolition expert, the only class that can use dynamite for destroying objectives and large obstacles. The engineer can also repair damaged MG42 stationary machine guns.  Assaulting teams NEED to have at least one engineer.

 

Tool for repairing stationary guns and defusing dynamite placed by opposing engineers

Certain obstacles and objectives can only be destroyed by dynamite.

 

Medic

 

The medic is an extremely important support class, replenishing health for teammates and even reviving fallen comrades on the battlefield to avoid having to reinforce.

 

Spawn health icon

Revive fallen players icon

Fallen teammates that can be revived are marked with this icon. Only medics can see this icon.

 

Lieutenant

 

The Lieutenant provides ammo for teammates and carries a long-range radio for calling in air strikes and artillery bombardments.  All lieutenant special abilities draw from his power bar, located in the lower right hand corner of the HUD.

 

The lieutenant can generate ammo packs, drawing from his power bar.

A Lieutenant throwing a smoke grenade will signal friendly
aircraft to initiate a bomb run on the smoke marker.  This is a high damage attack, but can only be called if the Lieutenant's power bar is at least half full.  Bomb runs will be aborted if the pilot cannot see the smoke marker (i.e. if it is indoors).

Binoculars

A Lieutenant can call an artillery fire mission by pointing at a target with the binoculars zoomed in and pressing the fire button, regardless of which weapon he has selected.  The default hotkey for binoculars is “B”.  A spotter smoke round will fall to mark the position, followed by a ten second artillery barrage.  This is a devastating attack but can only be called when the Lieutenant's power bar is completely full.  Fire missions cannot be called on indoor locations.

 

 

Weapons

 

The knife is a last resort, close quarters weapon that does not do much damage.

 

Sidearms

The Colt Model 1911 is the standard Allied sidearm.  It fires the .45ACP cartridge, providing moderate damage with a limited magazine capacity.

The Luger 9mm Parabellum is the standard Axis sidearm.  The limited capacity magazine fires the 9mm Parabellum cartridge that does moderate damage.

 

Grenades

 

The Allied hand grenade, affectionately known as the "pineapple", is high damage and short-range fragmentation grenade.

The Axis hand grenade, nicknamed the "potato masher", is low damage and long-range concussion grenade.

 

Two-handed Weapons

All two-handed weapons are useable by both Axis and Allied soldier classes.

The MP40 is the standard Axis submachine-gun.  It has a 32 round
magazine and fires the 9mm Parabellum cartridge, doing moderate damage with a high rate of fire.

The Thompson submachine-gun fires the heavy damage .45ACP
cartridge at a lower rate of fire and uses a 30 round magazine.

The Sten is a suppressed submachine-gun that overheats, indicated
by a red and white bar in the lower right-hand corner.  The gun must cool off before it can be used again.

The Mauser rifle is paired with a 4x scope (in alternate fire
mode), which increases firing accuracy and makes it a lethal sniper weapon.

The Panzerfaust is a single-shot rocket, which fires a shaped
charge warhead. Designed to penetrate tank armor, it is lethal against
"soft" targets like machine guns and personnel.  This weapon is heavy and has a long reload time, so it can only be fired when the soldier's power bar is completely full.

The Venom minigun has a phenomenally high cyclic rate of
fire, spewing a storm of lead at the enemy. Due to the cyclic rate it warms quickly and must cool if it overheats.  The Venom is heavy, so soldiers wielding it can only move at half speed.

The flamethrower fires a burning jellied gasoline
mixture, burning opponents with a wall of heat energy.

 

Stationary Weapons

 

The MG42 is an air-cooled, crew served fixed machine gun which fires the huge 7.92x54mm Mauser cartridge.  It is a formidable fixed emplacement, which can be repaired by engineers if damaged.

 

Join Server Menu

 

Source

Click this control to change the type of servers listed.

Local

Shows all servers connected to your local area network.

Internet

Shows all servers connected to the internet.

 

Get New List

This button retrieves an updated list of servers from the master server. Use this to find more WolfMP servers.

 

Refresh List

This button refreshes the current list of servers. Use this to calculate new ping times for the servers. Refreshing all the servers in the list can take several minutes.

 

View Empty: Yes/No

Servers with no players currently online will not be displayed if this option is set to “no.”

 

View Full: Yes/No

Servers that are at maximum player capacity will not be displayed if this option is set to “no.”

 

Server List

Server Name

This is the name of the server.

Map Name

This is the particular map currently running on the server.

#Players

This is how many players are current connected and the max. number of players.

Type

The type of game running on the server.

Ping

The time it takes for your computer to transmit to the server. The lower the number, the better.

 

You can sort the list by any column by clicking and highlighting the description field of the column. Click and highlight the server you want to play on.

 

Accept

Click this button to connect after you have clicked on the desired server.

 

Back

Click this button to go back to the main menu.

 

 

Create Server Menu

Choose the map you wish to start in the lower-left hand corner of the screen.

 

Dedicated

No

Start a local server and a local client.

LAN

Start a local area network dedicated server [no local client].

Internet

Start a server that can be seen on the internet through the master server.

 

Host Name

This is the host name displayed in the join server browser.

 

Enable Voting: Yes/No

Enables or disables change map voting and player kick voting.

 

Even Teams:

This will force newly connected clients to join the team with the least number of players.

 

Accept

Click this to start the server.

 

Back

Click this to go back to the main menu.

 

 

 © 2001 Id Software, Inc.  All Rights Reserved.  Published and distributed by Activision Publishing, Inc. under license.  Developed by Gray Matter Interactive Studios under license.  Return to Castle Wolfenstein, the Return to Castle Wolfenstein logo, the Id Software name and the Id logo are either registered trademarks or trademarks of Id Software, Inc. in the United States and/or other countries.  Activision is a registered trademark of Activision, Inc. and its affiliates.  The ratings icon is a trademark of the Interactive Digital Software Association.  All other trademarks and trade names are the properties of their respective owners.