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Wolfenstein: Enemy Territory Downloads > Maps > Objective:
Battle of Wolken 2 (Eagles Nest)
Filename: battle_of_wolken_2.zip


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6.19 MB
Eagles Nest
Chris Turner (chr1s)
http://wolken.gamedesign-on...
354
07-16-2007
ET
Maps > Objective


Average User Rating: 9
Number of Votes: 3
Related Files:
Latest 5 Maps > Objective:
- Desert Base map (1.0)
- goldrush_by_fog_200 (2.00)
- goldrush_by_fog_200 (v2.00)
- TC Base Enhanced
- caen_Enhanced

5 Other Files by Chris Turner (chr1s):
- Wolken 6 (Beta 1)
- Battle of Wolken 4 Wolkenkanone (Final)
- Battle of Wolken 1 (First Encounter)
- Battle of Wolken 4 (Beta 3)
- Battle of Wolken 1 (Beta 1)

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Battle of Wolken 2 (Eagles Nest) - File Description  


Description:
Allied forces have finally discovered the whereabouts of the Axis air base where they have been launching their attacks onto the over stretched Allies. It is important that the Allied forces must knock out this facility if they are to have any real chance of winning the Battle of Wolken. The only real problem is that the majority of the air base is located inside a mountain which doesn't seem easily impregnable.



Battle of Wolken 2 (Eagles Nest) - Screenshots  
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Battle of Wolken 2 (Eagles Nest) - File Download Options  

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Battle of Wolken 2 (Eagles Nest) - Readme  
Readme File:
Author: Chris Turner (Chr1s)
Email: turnerc03@hotmail.com
site: http://wolken.gamedesign-online.com/
Map name: Battle of Wolken2 (Eagles Nest)
Map version: Final

***WOLKEN BACKGROUND***
These maps are set in the vast land of Wolken, the soldiers
were dumped in this mysterious land after an incident during
an Allied investigation into the production of experimental
technologies by Axis forces. Firstly equipment and weapons
vanished into thin air, then vehicles started to disappear
and finally the soldiers themselves vanished, all of which
were deposited in what was named Wolken by the German soldiers,
this name was also adopted by the Allies.

Wolken is made up of various islands and each island may have
a different climate of it's neighboring islands, making Wolken
a strange place to live and fight in. However these islands
aren't floating around in some grand sea, oh no, they are
floating in what seems to be clouds but it was soon found out
that these clouds are dangerous as there is immense pressure
contained beneath the surface that can crush a man as one
unlucky pilot found out. Amungst the many mysteries of Wolken
is what happened to the people that once lived in this land
who built the vast structures and towns that occupy the islands.


***OBJECTIVES***

Allies:
1) Capture the temple from the Axis.
2) Construct the footbridge.
3) Dynamite the South entrance.
4) Dynamite the North entrance.
5) Dynamite the fuel tank at the bottom of the base.
6) Dynamite the radio equipment at the top of the base.

Axis:
1) Defend the temple from the Allies.
2) Prevent the Allies from constructing the footbridge.
3) Defend the South entrance from the Allies.
4) Defend the North entrance from the Allies.
5) Defend the fuel tank from the Allies.
6) Defend the radio equipment from the Allies.

***ADDITIONAL INFO***

Beta version, anything that needs changing just address the changes to
the email above and ill get it done before next version.

***TESTING***

DooC clan
M8D clan
GDO Staff
WF clan
I honestly can't remember the individuals not associated
with clans that tested the map so if you tested the map
and feel you deserved to be here, email me.

***CUSTOM ASSETS***

Some signs were made using Ifurita's blank sign collections.

Other signs made by myself using ET textures and editor images.

Plane models from Drakir's map, not sure of original maker.

Command map icons built myself with help of Burniole.


***SPECIAL THANKS***

Burniole for the grand command map.

any suggestions please feal free to email me.


Battle of Wolken 2 (Eagles Nest) - User Comments  
The following comments are owned by the user that posted them. RTCW & ET Files is not responsible for their content.

Total comments: 9 | Last comment: 08-20-2007 at 03:36

 #1 - 07-17-2007 at 01:13
TALON1973
From:
Joined: November 28th, 2005
Posts: 38
what are the changes to the original version ? youve not said anything about it . and i'm not downloading it just to look at the readme frown

 #2 - 07-18-2007 at 14:08
StinVec
From:
Joined: June 13th, 2007
Posts: 33
The readme posted above is actually from the beta2...and is the same one included in this map when you download it. I haven't tested this "Final" version yet to see what is different from the beta but I can't expect much to have changed. The maps are real good and I love them all, but if there is no change from the beta then why switch to this version and make everyone download this new version of the map if it is identical to the beta other than the name? I'll test it out tonight and see what might ahve changed since beta2.

 #3 - 07-18-2007 at 15:17
TALON1973
From:
Joined: November 28th, 2005
Posts: 38
for one thing it needs at least another spawn when allies lose the flag.. its almost impossible to defend when a dynamite gets planted at any of the objectives as it takes to long to get there.

 #4 - 07-18-2007 at 20:37
StinVec
From:
Joined: June 13th, 2007
Posts: 33
Actually, in screenshot 3 and screenshot 8 you can see one of the changes; the extra entrance to the radio tower. Also, part of the grating breaks away after walking on it a few times on the original grate stairway on the other side. I am liking the added changes and I'll be putting it back on my server after a little config tweaking. Also, Allies cannot forget about the command post near the south entrance in the hut.

 #5 - 07-19-2007 at 18:16
StinVec
From:
Joined: June 13th, 2007
Posts: 33
There are some errors in this Final version.

1.
From start of map, just as the plane flies just outside Axis spawn you hear "Fire In The Hole!" as normal, but just after that sound the axis player screen goes pure GRAY and you are outside of the map. The only way to get rid of the gray and get back in the game is to die. I didn't test it for allies to see if it happens to them also. I don't see anything in the script that might cause this

2.
The sea of clouds texture is missing, though it appears to be in the pk3 it may not be referencing the correct file name and all you see are orange and black squares=invalid texture.

3.
In your map script you have typos that I'm sure cause errors...they also existed in the wolken2_b2. All occurrances of the word "length" are spelled "lenght"...the "th" are reversed and they are linked with plane flight path I believe.

 #6 - 07-19-2007 at 18:20
StinVec
From:
Joined: June 13th, 2007
Posts: 33
I think the texture error could come from also having another wolken map (wolken1_b1) on the server as well and there is a conflict. I'll try removing wolken1 and check if the texture gets fixed. I've also edit the typos in the .script and will try that out to see if there was an error there.

I also noticed additional setstate for the plane_E and _C I think, is this something new for those from b2? Those are the only real differences I notice between b2 and Final scripts.

 #7 - 07-19-2007 at 18:47
StinVec
From:
Joined: June 13th, 2007
Posts: 33
Removing wolken1_b1 didn't fix the texture problem as seen in this screenshot:
http://www.sqill-squad.com/downloads/2007-07-19-213614-wolken2_final.jpg

Modifying the script to fix typos didn't seem to do much.

Removing the Thumbs.db files that were placed in folders within the .pk3 file lowered the file size down to 5.8mb instead 6.2mb

Here is a video I took of the gray screen glitch to show you when it happens exactly and what happens: 640x480 2.75mb
http://www.sqill-squad.com/downloads/wolk2_final_glitch.wmv

 #8 - 08-17-2007 at 06:36
Chr1ss
Joined: August 17th, 2007
Posts: 1
Hi there, sorry took so long to notice all your comments, first off, the textures, well this was a last minute change in which I added a second solid cloud layer under the non solid one that would prevent you from seeing the bottom of the terrain, sadly I forgot to add the shader file and texture.

The script, thanks for pointing that out I've changed it to correct spelling now.

The voice over thing, I have never seen that before in my local host testing or server testing.

As for changes, mainly just the additional route to the radio tower, sadly I ain't got time to work on the Wolken maps anymore so I couldn't change much more than I wanted to, personally I would have liked to restart the map like I did with wolken3 but decided not to.

I'm truly sorry for the half*****d release of this 'final' version and will be releasing a proper version with full fixes. This is what I get for rushing releases.

 #9 - 08-20-2007 at 03:36
StinVec
From:
Joined: June 13th, 2007
Posts: 33
I absolutely love your maps and the entire idea behind them! Makes for a great story too! The first few remind me of MYST in a way.
My clan and I have tested in private all of your maps from 1-6 and I love the direction you're taking them, we've even scrimmed them to see competition value of the maps. Very nice.

Also, I did notice that sometimes when that gray-screen happens, that instead of a gray-screen you are teleported to a room that has a Tri-Force on the wall but you can't move. Could that be related to an end-of-round camera position but being called too early? I'm not too sure.

I'm sad to hear that you won't be working on your Wolken series any longer.
I hope you do find time to get back to them as they are a great addition to ET!
We're always available for testing as we test quite a few maps weekly for design, errors and bugs, exploits, and for trickjumping protection or ability as well as for vantage points and general start to finish map flow for objectives.

So for what you've done so far, thank you!



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