Gun Assault

Here we have the 1st version of Gun assault. The map supports TDM - DM - BEL - S&D - HQ - RE ( dosent support v1.1 of cod) and finally CNQ w...


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Here we have the 1st version of Gun assault. The map supports TDM - DM - BEL - S&D - HQ - RE ( dosent support v1.1 of cod) and finally CNQ which all play great and are nicely set out. Gun assault is set at night and due to that fact it really gives the map a great world war type fealing when being played especially when thier are lots of people to have a frag with. Download this amazing map now and check it out for yourself :)

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===       *GUN ASSAULT v1.1*         === 
===           Multi-Player           ===
=== Release Date: February 21st, 2004 ===

This map supports:
	CNQ - Conquest ***** RECOMMENDED*****
	RE  - Retrival is NOT supported in version 1.1

Map by:  Mark 'Slyk' Dittman
Scripting:  Innocent Bystander
Beta Lead:  Painkiller
Beta Testing:  Innocent Bystander, Painkiller, Poopybuttocks, Shep, Fart, KamikazeeDriver, ShadowWalker, and dozens more members at

Gun Assault information can be found at



Gun Assault can be run on 1.1 and 1.2 servers at this time.  

Running Gun Assault as CNQ requires server admins to run the CNQ file designed for each Call of Duty Patch. (1.1 & 1.2)  

To get more info on CNQ and the gametype for each patch please visit



Place zzz_mp_GunAssault in your Call of Duty/Main directory


Introducing 'Gun Assault' for Call of Duty! 
The first in a series of 'Conquest' (cnq) gametype maps, 'GA' will provide you with an intense TDM meets Tug-of-War mayhem that no other game type has approached.  Team work is not an option, it is a necessity.  Teams struggle to attack and defend key positions across the length of a diverse and dynamic battlefield.  Conquest will force you to work together to defend flanks, assault dug in positions, provide cover fire, and generally experience the true nature of the danger of a collapsed flank or threat of enemy in your rear. 
'GA' features a number of dynamic spawns related to the position that you currently control.  Attacking, capturing and holding ground and that sector's control switch is vital to advance your team spawns and throw the enemy back onto his own base.  Five sector switches are fought over and a bonus switch at either end of the map will award the capturing team a huge 25 kill bonus.  Individual points of control are 10 these add up and promote team work to acheive victory! 
Map/Mode components: 
- CONQUEST mode (.cnq) Basic 5 switch layout. Capture each objective IN order to advance your team spawns and push the enemy back onto their base. 
- Intelligent switch hints. Approach a switch, it will display a 'hint' to you. For example: "Press [USE] to take control of the HOUSE and  
advance your team spawns." 
- Scripting that tells everyone WHO/PLAYER name that flipped a switch. 
- Bonus points to the player's team when an objective is captured. 
- Special effects..smoking ruins in the distance, other nice additions for ambient feel. 
- Enhanced defensive positions that promote teamwork and flanking attacks. 
- Larger play area to allow for more dynamic battles..real flanks and tactical choices. 
- Additional modes supported include: -DM, TDM, BEL, S&D and HQ 
- And more... 
FINALLY, with that, I am happy to announce the formal public release of 'Gun Assault' for CoD.  The first 'Conquest' (cnq) mode map made for Call of Duty.  I want to thank Innocent Bystander for all of his long hours of devotion to making the scripting of this beast work.  I also need to thank Painkiller, the lead beta tester, for his dedication to improve Gun Assault through all the beta versions.  Additonal thanks to all the admins and beta testers who contributed tons of hours, input, and other forms of assistance to this project. 
I hope that my next map will double this release in every way.  Until then, please enjoy! 
Thanks again to the AHz community.  You are the best.


* Updated terrain features, cleaned up and steamlined in numerous areas.
* Modified numerous Player Clip areas to seal under-the-map threat areas and to keep player out of hedge models.
* Improved brushwork on 'Ruined' buildings, Orchard fence.
* Realigned several boxes and models to better meet terrain.
* Added efx in some areas.
	- Bonus switches now emit smoke and sparks when triggred.  This stops when 300 second delay ends and 	reactivates the switch.
	- Distant shell bursts to East.


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After-Hourz Team

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Registered 17th March 2005

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