Have you ever played squash? You know how standing at the "T" is the best
place to prepare your next shot, because it gives you the most options and allows best coverage of the court?
Well this is the same deal. IMHO the "T" of DM4 is where the dude is standing in the picture
above. It's not necessarily where you are gonna get all your kills from, but it gives you a great variety
of options and is relatively safe. Allow me to explain (in point form and in no particular order)...
From here, your opponent can't sneak up behind you. Well, he can if he respawns in the room behind, but, uh,
you don't really have much to worry about in that situation.
If you get into a firefight while standing on the stairs, strafing on them means that
you are getting elevation change by going up and down them, which makes it that much harder
for the other guy to hit you.
If you need health, you won't have to give up your position, because there's 25H right in front of
you (see pic) and 50H in the room behind you.
If you need armour, you won't have to give up your position (not for too long anyway), because you can
grab the GA near the LG and jump back via the Quad ledge, or you can go through the tele in the room
behind you and grab the YA or even get the RA and RJ back up (and return via the top walkway, of course).
From here, you can cover the only two ways to get the YA and RA&RL. The tele behind you which you are physically blocking,
and the doorway across the room, which you will be blocking with rockets.
You can get the silent Quad from here.
You can execute the "triple shot attack" from here. When your opponent comes
out of the DBSG room from the ammo side, shoot a rocket at him at position #1 (in the picture). He will
run (or get flung) over to area #2 near the LG, where you rocketise him again. He will probably go "Crap!"
and head for safety through the tele, which will tele him to area #3 where you are ready to rocketise him again. If he's
not dead yet, he will either turn around and run across the lava walkway where you will lava pop him, or he
will continue down the corridor and head for the teleporter which will tele him into the single player start room
where you will be waiting for him. Alternatively, he may
decide to head down the corridor and hide by the GA, in which case you just fling some grenades down the corridor
to scare him through the tele.
From here it's easy to maneuvre into place for all the main lava pops.
If your opponent is coming out of the MH room, just jump onto the Quad ledge and pop him, or drop down next to the GL
and pop him. If your opponent somehow gets to the RA area (probably from respawning there),
just do what the picture above says. If you have more time, you may want to move over to the Quad ledge or GA
and shoot at the same spot pictured.
If your opponent tele's into the single player start room, you can block him into that room and the DBSG room
by covering the two doorways like the picture shows. Blah, better explaination required. Say that you saw him running for the
tele that will lead him to the single player start room, then you move up the stairs and cover that room
from just beyond the doorway. Not only do you get first shot off at him, but if he returns fire and hasn't
taken the time to aim down and shoot at your feet, there is no wall for ages behind you and his rocket will just fly by
(assuming he hasn't hit you directly that is). If he backs away and heads for the stairs to the DBSG room, just start
flinging rockets into the far back wall along the stairs and get him with splash damage. If he makes it down the stairs, don't
follow him, you will lose your positional advantage. Instead just throw some grenades down the
stairs (hey, why not?), and then reposition yourself in the Key Area where you can execute the "triple
shot attack" as he comes out the bottom. If he doesn't come out for ages though, he may be heading back up
to the single player start room to come out the top, or to go through the tele, so be prepared.
More to come soon (probably tomorrow) including "Key Area #2" and "What to do when your opponent
has the Key Area".
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