Codename
Eagle Multiplayer FAQ/Guide v1.2
(for CE v1.41)
By
Foxy/SuperSheep (Note – One person) supersheepies@hotmail.com
30
August 2001
Introduction
"
We know for sure, that there is such a thing as Time-warp.
We
also know that time-warps create alternative timelines, or if you wish, eh...
parallel worlds.
The
latest in time-warp happened about the year 1900...
When
the old Tsar died, his son Pietre inherited the whole mighty empire.
The
young Tsar, ambitious and power-hungry, confiscated the steel industry, turning
it into an incredibly effective war machine. The empire's scientists developed
weapons of power and destructive force never seen before. So the war began. The
Tsar led his forces himself, first invading his neighbours, and then in furious
blitzkriegs his forces campaigned all over the world, creating mass destruction.
Even
though hope was hard to find in this new age of ruthless tyranny, an alliance
was formed by the free countries of the world.
But there
was a long way to go, many battles to be fought, and great losses to face.
This was
a time for heroes..."
Contents
1 Game
Description and Features
2 Latest
Information
4 Version History
5
Upgrading CE to the Right Version
6 Changes
From v1.33 to v1.41
7 Bugs
8 Weapon, Object and Pickup Descriptions
and Tactics
8.1
Weapons
8.1.1
Knife
8.1.2
Hand Gun (or Revolver)
8.1.3
Shotgun
8.1.4
Sniper Rifle
8.1.5
Machine-Gun
8.1.6
Grenades
8.1.7
Bomb and Detonator
8.1.8
Bazooka
8.1.9
Gas Gun
8.1.10
Flame-Thrower
8.2
Objects
8.2.1
Parachute
8.2.2
Tool Kit
8.2.2
Fuel Can
8.2.3
Vodka Bottle
8.2.4
Skis
8.2.5
Identification Card
8.3
Pick-ups
8.3.1
Ammo Clip
8.3.2
Ammo Box
8.3.3
Explosives Pack
8.3.4
Explosives Box
8.3.5
Grenade
8.3.6
Small Gas Tube
8.3.7
Large Gas Tube
8.3.8
Bandage (or Small Health)
8.3.9
Medical Kit (or Large Health)
8.3.10
Gas Mask
8.3.11
Flak Jacket (or Light Armour)
8.3.12
Breast Plating (or Heavy Armour)
10.1
No Mans Land
10.2
Breakpoint
10.3
Fever Valley
10.4
Carrier War
10.5
The Airbase
10.6
The Palace
10.7
Fortress
This
version is a little rushed, as I wanted to get it out quickly. I hope you enjoy
the new maps section, and I hope the pictures didn’t take too long to
download. I compressed the pics as much as I could without visual quality
suffering too much. The priority for the next version is full vehicle
documentation, which is a massive task that I need your help to complete (Check
the post ‘ The Fox needs YOU!’ in the main Codename Eagle section of the CE
Community forum http://pub30.ezboard.com/bceandbfcommunity).
Until
you next read my text, (hahaha)
G’bye!
--Sneak
sneak sneak—Foxy/SuperSheep
Proud
member of Shmas HMA (Heavy Metal Army) Clan.
If you want to, you can E-mail me with extra info or corrections for this guide, which would be much appreciated. You would be credited in the credits section. Questions about CE (Codename Eagle) are also welcome. Before asking me questions, please read this guide in full and check out www.cenation.net and www.ce-bf.com , to see if any of these can answer your question. If not, E-mail me and I will try to answer your questions. If the answer is contained in this guide or those sites, your question will be ignored.
My E-mail address: supersheepies@hotmail.com .
Those versions with ‘released’ after them were released to the public.
1.0 - First version.
1.1 - Added Game description & features, credits and patch info. (Released)
1.2 - Added ‘Map Descriptions and Tactics’ section, fixed some errors in item documentation, added the reason for the No Mans teleport, added ‘Upgrading CE to the right version’. (Released)
5 Upgrading CE to the Right Version
CE isn’t like other games in that patching it up isn’t totally easy. With the release of V1.41, you have to be careful how you do it to avoid having to re-install CE and try again. This is the correct way to do it.
First of all, you will need 2 patches, the one for CE V1.33, and for CE V1.41. The V1.41 patch can be downloaded here: http://www.codenameeagle.com , and the V1.33 patch can be located here. Ignore the documentation in the V1.41 patch stating that it includes V1.33, it does but it often does not work if you do not put V1.33 on first. Once both patches are downloaded, run the V1.33 patch, which conveniently has a setup program. Next extract the contents of the zip which contains the V1.41 patch to a temporary folder. Select the files you unzipped, and copy them to your V1.33 CE directory (usually C:/Program Files/Take2/Ce). When Windows asks you if you want to overwrite the existing files, click ‘Yes To All’. When that is finished V1.41 should be installed.
If you want to join a game online running a lower version, check out the CE Version Switcher, which lets you switch between the different versions of CE. You can find it here: www.ce-bf.com
If you have any problems please post a message here: http://pub30.ezboard.com/fceandbfcommunityfrm36 .
(Note – Apparently the V1.41 patch can be successfully applied to the V1.33 multiplayer demo as well…)
*Spontaneous explosion bug – Causes planes and sometimes other vehicles and people to blow up. The reason for this is unknown. It usually happens in planes only when you are firing its machine gun, so don’t fire unless you need to reduce the risk of this happening. This bug was introduced in v1.41 oddly enough. No other version of CE seems to suffer from it.
*No Man’s Land teleport bug – This bug is only present on No Man’s Land . The bug causes planes and people to ‘respawn’. People respawn at base, with no marks taken off for doing it, and planes teleport to position 0,0,0 on the map (just above the lake, on the red side). The plane also gets its fuel and armour credits refilled. This only happens at one place on the map (Detailed in the Maps section). Mickle, a CE community supporter explains why this happens:
There is a polygon in the air, that should have been removed, it is invisible in-game, but can be seen in 3D Studio. There is a general rule that applies to all maps in Codename Eagle that you cannot go under landscape - the reason being that the engine thinks you have fell off the edge of the map. As this invisible polygon is considered to be land by the engine, travelling below it tells the engine that you have fell off the map and respawns you in the center (Coordinates 0,0,0).
8 Weapon, Object and Vehicle Descriptions
and Tactics
8.1
Weapons
Each
weapon in CE has its uses. Some are better than others, but there will always be
a time when you use each one. Knowing their strengths and weaknesses will give
you an edge on the battlefield that could save your life.
8.1.1
Knife
Make:
Trench
Calibre:
N/A
Rate
of fire: N/A
Range:
1m
Damage:
10
Weight:
.5kg
Ammo
type used: N/A
Ammo
used per use: N/A
Available
on spawn/respawn: Yes
Notes:
None
Rarity:
N/A
The
knife is the basic weapon. You'll always have this with you. Virtually useless
in multiplayer because you are an easy target for guns while getting close
enough to swipe at a player. And with the Shotgun in your pack too, this weapon
is simply not worth bothering with. It’s silent though, so stealth uses spring
to mind.
Strengths:
*Virtually
silent
*Doesn’t
need ammo
Weaknesses:
*Not
very lethal
*Strikes
are very slow compared to knives in other 1st person games
*You
need to be close to an enemy to use it. (It is very difficult to get close
enough).
Strategies:
Using
this weapon:
*Sneak
up on opponents to stop them shooting you before you reach them.
Defending
yourself against this weapon:
*Keep
a good distance away from your knife holding foe.
*Keep
your eyes peeled for people sneaking up on you.
8.1.2
Hand Gun/ Revolver
Make:
Webley
Calibre:
.355
Rate
of fire: 350ms
Range:
100m
Damage:
4
Weight:
1.2kg
Ammo
type used: Bullets
Ammo
used per use: 1
Available on spawn/respawn: Yes
Notes:
None.
Rarity:
N/A
A
basic firearm. Not very powerful, but with a long range and high accuracy. This
makes the handgun a secondary long-range weapon, as the sniper rifle is king of
accuracy and range. Not too brilliant for close up work, the machine-gun being
the preference.
Strengths:
*Accurate
*Fast
fire rate
*Available
on spawn/respawn
Weaknesses:
*Uses
up ammo fairly rapidly
*Not
very powerful
Strategies:
Using
this weapon:
*Keep
moving irregularly in fire-fights
Defending
yourself against this weapon:
*Keep
moving irregularly in fire-fights
*Keep
a good distance between you and your opponent
8.1.3
Shotgun
Make:
Remington
Calibre:
12 Gauge
Rate
of fire: 750ms
Range:
200m
Damage:
8
Weight:
3.1kg
Ammo
type used: Bullets
Ammo
used per use: 2
Available
on spawn/respawn: Yes
Notes:
None
Rarity:
N/A
The
Shotgun is your workhorse until you get the machine-gun or bazooka. It’s good
close up, and decent at medium range. At long range it is ineffective.
Nevertheless, the Shotgun is a good weapon. It is difficult to aim in laggy
conditions, but it’s the best duelling weapon you get on respawn. It is
outclassed by the machine-gun for firefights.
Strengths:
*Powerful
*Best
weapon you get on respawn
*Ammo
efficient
*Good
close-up
*Decent
against low-flying planes
Weaknesses:
*Outclassed
by the machine-gun
*Weak
at medium range and ineffective at long range
*Tough
to aim
*Fairly
weak against ground based vehicles
Strategies:
Using
this weapon:
*Keep
fairly close to your enemy, about 50m will do.
*Go
for the head if you have very good ping (about 50ms)
*Only
fire when you need to, remember the shotgun uses 2 bullets per shot.
Defending
yourself against this weapon:
*Keep
moving
*Don’t
get close to your shotgun bearing adversary
8.1.4
Sniper Rifle
Make:
Mauser Kar 98k
Calibre:
7.92mm
Rate
of fire: 2000ms
Range:
300m
Damage:
50 (Head shot = Instant kill)
Weight:
3.4kg
Ammo
type used: Bullets
Ammo
used per use: 1
Available
on spawn/respawn: No
Notes: Press 4 with the weapon in your hand to zoom in.
Rarity:
Common
Now
we’re getting somewhere. The Sniper Rifle is the first of the big tough
weapons. As you would expect, essential for sniping and camping, and, in the
absence of binoculars in CE, good for scouting ahead. It’s also powerful close
up, with a head shot resulting in an instant kill. Difficult to aim when lag is
abroad, and if you are close to your target. It’s close up potential is often
ignored, but as I say it has potential for pro players who have deadly accuracy.
Strengths:
*High
accuracy
*Very
powerful
*Scope
for head shots and scouting
*Very
low ammo consumption
Weaknesses:
*Difficult
to aim close up
*Slow
to reload
*Blocks
screen a little
*Virtually
impossible to aim with laggy conditions
Strategies:
Using
weapon:
*Keep
a good distance between you and your foe.
*When
sniping, go out of zoom mode and check no one is sneaking up on you
occasionally.
*When
sniping, be careful of when you choose to fire. Firing off shots at everything
in sight will alert the enemy to you presence. Take your time, pick an enemy and
get your aim perfect before snapping off a shot at him.
*Head
shots equal an instant kill. Try and get them when sniping to stop your target
locating you, and to inspire fear in the enemy camp. Remember, if they are dead
they can’t find you.
*Hills
are the best places to snipe, as are other hard to reach places.
*Zeppelin
pilots are sometimes easy targets
*If
you can, use a tank or another big vehicle to cover your side, that way planes
cannot shoot you with their machine guns.
*
Use the terrain wisely. A dip in the ground can be hid in like it was bunker,
and a raised part of ground can be hidden behind.
*Raise
your view distance to get a better view of the enemy base, and so more targets.
Remember to reduce it afterwards.
*Player
name tags are unimportant when sniping. If you can’t see an opponents name
tag, you will still be able to hit him.
Defending
yourself against this weapon:
*Keep
moving. A still player is an easy kill.
*Try
and locate the sniper as soon as you are aware of him/her. Snipers can cause
havoc if left to snipe freely.
*Learn
what noise the sniper rifle makes when firing. This will let you find them and
avoid them easier.
*Beware
snipers if you are in the zeppelin. The view window at the front is like a
shoot-the-ducks competition to them. Even if you are driving the zep they can
still get you. This also goes for motor bikes, as you are visible in them too.
(They will have a hard time shooting you at top speed though).
*If
you are sneaky, find a place to hide and snipe the sniper for a lot of laughs.
8.1.5
Machine-Gun
Make:
PPSx
Calibre:
7.62mm
Rate
of fire: 125ms
Range:
50m
Damage:
4
Weight:
5.2kg
Ammo
type used: Bullets
Ammo
used per use: 1
Available
on spawn/respawn: No
Notes:
None
Rarity:
Common
This
is where the weapons get serious. The machine-gun is an utter essential in CE.
Never, and I mean never, go out to attack without this piece of hardware. The
best close up weapon there is, fast, good accuracy, and , most
importantly: DEADLY. It’s also good for taking out planes, and not bad at
tackling other vehicles. Quite simply, an essential.
Strengths:
*Powerful
*Fast
rate of fire
*Best
fire-fight weapon
*Good
against planes
*Secondary
weapon for vehicle destruction
*Good
accuracy at short, medium and long distances
Weaknesses:
*Uses
up bullet ammo quite fast
*Slightly
difficult to aim with high ping (only a ping of about 100-150 will make the
machine-gun highly accurate)
Strategies:
Using
weapon:
*Keep
moving irregularly in firefights. This will make you harder to hit.
*When
shooting at planes, keep moving. You are an easy target for dive bombers
standing still. Consider sheltering under a building’s porch to reduce damage
to yourself caused by the enemy plane’s bombs.
*When
shooting tanks, keep either at touching distance from the tank so you are too
close for it to fire at you, (beware being run over by the tank!) or keep a good
distance between you and the tank so you can easily dodge its shells. (Keep
moving at all times!).
*Shelter
in a building to be safe from a zeppelin while filling it full of holes through
the door. (Move to another building if it gets above you).
Defending
yourself against this weapon:
*Keep
moving irregularly in a fire-fight to avoid being hit.
*If
your in a plane being shot at by a machine gunner, move irregularly, duck behind
cover and get as far away as possible. Surprise the pest by getting very high
and the diving down at him from directly above his position and drop bombs on
him. He is virtually dead already if you do this.
*If
you’re in a tank under attack by this weapon, lull the pest into a false sense
of security by driving round him, not shooting, getting your aim just perfect.
Crank out another shell and he/she is dead meat.
*
If a machine-gunning pest attacks your zeppelin from below, get in the turret
and shoot him/her. If the pest hides in a building and shoots you, manoeuvre the
zep so you can see him/her through the doorway and blast the pest with the
turret. Or drop bombs on the building to flush him/her out then gun him/her down
with the turret.
8.1.6
Grenades
Make:
M1914/31
Calibre:
N/A
Rate
of fire: N/A
Range:
20m
Damage:
200
Weight:
1.1kg
Ammo
type used: Explosives
Ammo
used per use: 1
Available
on spawn/respawn: No
Notes:
Grenades use explosives as ‘ammo’, so each grenade picked up will add 3
explosives to your supply.
Rarity:
Common
Secondary
explosive. Tough to find and pick up because they’re so small, and they’re
usually not worth it. Almost always a last resort as they are inaccurate and
tough to aim. Against vehicles they are second choice, as the mortar is far
better. Highly dangerous with a lot of practice.
Strengths:
*Very
high amount of damage done
*Not
very visible on the battlefield, so can surprise enemy players
*Grenades
picked up add to explosives total
Weaknesses:
*Small,
so difficult to see and pick up
*Not
too difficult to avoid
Strategies:
Using
this weapon:
*Aim
for where you think the enemy will be once the grenade explodes, not where he is
then. This will make your grenades more accurate.
*Learn
how long the fuse on the grenades are to improve accuracy further.
Defending
yourself against this weapon:
*As
usual, keep moving very irregularly indeed to stop the grenades getting you.
*Listen
for the sound of the grenades bouncing across the ground. This will enable you
to pinpoint their position and so avoid them better.
8.1.7
Bomb and Detonator
Make: Jam-Tin
Calibre: N/A
Rate of fire: N/A
Range: 50m
Damage: 100
Weight 3.3kg
Ammo
type used: Explosives
Ammo
used per use: 2 per dynamite bundle
Available
on spawn/respawn: Yes
Notes:
Press and hold fire with it selected to drop dynamite bundles (2 explosives used
per bundle) until 4 are on the ground. When you see the plunger in your hand,
press fire to detonate the bundles of dynamite. (Keep well clear!). If someone
enters the game while your dynamite is on the ground it will disappear. You can
put fewer bundles of dynamite down by pressing 7 again when you have the right
amount on the ground.
Rarity:
N/A
One
of the most sneaky and devious weapons available. No use in fire-fights (for
obvious reasons), but excellent for laying traps. One particularly good one is
to lay dynamite around your flag, then when an enemy rushes to get it… BOOM!
Muhahahaha. Also good for laying traps for vehicles, especially in a tight area
such as the canyon in No Man’s Land.
It can also be put by bridge supports to give an enemy traversing over it a
surprise…
Strengths:
*Powerful
*Excellent
for trap-laying
*Small,
so difficult to see and avoid.
Weaknesses:
*There
is a delay between you pushing the plunger and the dynamite exploding, so traps
can go wrong.
*If
someone enters the game your devious trap will disappear.
*Slow
to lay.
*Useless
for anything but traps, so it is of limited overall use.
Strategies:
Using
this weapon:
*Keep
well out of the way of the dynamite when it explodes.
*Spread
the dynamite out to cover a large area, cluster it together for a big explosive
punch.
*If
laying a trap for an oncoming vehicle, stand the other side of the dynamite,
lined up with the vehicle to lure it over to the right place.
*Don’t
get too far from your trap, so that you can replace it if someone enters the
game.
*Hide
the dynamite sneakily if possible, so that it cannot be avoided. For example,
you could put dynamite under the flag base of your team, and put a truck over
it. An enemy gets in the truck to move it and kaboom – he never saw it coming.
*Dynamite
can be used to explode yourself if you cannot get out or away from somewhere.
(Like the coast). This costs less points than the suicide command.
Defending
yourself against this weapon:
*Be
on the lookout for dynamite – Don’t go over to it whatever you do.
*Try
and find the enemy that dropped the dynamite to render it useless. (If the enemy
is dead it will be!)
*If
the bridge you are going over is destroyed, open your parachute.
*If
you are chasing someone in a vehicle, be on the lookout for them luring you into
a trap, and of course, the trap itself.
8.1.8
Bazooka
Make:
Hale Launcher
Calibre:
80mm
Rate
of fire: 1500ms
Range:
80m
Damage:
100
Weight:
5.1kg
Ammo
type used: Explosives
Ammo
used per use: 1
Available
on spawn/respawn: No
Notes:
N/A
Rarity:
Fairly rare (only 1-3 per map)
Now
we get to the big one. The ultimate destroyer. This is the Bazooka. An
incredibly destructive weapon, it’s like a mobile tank turret, and just as
powerful as its lumbering counter-part. The bazooka fires shells which are
devastating. One fells a fighter and two destroy bombers and bikes. It’s the
best base-camping weapon also, as it take enemy players out in a snap. Difficult
to aim at first, and difficult to use against people because they move about so
much. A good weapon against tanks though, so overall this must be the most
useful weapon there is. Skilled players with this weapon can dominate for an
awful long time. Its no wonder that this weapon is rare.
Strengths:
*Powerful
*Equally
good against infantry and vehicles
*The
best weapon for attacking
*The
best camping weapon
Weaknesses:
*Difficult
to aim, especially against enemy players
*Clearly
visible on the player model, meaning that people can see you’ve got the
bazooka fairly easily
*Slow
fire rate
*Difficult
to find, you usually have to trek quite a way to get one.
*Skilled
machine-gunners can shoot you up in a jiffy when you’re using this against
them
Strategies:
Using
this weapon:
*Practice
with this weapon to improve your aim, accuracy is all important with the
bazooka.
*Beware
of the bazookas blast radius.
*If your aim is poor, jump up and down and shoot your foe from above to get him/her more easily.
*When
fighting tanks, dodge about to avoid their shells and try to keep far away from
them.
Defending
yourself against this weapon:
*Shoot
an enemy who carries the bazooka as quickly as possible.
*Do
not get close to a bazooka bearing enemy.
*Do
not get in fragile vehicles (like planes) when a bazooka bearing enemy is about
or you will be dead in a second.
*Get
moving quickly when you respawn if a bazooka camper is nearby, as freshly
spawned players are easy kills if they are hiding in buildings.
8.1.9
Gas Gun
Make:
Gauss Launcher
Calibre:
60mm
Rate
of fire: N/A
Range:
30m
Damage:
Around 50/s
Weight:
3.5kg
Ammo type used: Gas (how surprising)
Ammo
used per use: Unknown
Available
on spawn/respawn: No
Notes:
Fires gas pellets (they spit out gas), it doesn’t spit out gas from the actual
gun.
Rarity:
Rare (only 1, sometimes 2 per map)
The
gas gun has a simple name for a definitely un-simple weapon. The gas gun fires a
pellet of gas a short distance, which, after a short time starts spinning round
and pouring out gas. The gas is quite deadly, and its large circle of effect
makes it difficult to avoid. It also works on players who are inside vehicles,
so it is an alternative to the flame-thrower for clearing people out of
the aforementioned vehicles. Its usefulness is cut short by the fact that
it is hard to get hold of – there are rarely more than one or two per map.
However, they are in more reachable places than the bazooka, so they are just
about even in terms of finding difficulty.
Strengths:
*Quite
deadly
*Large
area of effect
*Can
harm players who are in vehicles
*Ammo
efficient, a little ammo goes a long way
*It
is difficult to avoid the gas
Weaknesses:
*Rare,
only one or two per map
*Covers
a larger part of the screen than most weapons
*Hurts
you badly as well if you get in the area of effect
Strategies:
Using
this weapon:
*Keep
out of the clearly visible area of effect, being in it too long will kill you.
*Against
vehicles, lay it in their path, not where they are now if they are moving, as
this will make it more accurate.
*Don’t
run around all the time with this weapon drawn, it’s not very good for
mainstream use. However, if it’s the only thing you’ve collected after
respawning then you should keep it drawn, as it is better than your starting
kit.
*If
you can wing walk on bombers, consider flying over the enemy base, wing walking
on the wing, then lobbing gas pellets down on their heads. This is highly
irritating to the enemy.
*Remember
there is a delay between firing a gas pellet and the pellet spitting out gas.
Defending
yourself against this weapon:
*You
can see clearly where the gas is, so do your best to avoid it.
*DON’T
walk through the gas to get to the player – you will be dead before you can
say ‘Jack Robinson’.
*Shoot
the gas gunning player as soon as possible to minimise damage to yourself.
*If
some one is dropping gas on your head, move away from where the gas is being
fired at, locate them and shoot them. (Flaming the enemy player is a perfect
revenge J
).
*If
you are under gas attack in a vehicle, back off and deal with the enemy from a
distance, or run him/her over if you are in a motorbike or AC.
8.1.10
Flame-Thrower
Make:
Heat Launcher
Calibre:
60mm
Rate
of fire: N/A
Range:
10m
Damage:
55 per flaming over time
Weight:
5.0kg
Ammo
type used: Gas
Ammo
used per use: 1
Available
on spawn/respawn: Yes
Notes:
Uses up gas VERY FAST, so do not fire unnecessarily. If a player enters the game
while someone is on fire the flames will disappear.
Rarity:
N/A
The
flame-thrower is one of the best weapons you get on spawn/respawn. This thing,
although, like the gas gun, not greatly useful for 1 on 1 combat, can be used on
people in vehicles. Just send a stream of flames through the vehicle and the
people inside it are flamed. They lose 55 health points pretty speedily. (Armour
or no armour). Flame them a second time and they are dead unless they can get
health. This makes the flame-thrower excellent for stopping players camping in
your base with tanks. In fire-fights you will have to use your wits to get close
enough to your enemy to flame him/her, as the flame-throwers range is not all
that brilliant.
Strengths:
*Can
flame people in vehicles
*Available
on spawn/respawn
*Damaging,
the target loses 55 health from just one flaming
Weaknesses:
*Uses
up ammo very fast, and gas ammo is rare
*Short
range
*If
a player enters the game while someone is on fire the flames will disappear,
undoing all you good work.
*Not
too brilliant in a fire fight
Strategies:
Using
this weapon:
*Dodge
about in combat to avoid being hit.
*Remember
that once someone is on fire, they will lose 55 health points whatever they do.
Also, you cannot make them lose more than that until they have lost those 55
points.
*Flame
people in vehicles (send flame through the vehicle) to wear them down.
Defending
yourself against this weapon:
*Water
does not douse the flame made by flame-throwers.
*Remember
that once you are on fire, a flame-thrower cannot harm you, so shoot the
flame-thrower carrier quickly then.
*If
you are in a tank, drive forwards away from flame-throwers, and shoot them by
turning your turret to face them.
8.2
Objects
Knowing what objects do is an absolute essential. What more can I say?
8.2.1
Parachute
Slows
user down to a safe speed when falling earthwards.
Rarity:
Very common.
Notes:
Press ‘q’ 2 seconds after bailing out to use the parachute without having to
fiddle with the selection button.
The
parachute is an essential for aviators. If you get shot up, you can bail out
with the use key, and then use this to slow you down. Even if you don’t plan
on taking to the air, take it anyway, you never know when you might need it. You
can also jump off cliffs and glide safely to the ground using the parachute. The
parachute is nearly invincible – only a shot in the right place will take it
out, and it never ‘runs out’ . I.E., if you pick it up, you’ll have it
until your dying day. (Which is usually quite soon in CE lol).
Do not ‘use’ it again while it is still open, or it will close up
again and you will fall. This can be useful if you want to descend quicker, as
you can use it, then un-use , then use it again to drop quicker.
8.2.2
Tool Kit
Restores 100 points of a vehicle’s armour.
Rarity: Common
Like the parachute, an essential. You’d be stupid to get in a vehicle
without one of these, unless you’re in a hurry, or you’re on a suicide
mission, or there is none around. Basically, it is instant vehicle health, from
wherever you are. It’s universal too, so any vehicle can be repaired with one.
Unfortunately, you cannot carry more than one at a time. (Which is one BIG minus
point that should be fixed in the next patch).
8.2.3
Fuel Can
Fills a vehicle’s fuel tank to the top, no matter how much the tank
can carry, or how much it has lost.
Rarity: Common
Not as essential as the other objects, especially for ground vehicles.
This item is of most use to aviators, especially helicopter pilots, who need to
refuel fairly often. As with the tool kit, only one can be carried at a time.
This matters less with the fuel can as you rarely survive to refuel more than
once.
8.2.4
Vodka Bottle
Refreshes you and makes you feel grateful towards the developers for
putting it in. (lol only joking.)
Rarity: Very rare. (Only appears in certain places on the Fortress
map).
This
thing does nothing. Nowt. Nill. Zero. Zilch. Nought. Wonder why it was put in…
Experiment: Find out why the vodka
bottle was put in the Fortress map. (How any of you will find out I don’t
know. Inside sources anybody…?) E-mail me if you find out natch.
8.2.5
Skis
Allows you to ski down snowy slopes. (surprise surprise).
Rarity: Very very rare. (Not on any official multiplayer maps, is
present on a few maps in Rexxie
& Cliff’s MapPack (www.cenation.net or www.ce-bf.com
to get it))
What
more can I say? (That’s
twice I’ve said that now hehe)
8.2.6
Identification Card
Totally and utterly useless.
Rarity: Very very rare. (Only found on The
Airbase).
Like
the vodka bottle, useless and all that jazz. Why on earth did they bother to put
it in?
8.3
Pick-Ups
Knowing
what the pick-ups give you when picked up is a useful advantage, allowing you to
make better battlefield decisions. I
have included grenades in this section as they are essentially 3 explosives. The
maximum number of explosives you can carry is 50, maximum bullets is 200, and
maximum gas is 200.
Max
health is 100 and armour is 200.
8.3.1
Ammo Clip
Gives
10 bullets.
Rarity:
Very Rare.
8.3.2
Ammo Box
Gives
40 bullets.
Rarity:
Very common.
8.3.3
Explosives Pack
Gives
3 explosives.
Rarity:
Very rare.
8.3.4
Explosives Box
Gives
10 explosives.
Rarity:
Very common.
8.3.5
Grenade
Gives
1 explosive.
Rarity:
Common.
8.3.6
Small Gas Tube
Gives
10 gas.
Rarity:
Fairly rare.
8.3.7
Large Gas Tube
Gives
25 gas.
Rarity:
Fairly rare.
8.3.8
Bandage (or Small Health)
Restores
25 health.
Rarity:
Fairly common.
8.3.9
Medical Kit (or Large Health)
Restores
50 Health.
Rarity:
Common.
8.3.10
Gas Mask
Protects
player from gas (from gas gun only, flame-throwers still damage you) for about 1
minute.
Rarity:
Not present in any official multiplayer map. (And not in any user made ones to
my knowledge).
8.3.11
Flak Jacket (or Light Armour)
Gives
100 armour, and soaks up half of the damage caused by weapons.
Rarity:
Common.
8.3.12
Breast Plating (or Heavy Armour)
Gives
200 armour, and soaks up 75% of weapon damage.
Rarity:
Fairly common.
Codename Eagles maps are unique, and each has its own feel and general strategy that best suits it. Here I try to document those things, along with some other useful facts. Note that the ‘3Rs’ and ‘R,R,R’ do not stand for reading, writing and arithmetic, but Refuel, Repair, Re-arm.
Map Colour Code:
Red = Red Base
Blue = Blue Base
Purple = Point of Interest
Yellow = Bug/Glitch
10.1
No Mans Land
Version
first present in: Out of box version
Based
on single player map: No
Refuel/Repair/re-arm
points: 4
Bazookas:
3
Bugs/Glitches:
1
Popularity:
Very very popular
No
Mans Land is arguably the best, and un-arguably the most popular multiplayer
map. No Mans simply has the best balance around. Item and vehicle placement is
almost perfect, and it suits all three of CE’s
multiplayer modes (CTF, Teamplay, Deathmatch). The bases have no
advantages over one another, so winning depends on the players, not the base
that you respawn in. No Mans Land is almost certainly the least laggy map of all
too, so its popularity is not surprising.
1
Bazooka Hill – A hill that has on it an artillery gun, tank, bazooka, fighter,
repair kit, explosives and health. Good for laying down fire on the blue base,
camping, sniping, and the 3Rs (Refuel, Repair, Re-
arm)
2
Zep Docking Area – An area where the Zep respawns that has the gas gun,
armour, explosives, health, an AC and a bike, and other armament. Good for
loading up before attacking either base from the west. Its large clear area
means it’s excellent for landing planes in and the 3Rs.
3
Lower Bridge – A lake crossed by 3 bridge sections joined together. On either
end of the bridge there are items. Red side – Bazooka, Tool kits, Explosives.
Blue side – Health, Fuel cans, Explosives. Experienced pilots will be able to
land here and R,R,R. The terrain is bumpy so new players may find landing here
difficult.
4
Higher AA Bridge – An area with a bridge that continues the road over the
lake. There is 1 AA-Gun on each side of the bridge, and health, 2 Tool Kits and
2 Fuel cans on the Red side. Experienced pilots will be able to fly close to the
ground here to grab the goodies on the fly (haha). Landing here in planes is
virtually impossible as there is just a narrow cliff road.
5 Red Base Blind Spot – Devious players can make use of the fact that there is a small mountain behind the Red base. Enemy players in the base cannot see you behind it, so you can lurk behind it in a heli until the time is right, then rain hell down on ‘em. Alternatively you can land beside the hill, sneak down, get the flag then get back in the heli and fly off. And voila, they’ve lost a their flag before they know what’s happening!
1 Teleport - This bug causes planes and people to ‘respawn’. People respawn at base, with no marks taken off for doing it, and planes teleport to position 0,0 on the map (just above the lake, on the red side). The plane also gets its fuel and armour credits refilled. To enter the teleport you must fly low to the ground towards the point marked, following the coast from the Red base. Mickle, a CE community supporter explains why this happens:
There is a polygon in the air, that should have been removed, it is invisible in-game, but can be seen in 3D Studio. There is a general rule that applies to all maps in Codename Eagle that you cannot go under landscape - the reason being that the engine thinks you have fell off the edge of the map. As this invisible polygon is considered to be land by the engine, travelling below it tells the engine that you have fell off the map and respawns you in the center (Coordinates 0,0,0).
10.2
Breakpoint
Version
first present in: Out of box version
Based on single player map: Yes (A Train to Catch)
Refuel/Repair/Re-arm
Points: 3
Bazookas:
3
Bugs/Glitches:
0
Popularity:
Not very popular
Breakpoint
is a very large map, and so is laggier than No Mans. However, all the other maps
are laggier than Breakpoint. Breakpoint is a fairly balanced map, the terrain on
either side is roughly the same, meaning that Breakpoint is best at Teamplay or
CTF. The Twin Zeps also add possibilities for zep fights, which are very rare
indeed in CE, as there are hardly ever 2 Zeps in the same map. This makes
Breakpoint rather special.
1
Zep Landing 1 – An island to the West
with a Zep, ACs, Bazooka and lots of items. Good for landing and R,R,R.
2
Zep Landing 2 – Almost identical to the Zep Landing 1 area, except that it is
differently shaped and to the East
3
Bazooka Hut – A hut on top of a hill in the middle of the main Island. The hut
contains a bazooka among other things.
4
Train Station – A train station, with the buildings around it containing many
essential items. Decent for landing and R,R,R. It is borderline territory so
enemies pass through it on a regular basis. Be careful of this.
N/A
10.3
Fever Valley
Version
first present in: 1.33
Based
on single player map: No
Refuel/Repair/Re-arm
points: 2
Bazookas:
1
Bugs/Glitches:
0
Popularity:
Fairly popular
Fever
Valley is the first of the truly massive maps for CE. In contrast to No Mans
Land, where the Red and Blue bases are roughly the same, Fever Valley takes a
risky approach and makes them very different. The Blue base consists of 2
Hangars and a landing strip, and not much else. Whereas the Red base is spread
out over a large area. Also, uniquely in Fever Valley the flag bases are not in
the appropriate teams base, instead each flag base is a fair distance away from
its home base, giving CTF in Fever Valley a new twist. The equipment each base
has differs as well, the Reds having 1 fighter, 1 bomber, a heli and a Zeppelin,
along with the usual vehicles; and the Blues having 2 fighters and 2 bombers
instead. This can make play a little unbalanced, and it is irritating sometimes
to find that the only fighter has been nicked, or there are no Helis around.
Like The Airbase, Fevers snow effects slow things down, which is a blemish on an
otherwise good map.
1 Bazooka Hut – A hut way out in the wasteland containing a bazooka. The hut is well out of the main combat area, so the area is a good spot to land and R,R,R.
2
Blue Flag Base – The area containing the blue flag has a hut filled with rare
goodies. Landing here is difficult because of the cramped landing area, but good
pilots will be able to manage it.
N/A
10.4
Carrier War
Version
first present in: Out of box version
Based
on single player map: No
Refuel/Repair/Re-arm
points: 0
Bazookas:
0
Bugs/Glitches:
1
Popularity:
Not very popular
Carrier
War is the only map in CE that is totally different from the others. Combat
revolves around 2 carriers, one Russian and one Allied, and is air and sea
based, with torpedo boats, fighters and destroyers being the only vehicles. This
makes Carrier War (CWar for short)
very different and is favoured when No Mans gets a little dull. Unfortunately
the rain effects in CWar make it slightly laggy. For new players CWar can be
difficult as fighters are the main vehicles used, and they are tough to fly at
first.
1 Blue Islands – These islands behind the blue carrier are useful for hiding behind. They can also be used as sniping positions or shelters away from the action, for use if you have the enemy’s flag.
2 Red Islands – Virtually the same as the blue islands except that they are behind the Red carrier instead. They have the same uses as well.
Bugs/Glitches
1 Underground Diving – If you get a destroyer and drive head on at the island alongside the Red carrier, you will go under the island when you hit it. This is handy if you want to hide with the flag, as you can get above ground again any time simply by exiting the destroyer. You will come out on top of the island.
Experiment: Does this happen with the island by the
blue carrier too? Drive a destroyer head on at the island alongside the blue
carrier. Does it go under the island? E-mail me if it does.
10.5
The Airbase
Version first present in: Out of box version
Based on single player map: Yes (Ghost Rockets)
Refuel/Repair/Re-arm points: 4
Bazookas: 2
Bugs/Glitches: 0
Popularity: Slightly popular
The Airbase is best suited to Deathmatch or Teamplay as its style is very much exploring rather than mad attack rushes. It is a really good looking and good feeling map, and for once bases aren’t the focus – the big airbase in the middle is the main battle ground as players fight to control its large amount of resources. Players rarely stay long in their bases, and instead push out, which stops ‘base camping’ or ‘heavy defending’. As the bases have little in them ‘base rape’ does not happen, because there is nothing to gain from invading bases. All this makes The Airbase a unique experience, it’s just a pity that people do not host this great map more often. As usual, the snow effects, like Carrier Wars rain, slow things down.
Points of Interest
1 The Airbase – The airbase this map is named after. This is often the focus of battle as it contains fighters, bomber, plenty of weapons, health, items, ammunition and a Zeppelin. Ok for R,R,R because of its large flat area and landing strip, but unfortunately you will probably be pestered by enemies.
2 Bridge Office – A small office by the bridge over the gorge. It contains lots of useful items and a bazooka, which makes it worth a visit. Helicopter pilots will want to frequent it as vehicles are effectively trapped on the road because it is sunk into the ground substantially. This makes them easy kills.
3 Damaged House – A small house by the road containing Heavy armour, health and ammo clips. Do not linger if you are on Red as Blues frequently pass it on their way to the Bridge Office or the Airbase.
4 Log Cabin – A cabin situated slightly off the road. It contains some items. Beware of the nearby Blue base if you are on Red.
5 Power Generator – Beside this power generator is a couple of Tool Kits and some other items.
6 Remote House – This house in its own little pocket in the cliff is fairly isolated even though it is right by the busy Airbase. It has armour and a bazooka, and other items, making it a good place to visit. Chopper pilots can make use of the fact that it is not visited very often, and land out of sight of the Airbase in the pocket of space to R,R,R. Planes will not be able to land here as it is too cramped.
Bugs/Glitches
N/A
10.6
The Palace
Version first present in: Out of box version
Based on single player map: Yes (Into the Eagles Nest)
Refuel/Repair/Re-arm points: 3
Bazookas: 0
Bugs/Glitches: 0
Popularity: unpopular
The Palace is a bit under the usual CE standard. It is certainly an interesting map, with the flow of players and vehicles between bases checked by a huge frozen river channel, with two bridges crossing it. This means that devious Dynamite trap laying is used often here, and good use can be made of the fact that the bridges can be destroyed. Unfortunately there are no airplanes or helis in this map, which makes the combat all ground based. This limits strategy. Having no planes is a bad move also as most players, me included, do not like not having aircraft somewhere in a map.
Points of Interest
1 Radio Tower – At the back of this tower there is a flame-tank, and if you venture far enough inside the tower you will find armour health, weapons and ammunition. Blue team members should stay away as it is too close to the Red base for comfort. There is also an artillery gun beside the tower, which is useful for holding enemies off and stopping them getting over the railway bridge. R,R,R in land vehicles is possible here.
2 Railway Station and Bridge – This is usually a focus for the action in the map. The station holds some goodies for you and your vehicles, and there is a truck nearby for transport. The bridge is a choke point for enemies which means that they can be shot at easily. Also you can destroy the bridge to drop anyone traversing over it down into the frozen river channel. Only tanks will survive this.
3 Upper Road Bridge – There are Repair Kits and other items on either side of this bridge, making it a good place for servicing your vehicle. The bridge is destructible so you can drop vehicles on people going underneath the bridge.
Bugs/Glitches
N/A
10.7
Fortress
Version first present in: 1.41
Based on single player map: No
Refuel/repair/Re-arm points: 4
Bazookas: 2
Bugs/Glitches: 1
Popularity: Quite popular
Fortress is the second map to be introduced in a patch. It is larger than most other maps, only Fever Valley and perhaps The Airbase matching its size. Both bases are enclosed in walls, with only 3 entrances. The bases are fairly spread out compared to other maps, and the distances between them are greater than some maps. Unfortunately Fortress suffers from lag pretty badly a lot of the time, and it is always a bit laggy. That and the tendency for the SEB to crop up more often than usual stop this map being as good as it should be. On a LAN though Fortress is excellent, as lag is not an issue.
Points of Interest
1 Deserted Village – This place is the burn out remains of a village, and is an excellent spot for landing and R, R, R. It also has lots of weapons like the bazooka, armour, health, ammo, a tank and a chopper.
2 Vodka Tower – A tower between the two bases with ammunition, health, weapons, a flame-tank and vodka (lol). Bumpy terrain nearby means landing can be difficult. Enemies pass by fairly regularly too so it is not wise to linger there long.
3 Red Docks – The docks behind the Red base hold a helicopter, flame-tank, large amounts of ammunition and plenty of weapons. It is difficult to land here for R,R,R, especially if you are on the blue team. Any activity round here should be made brief if you are Blue as Red players visit this area often.
4 Blue Docks – Almost identical to the Red docks except that the plan is more open, making landing here an option to consider. As with Blue players visiting the Red docks, Red players should make visits to the Blue docks brief as Blues visit the area fairly often.
Bugs/Glitches
1 The SEB is Common – For some reason the SEB is more prominent on Fortress than on any other map, and there seem to be certain places where it happens.
Thanks to Mickle for revealing the reason for the No Mans teleport.
Thank-you to Sucka for informing me on the proper parachute opening method.
Thanks goes to Shma for hosting a server which I needed to get details and picture of the maps.
Thank-you to Talonsoft & Take 2 for letting me use certain text from the CE manual, and their sites.
Thanks
to Talonsoft, Take 2, Refraction games and all involved with CE for bringing it
to the shelves. We are all very glad you did guys.
Thank
you to Danny, Chippie and Shma, who have helped me out many times in CE online.
The
GameSpy Arcade help room people also should get a mention, as without them I may
never have got CE working online.