One of the games that has helped to inspire some of the tactical mechanics of Norvendae is the freeware first-person shooter Wolfenstein: Enemy Territory. The basic game comes with about six maps, if I remember correctly, which focus on class-based cooperation to complete objectives in World War 2-era Europe.

Enemy Territory is one of the few first-person shooters I’ve spent any amount of time playing (the others being the Halo cooperative campaign, and Borderlands), and I attribute most of my interest in the game to the class- and team-based objectives, as opposed to a more straightforward run-and-gun experience.

One map in particular, which was one of my favorites to play (also the one I spent the most time on, and got to know the best) is a desert-themed map where the Axis defends the controls for a giant turret of some kind, while the Allies try to infiltrate and destroy the gun controls. Pretty straightforward objectives.

The map is divided into several different control points. The Allies start their assault from one of two points: they can build a pump to drain an underground passage of water, and they can dynamite a stone wall to seize the primary access point. The next point is a large courtyard where the two sides can square off for the final push.

I’m sure there are a couple points I’m forgetting, but it’s still a pretty straightforward map. If one Allied engineer can build the pump and get through the tunnels unnoticed, he can go all the way to the gun controls and end the game within the first few minutes. That doesn’t tend to happen very often, ’cause the Axis watch for it.

Now, in terms of the positions I’ve defined (home, center, corner, rank, and file), each side would have its farthest spawn point as its “home,” and its forward spawn point would be its “center.” The “file” would be composed of the central passage connecting all four spawn points in a line. The “rank” would then be underground passage(s).

While these are pretty straightforward applications of the location types, I have to points out that there is no one way to apply them, only different possible applications. Another interpretation would say there are no true home or center points, that the spawn points are instead the ranks, and the tunnels corners.