The multiplayer side eventually became the most popular part of the game, and was influential in the genre. Splash Damage, an independently-owned game developer in London, created some of the maps for the Game of the Year edition. A sequel, titled Wolfenstein, was released on August 18, 2009.
Wolf MP is an objective game mode, 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. 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.
Wolf SW (Stopwatch) was the main competitive game type for RtCW, each team would attack twice and defend twice on a map — where team A would attack and set a time or not set a time, known as a "Full Hold", then team B would attack and have to beat that time to score a point. If they did not beat the time then team A were awarded the point, the only other outcome was if neither team set a time, known as a "Double Full Hold", neither team scored a point. Games were played over two maps and each map would be played ABBA, so each team got to go first at setting a time on each map.
Wolf CP is a checkpoint mode, the objective is to take control of the flags that are in various locations around the map, the first team to control all these flags simultaneously will win the round.