That is great news. Always loved this map but it didn’t play well with only one route to the objective for the Allied team. Look forward to hosting it.
Eagles BETA 1 Public Release!
You wouldn’t happen to be adding a second route via a wine cellar, would you? That was an idea a couple friends and I had for awhile, but had a number of other projects which took precedent instead. Drakir was/is one of the best mappers out there for Enemy Territory and we (New Wanderer Order) enjoyed hosting his maps in the past.
WPL (World Pie League) was thinking about adopting Eagles b1 for comp play (we love the map), but we wanted to do a few minor changes to it (including making another route. I, as well as many others look forward to what you do with it and if you could PM me or go to the homepage link in my profile, we would be more than happy to share some ideas with you and eventually host it on a number of servers, as well as include it in comp play.
Let me know.
nWo Codename Ty (www.newwandererorder.com)
WPL (www.worldpieleague.com)
P.S. Have you done any rough sketches yet of the proposed changes?
I’m glad you are finishing this map, it was a shame Drakir could not complete Eagles before moving on.
I agree on adding a second route and also for the bus to move only when a allied player is in it. Bug fixes and a few more additional features would also be nice. 
The map is played on our fun server: http://www.bhoys.org/nuke/
For inspiration go to: http://www.whereeaglesdare.com/
Map file is ready
OK, Drakir and I discussed the map and I just finished the alterations:
New pk3 here: http://www.loffy.com/mapping/maps/eagles2ways/eagles2waysb1.zip
Here is the Read Me:
Basic Information
Today’s date: February, 2006.
At the keyboard: Loffy.Hallo ET lovers!
This map was originally made and released in April, 2004, by fellow Swedish mapper Drakir.There were some minor spawn bugs and many players complained about the fact that it was really hard for the Allies to disembark the Tram alive.
In short, the Allied Forces got slaughtered, especially on larger maps, by Axis at the upper Tram station near the castle-flag.Therefore, I decided to remake Drakir’s original map - but remember that ALL CREDIT GOES TO THE ORIGINAL MAPPER, Drakir.
In sum: I fixed some spawn bugs and created a second way up for the Allies (That is why I decided to call this remake ‘Eagles 2 ways’).
I hope you all like the changes and that the map gets a lot of playing time on many servers because it is a great map. //LoffyOriginal author:
Rikard “Drakir” Lindgren (lindgrenrikard@hotmail.com), web-page : http://www.drakir.tk.Game:
Return to Castle Wolfenstein: Enemy Territory.The map’s title:
Eagles 2 ways beta 1 (filename: ‘eagles_2ways_b1.pk3’).Release date:
February, 2006.Program:
SD Radiant 1.4.Installation:
Place the eagles_2ways_b1.pk3 in your etmain folder, select it from the menu or
bring down the console and type: /map eagles_2ways_b1 (then hit ENTER).
Map Information
The Allies attack, and the Axis defend.
The main objective for the Allies is to steal 1 document, take it to the bus
, drive the bus over a bridge and dynamite the bridge.Allies:
#. Destroy the Avalanche wall and the Side Tunnel to gain access to the Werfen Village.
#. Capture the Forward Spawn Flag in the Village. Hold it for 2 minutes and it will be permanently owned.
#. Take the trams up to the Schloss Adler (the castle of eagles) and secure the Forward Spawn Flag threre, this will also
make the Forward Flag in the Village permanently owned by Allies.
- NEW: besides the Tram, you can also use a tunnel to reach the Schloss Adler.
#. Grab the documents in the main hall in the Castle and bring them to the Bus Garage down in the Werfen Village.
#. The Bus will now start it´s journey towards the Oberhausen Airfield.
#. The Bus stops after crossing the Bridge, Allies needs to destroy the bridge to secure the Airfield for a safe escape
with the documents.
#. After the Bridge is destroyed the map is won by Allies, the bus will move to its final location and the map will end.Axis:
#. Delay the destruction of the Avalanche wall.
#. Build the High guardtower to get better defence at the side tunnel.
#. Make sure they dont get the forward spawnflag in the village.
#. Defend the forward spawn in the castle or they will own the town spawn permanent.
#. Defend the documents in the main hall, make sure they dont bring them to the bus.
#. Defend the bridge at all cost, this is the final objective. If the bridge is blown the map is over.
Special thanks and Credits to:
In the 2004 version of this map (eagles beta 1), Drakir thanked the two clans ‘M8D International’ and ‘CSC’ and Shaffer.
In this February-2006-b1-version, I want to thank the admins and the players at the server Tonto’s Place, for playtesting and great fun.//Loffy
Enjoy!
//L.
this is FANTASTIC news!
i love/hate this map and this is exactly what it has needed ever since it came out!
this will make gameplay so much better! i will have it running on my clan server shortly!
and here is a mirror for download for ya bud!
http://returntocastlewolfenstein.filefront.com/file/Eagles_2Ways;56381
OMFG, you didnt say anything about all the extra little ladders and ropes all over the place
to shoot from! that really makes this map way cool!
and actually there are 3 ways into the castle now which is really going to spread the players
out and that will be awesome!!
one thing i dont like is how fast the map ends just by getting bus across bridge and then blowing
the bridge. seems like it should go further or it would be cool if the bus could be damaged?
Hmm, shouldn’t it be the way it is in fueldump?
The allies have to build a bridge to get the bus over the river?
I don’t know the film.
So please excuse me if it’s essential that the allies destroy the bridge after crossing.
nulls is right, having to build the bridge first would make the end of the map play out better i think?
I like this map,but i dont understand the ending of it.
Allies have to blow up the bridge to secure the airfield,while axis last spawn is on the airfield.
I agree with Northerner that it goes way to fast at the end,you should be able to damage the bus,and allies have to be in the bus to make it go.
Nice spaces to hide up in the mountains.
I hope i dont sound to negativ,cause i really like this map.

Having played the new version on a couple of big servers, I see some problems:
a) players still spawn up in the castle even after the document is on the bus and the next phase of fighting has commenced at the bridge.
b) the bus moves even if noone is in it. It should only move when an Allied player is onboard.
a) shouldn’t be a problem to fix, via some script re-writing, and b) is fix-able too. I guess I could add a trigger_multiple in the bus which triggers a target_script_trigger. And then add a script that check if an allied player is in that trigger.
Then there is the questions of making the bus damageable. I must do some studying to fix that. Will look at the goldrush-map to see how they made that tank/truck damageable. I guess it is done with a damageable and resurrectable script_mover?
Cheers
//Loffy
Hi Loffy and all other Eagles lovers!
Just like you I loved this map but was disappointed with the objectives, especially the ending. So I have also been working on a new eagles version, but it has not yet been seen on public servers yet… Actually I have worked on this mapmod for many many months, but as I’m still a mapping noob (never made a full map myself - eagles have been kind of a mapping tutorial for me), I have not announced it as I wanted all ideas to be implemented properly first - and this have taken a while, with a lot of trial and errors 
Anyway, as I see you are now looking at some of the problems I somehow have fixed in my map, I feel it’s best to inform you about it now, so you can take a look and eventually copy the stuff you need (to avoid doublework).
Especially the bus - I have a working escort/damage/repair script and entities for the bus, which works pretty ok - it is not 100% complete yet, but the basic works, and trust me - the escortable bus make this map a lot more funny! 
But I also done a lot of other changes, especially with the objectives and spawns, so my version is very different from your version Loffy - it’s almost a different map.
I informed Drakir about my version a couple of months ago and got his permission to publish it as eagles2 when it was ready, so my plan was to release it as eagles2_alpha2 with all ideas implemented next weekend or so - hopefully ready for public playtest.
But I have a version called alpha1 you may try if you want a sneakpeek - the changelog/descriptions and many details are not ready yet, and there are some known bugs that are now mostly fixed, but it will show you the basic changes in objectives and gameplay. There is also some serious FPS problems in the alpha1 - in my ignorance I removed a bit too many caulk vis blockers and added too much other stuff, so fps may be a serious problem - especially around the bridge area. Working on fixing this in alpha2, seems to work a bit better but I’m still worried about fps. Considering to split the valley into two isolated areas, at the bustunnel (like fueldump).
[edit: pk3 link removed - email me if you want a sneakpeek]
I can send you the mapsource if you want it Loffy, but I would like to finish alpha2 first - should be ready before next weekend.
Sorry for the doublework, I’m not quite sure what we should do from here - merging could be an idea, but personally I see no problem having two alternative versions of Eagles, if we name them differently fex. Drakir made a really great map/terrain with Eagles, which I guess explains why so many wanted to finish it for him 
btw, there is another version floating out there as well, called bunker-eagles - the only change I’ve seen in it is a semi-working bus script - you may take a look at that as well, as the bunker script seems simpler and more compatible with the original script. I’ve rewritten the script a lot and even changed some entity names, so it may be a bit of hazzle to revert back to eagles1.
/Scrupus
if you have so many problems, why dont you get someone to help you fix the problems and test the map privately before releasing it?
i know there are a lot of clans out there that will lock there servers and test your map out for ya!
i know im not alone at hating it when so many releases of the same map come out, i hope you do some testing and then release a
near final version!
and also, you should have started your own thread about your map!
ok I’m sorry, but I posted this mainly to inform Loffy that I have a working bus script (and also a buildable bridge and workings spawns) that he may use if he wants.
My map has already been tested many times with a private clan, the last test worked pretty good gamplay wise (except for the fps problems) which is why I’m planning to release try it in public soon - and why I haven’t announced it public yet. I wasn’t really ready to mention it yet, but when I see someone is going to investigate something that was pretty complex to get working (the bus script) - I felt it was best to let him know.
Well I could have informed him privatly I guess, but damage done.
And yes I should have made a new thread (but was going to do that when it is ready for public), but as you are already discussion alternative versions of eagles in this pretty old thread I don’t see the big problem.
/Scrupus
if your not releasing it yet for public, then why is the pk3 file available in your other thread?
As I wrote is was a sneakpeak, and as I’m not ready with descriptions/screenshots it was the easiest way to show the changes and the scripts. But I see your point and don’t want this version being public either, so link has been removed.
Put this in the spylist_dropoff death function and the old spawns should be disabled:
// Disable all obsolete spawns
setstate axis_castle_spawn invisible
alertentity axis_spawn2
// setstate town_spawn invisible
// alertentity town_spawns
setstate castlebunker_spawn_two invisible
alertentity castlebunker_spawn
setstate hill_spawn invisible
alertentity allies_spawn1
Then there is the questions of making the bus damageable. I must do some studying to fix that. Will look at the goldrush-map to see how they made that tank/truck damageable. I guess it is done with a damageable and resurrectable script_mover?
Yes. You may also look at the tank script in ET Level Design Ref for examples. In my script the bus is the script_mover and the other entities are connected to it with attachtotrain. This is not ideal, attachtotag would be better but I haven’t figured out how to use tags when the bus itself is not a model. The followtrain works almost like the followspline but there are some bugs in the game engine with trains - fex. you can’t attach a target_smoke (which I wanted to indicate that bus is broken) with attachtotrain. If you figure out how to use tags/splines instead let me know 
Good work Scrupus.
Had a short runtrew - i like the new look.
And its good that the tram is the only way up - it should be diffycult to make it to the top.
Damageable bus and bridge(auto for bridge) is perfect.
And finally allies have to blow up the airfield radio makes the end better.
Really looking foreward to play this one.
Hey Scrupus for the extended Bus route you are missing Info_train_spline_contols making the bus turn very poorly. You should add them to make the bus drive feel like the orignal part. I quite enjoyed the part where the axis airstrick destory the bridge, it is a little inside joke for those who remember the original. But think you should move the build box to the surface of the bridge.
I agree… once you make the bus damagable, and only allow it to move with people inside… this map will be something that everyone will like. The original was great, but your tweaking all that stuff, that made people play it at first then get frustrated and quit. Great job, keep it up, <BT> Black Talon clan will try new versions out and comment as you post them!
Thanks
