Wolfenstein: Enemy Territory/Seawall Battery

"The Axis have constructed a colossus: mounting a battleship gun in an impenetrable bunker, the Sigfried battery dominates the Mediterranean, and is preventing all amphibious attempts to snatch Sicily and pressurize Italy. Can the Allied infantry silence Sigfried before their naval convoy moves into range? Can the Axis hold the rampaging Allied raiders at bay until Sigfried can shatter their shipping? Only time...will tell!"

- Briefing announcer

Allied Objectives
 * Construct the Assault Ramp
 * Capture the West Bunker
 * Destroy the Gun Controls

Allied Secondary Objectives
 * Destroy the Generator
 * Construct the Command Post

Map Description
On the coast of the Mediterranean lies the shore battery "Sigfried". Its imposing nature and massive cannon is the first thing the Allies will see from their spawn on the beach. They have two places at which to spawn - on the east and west sides of the beach. The Axis have no eastern beach spawn, but it is quite difficult to get into the battery this way.

The west attack route contains the aptly named West Bunker and the Assault Ramp. The Allies must charge their way up the beach, dodging airstrikes, artillery, and snipers, to reach the Assault Ramp construction zone. The assault ramp will allow the Allies to storm up the cliff and charge the West Bunker. The ramp can be destroyed by a satchel charge and is covered the Northwest MG nest.

The west bunker is mostly an empty room with an overlook onto the beach, giving the Axis good view of the Allies assault. Slightly beyond the beach are several rocks; Allied snipers favour these rocks as sniping spots. The battery prevents you from looking far upon the other Allied spawn. The West Bunker contains two machine guns - one on the main floor and one on the floor below, closer to the beach. Both are deathtraps, and the lower machine gun has a very narrow hallway, making it easily congested. At most only one player should be down there.

The trenches leading to the west bunker lead through several rooms, and then into a single long hallway with a machine gun nest at the end of it. The Axis spawn is to the left of the machine gun, on the second floor of the compound - the second machine gun overlooking the beach is to the right.

Back outside, there are a pair of steel doors blocking a route into the Axis compound. These doors can be opened or closed from the inside via a switch; they can also be disabled by destroying the generator on the eastern beach.

Speaking of the eastern beach, it is relatively unguarded, except for a single command post in a bunker. This area is often completely unguarded, because it is a complete dead-end for the Allies. It is blocked by a magnetic door, a team door, and a machine gun nest that is often unmanned. Behind the machine gun is the generator. If a Covert Ops manages to obtain an enemy uniform, they can use the team door and penetrate the facility. They can also open the team door for other teammates - an engineer, for instance, who can proceed to dynamite the gun controls unhindered.

From here the Covert Ops can also satchel charge the Generator, opening the magnetic doors in four places - two protecting the gun controls, one at the rear entrance, and the last one by the West Bunker. The Axis must then rebuild the generator to close the doors.

The facility housing the gun battery is separated into three distinct parts - the rear, housing the generator, the Axis spawn area, and the gun battery. The battery area is a large empty room with the gun controls located in the middle. The catwalk behind the gun controls can be reached through some stairs or via a team door. The ground floor is protected by a pair of magnetic doors that can be opened from the inside. The team door leads outside to the Axis spawn, so it's of limited use for the Allies.

Constructables
The Generator deals with the opening and closing of the magnetic doors around the Axis compound. If disabled by dynamite or a satchel charge, it forces all the magnetic doors to open, giving the Allies additional attack routes to the Gun Controls. The Axis should rebuild this if it gets destroyed.

The Northwest MG Nest is quite powerful. Mounted in a room inside the compound, it can easily fire upon anyone who tries to make it up the Assault Ramp and into the West Bunker. Once the Allies capture the West Bunker though, it is relatively useless as it cannot aim low enough to shoot players in the trench.

The Southeast MG Nest covers the back entrance. It is rarely built, and its operator will not see a lot of combat as it is rare that the Allies send a strike force through the back. However, a player manning this machine gun can easily put a stop to any sneak attacks from enemy covert ops and engineers.

The Main Bunker MG Nest covers the long hallway that leads to and from the West Bunker. It can be quite powerful as the long hallway prevents players from manoeuvring out of the way. Its entrance is at the foot of the stairs from the Axis spawn.

The Assault Ramp is the key to the Allies attack up the beach. When constructed, the ramp allows Allied players to charge up the ramp and assault the West Bunker and the Gun Controls. Allied Engineers often are killed in droves as they attempt to construct the ramp, and even then it can be destroyed by a single satchel charge.

The East Beach MG is unfortunately quite useless as it is too far from the West Bunker to have any effect. It is practically a deathtrap and should be built as a solid barrier for snipers.

The West Beach MG is right in front of the Allies spawn point. It unfortunately is of limited use due to the huge number of Axis artillery and sniper fire. The Allies should construct it, but use it for cover. It can be used against any gutsy Axis players who dare to close the distance.

The Command Post is often left alone by both sides. Located near the Axis back door, it should be mostly ignored by the Axis. While the Axis can take advantage of it, it also presents the danger of having an Allied Covert Ops steal the engineer's uniform and then let a team through the backdoor. If the Allies construct the Command Post, it becomes a spawn point for them.

Areas of Interest

 * West Bunker: The West Bunker is a large enclosed bunker with one machine gun on the main floor facing the assault ramp. Unfortunately it has a limited firing arc and as such it is rarely manned. There is a second machine gun at the beach level that is also rarely manned due to its limited firing arc in close quarters. It is reached by a ladder from the main floor leading down, and has a very narrow one-man hallway. It is best to leave this area mostly uninhabited as a result. It is very difficult to flee in the event of an emergency.
 * Magnetic Doors: There are several grey metallic doors that block off certain areas of the compound. They can often be opened from the inside, but can be bypassed one way or another. They often serve to create chokepoints for the Axis to defend. Destroying the generator will open all the doors, but they can also be opened manually via switches.
 * Rear Entrance: The rear entrance area consists of an indoor machine gun, a team door, a magnetic door next to it, and the generator. This area is important to defend for the Axis because the Allies can sneak their way into this area and destroy the Gun Controls very quickly.
 * Gun Controls: The Gun Controls are located in the middle of a large room behind the barrel of the gun. It is protected on the ground floor by a pair of magnetic doors, but can be accessed from the top without hindrance to the Allies.