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  • General waiting
  • Lava popping

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    General waiting  














    Some of you would probably argue that what I'm about to describe is camping. I put it to you that it is not. Just like it's generally agreed that sniping isn't camping. Camping involves spending the vast majority of your time hording a certain item or area, and waiting for people to come into that area so that you can frag them. This might typically occur in the red armour room or the Mega-Health room. What I am about to describe is a method of killing that is used only for one particular kill as the situation presents itself. I'm sure most of you will agree with me that it is not camping, after reading on. Watch my demos if you aren't convinced. :)

    Basically with the amount of teleporters and blind corners in DM4, you'd be a fool not to take advantage of your supreme level knowledge and the fact that you know your opponent is going to stumble right in front of you in a few seconds.

    Before we go any further, note that this method of attack works best (as with all attacks!) if your server's sv_aim is set to 1, ie. auto-aiming off. You'll see why soon.

    In it's simplest form, after you have memorised the teleporter destinations, you can use your superior knowledge to set up an attack when you see your opponent heading for certain tele's. For instance, if you know your opponent is somewhere on the bottom level of DM4, there is only one tele he can go through to get out of the bottom level (although he can RJ, but that's another story). That tele leads to the single player start room, so you take up the position shown in the first picture. Note that the crosshair is pointing towards the ground, making it less likely that you'll shoot your rocket right past him (which is where you'll need sv_aim 1). Just wait for him to tele through, and when he does, you just click your fire button and damage him 100 points before he even knows what's happening. The first picture is where I think the ideal place to be positioned is for this particular tele destination. If you position yourself somewhere else in this room, and the other guy has 200H/200A, you won't have anywhere decent to runaway to.

    Picture two shows where you wanna be if you were too slow to get him before he tele'd. Waiting on either side will do, both will give coverage of the two ways he can come out. This side has a couple of benefits though, which I will come to later. You want to be waiting first for him to come out the top way, so position your crosshair so that it's close to the inside of the corridor, so that when he comes out, you shoot your rocket onto the floor behind him and propel him hopefully all the way into the lava. If he hasn't come out the top, and you hear an "ugh" sound, that means he's run down the stairs and he's gonna come out the bottom. If he makes a whole bunch of ammo pickup sounds, you can be even more sure that he'll come out the bottom (unless he doesn't come out for ages, which means he's probably coming out the top again). Point down like in picture 3. Once again, you are aiming to hit the floor behind him as he runs out. If you do it right, you can send him into the lava pit. More often than not though, you'll send him flying over to the thunderbolt area. All is not lost though, and this is where standing on this side and not the other comes into play. In his rush, he'll think the safest place to go is through the tele that's near the thunderbolt. That's a bad move for him, 'cos he's gonna be teleported right underneath where the crosshair is pointing in picture 4. If you don't get the point, shoot at the spot in picture 4 as he runs through the tele. If he's not dead yet, you'll have flung him further into the corridor. This is still a good thing. He won't be turning around to run back across the walkway, 'cos he now knows that you're right there ready to kill him if he does. So, he'll run down the corridor and head for the tele. Simply make your way to the position in picture 1 and kill him as he comes out. You got off three direct rocket hits without even putting yourself in any danger. Easy huh?

    Pictures 5 and 6 show where you can do the same thing described above where you coax your opponent into going through the tele and then shoot him where he pops out below.

    Picture 7 shows where you wanna be if you hear the other guy do the red armour rocket jump. Note that it's better to be on this side than the other side, because as he comes out, he'll naturally be facing out to that side. This way you can get him in the back.

    The last picture shows another good spot to wait for your opponent to run into. There are lots on DM4. The especially good ones are the lava pops.
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    Lava popping  












    Definitely the most fun way to kill the other guy, or at least force his suicide. The idea is the same as in general waiting, but the fun part is that you can almost always send them into the lava, and even more fun than that, you can perform juggling acts with your opponent!

    The first three pictures show EXACTLY where you want to be pointing, when you expect your opponent to be coming out of the red armour tele. You might be tempted to try aiming at different spots, but trust me, the crosshair is pointing at the best spot. If you point closer to the middle of the walkway, you won't be able to push him off the walkway. Remember, you are aiming for the ground NEXT to your opponent. If you point closer to the tele destination, you won't be taking into account your reaction time, and rocket flight time.

    The next three pictures show EXACTLY where you want to be pointing, when you expect your opponent to be coming out of the Mega-Health room. The fifth picture isn't a very good spot to shoot from. Because you are standing on the ledge directly above where your opponent will be running across, you can't get a good view of him coming out. Plus the rocket model gets in the way. Plus the angle isn't really very good for knocking the other guy into the lava. The thing it has going for it is that it's a safer spot to stand than in pictures 4 and 6, 'cos he won't be able to return fire as easily, if at all.

    With the first six pictures, you wanna make sure you change which spot you are shooting from each time to reduce the chances of your opponent getting a lucky shot off in the right direction.

    The last picture shows a prime spot to lava pop from. Yes, you can stand here and not get telefragged by the person coming out. They won't know what hit 'em (well they will, namely a rocket), when they get launched at extreme velocity towards the lava.

    In all cases, if you get it right, they will be sent flying off the walkway. If it works out really good, they'll first fly up quite high against a nearby wall, and if you're really quick, you can shoot off another rocket and gib them well they are pressed against the wall. Or funnier still, if you shoot at the wall slightly under them, you can juggle them and keep them in the air longer for you to get off another shot. All in all, an excellent way to demoralise your opponent.

    If you think you are gonna be the target of a lava pop, the only sure fire thing you can do to avoid getting knocked off, is to rocket jump off the walkway before your opponent gets a chance to shoot at you.
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