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September 14, 2011, at 07:38 PM by 209.107.241.27 -
Changed lines 383-417 from:

ctf_2castle

  • Runes: None
  • Weapons: Pulse, Xbow, Magnum, Shotgun, SLAMs, RPG
  • 2Castle is kindof like a bigger version of twofort_lite. You have two castles divided by a big open region in the middle.
  • Just like twofort_lite, throwing the flag up and down from the battlements can save time on caps and steals.
  • The two side routes that join the flag zones to the center are good to control because that's where the magnum is. On a map as big as this, controlling the best long range weapon is a good idea.
  • The center little building has a crate full of orbs in it. You can camp this crate and cause your enemies a lot of problems by spamming orbs into their base.
  • After you steal the flag, a great way to make a fast getaway is by EJing. If you do it properly you can EJ from the flagstand to the center building and land just above your moat.

ctf_2castle1.jpg | legend.jpg

ctf_atomicgarden

  • Runes: Damage, Shield, Regen, Drain
  • Weapons: Magnum, shotgun, xbow, pulse, RPG, SMG
  • There are two Damage and two shield runes on this map, which makes rune control even more important than in other maps.
  • This map is a slugfest. It's up close and personal. The only strategy is to get in and out fast. The upstairs side routes are safer than going down the middle, but not by much.
  • If you get most of the runes or if the enemy is playing defensive, take the middle room and move all your defense up. There's a lot of treasure and health in the middle room, so if you control it you're looking good.
  • Likewise, don't let your enemy control the middle room.

ctf_atomicgarden1.jpg | legend.jpg

ctf_barbeque-beta4

  • Runes: None
  • Weapons: Pulse, shotgun, OICW, Alyx, SMG, Xbow

ctf_barbeque-beta41.jpg | ctf_barbeque-beta42.jpg | legend.jpg

ctf_bedrooms

  • Runes: Damage
to:

cp_canals

  • Runes: Regen, Burst, Drain
Deleted lines 388-411:
  • Bedrooms is an excellent rats map. It looks superb and plays even better.
  • Controlling the treefort is a good idea, because that's where the charger, RPG and ammo for all the 1 shot kill weapons are.
  • You can block up the doorways by ggunning blocks to prop them closed. Alternatively, you can block them open by ramming a block into the hinge at the wall.
  • Beware the darkened pathways through the wall. Make sure you have flashlight bound to a key. If you have the Damage, you're very visible in this part of the map while everyone else is hard if not impossible to see. Also, combine are at a huge disadvantage in these halls because they have glowing eyes.

ctf_bedrooms1.jpg | ctf_bedrooms2.jpg | ctf_bedrooms3.jpg | legend.jpg

ctf_bloodbath-b5

  • Runes: None
  • Weapons: All
  • Walljump and use the grav gun to grab the sniper rifle.
  • Flag passing over the middle is a good idea.
  • The middle pathway has a super charger in it.
  • Because flag passing is so easy on this map defencemen have to kill attackers before they get the flag. Failing that, stay between the carrier and their side of the map.

ctf_bloodbath-b51.jpg | legend.jpg

ctf_canals

  • Runes: Damage, Cloak, Shield
  • Weapons: All except OICW
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  • Runes: None
  • Weapons: Magnum, Shotgun, Pulse, Xbow
to:
  • Runes: Shield, Burst, Regen
  • Weapons: All
Changed line 409 from:
  • Near/in the flag room there are a bunch of barrels. These are good to smash people with in the close quarters of the flag room.
to:
  • Near/in the flag room there are some fenced in items, a turret and a railgun. These are released if your team gives up a flag capture.
Changed lines 416-417 from:
to:
  • The Rpg will drop from the center once every 5 minutes. An alarm will sound before this happens, so be ready for it.
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  • Runes: Damage, Cloak, Shield, Regen
  • Weapons: Magnum, Shotgun, Pulse, OICW, RPG, SMG
  • This map is similar to canyon, only there are less barriers, it's smaller, and there are runes.
to:
  • Runes: Shield
  • Weapons: All minus RPG
  • This map is similar to canyon, only there are less barriers and its smaller.
Changed lines 428-430 from:
  • The magnum and OICW are great for picking off people at the enemy top floor charger.
  • The RPG in the center is a good weapon for battering your way into the top floor.
  • If you have cloak, stay on the ground floor. Moving cloak is very easy to see in front of the cliff texture on the walkways for some reason.
to:
  • The magnum and OICW are great for picking off people at the enemy top floor.
  • The 357 in the center is a tough get now, so work the map with other weapons if you can.
  • If you have shield, you are best to stay near the flag and defend, but tanking the other teams quarters isnt out of the question on this map. If there ever was a map to tank your way into the other team's flagroom with a Shield Rune, this would be it lol. Since the map is small, the Shield's speed decrease isn't as big of factor, but you are sacrificing defense when attempting this.
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ctf_citadel

  • Runes: Cloak
  • Weapons: Magnum, Shotgun, Pulse, OICW, RPG, SMG, Sniper, SLAMs
  • In each base is a teleporter that leads to the back of the enemy base behind a force field. This force field can be turned off via a little keypad on the wall, just above eye level. One strategy is to have 1 person steal the flag and go through this teleporter while someone else waits and provides cover on the home end.
  • The beam in the center will hurt you if you touch it. You also can't shoot through it.
  • Cloak is even more powerful than normal on this map because it's already so dark.

ctf_citadel1.jpg | ctf_citadel2.jpg | legend.jpg

ctf_combine

  • Runes: Drain, Damage
  • Weapons: Magnum, Xbow, Shotgun, SMG
  • Flag passing. That's all you need on this map.

ctf_combine1.jpg | legend.jpg

ctf_contrived

  • Runes: Shield (x2)
  • Weapons: Magnum, Xbow, Shotgun, Pulse, RPG, SMG, SLAMs
  • I think I'm the only one, but I love this map. Maybe I just played too much Space CTF in Quake 3.
  • Be careful. There are doom drops all over the place on this map. Watch your footing.
  • You're safer on the upper levels than you are on the lower levels, because if you fall from above you have a chance to land on a lower platform.
  • The green mist at the bottom of the center room hurts you bad, so move through it quickly. Fast bunnyhopping or explosion jumping can help save you some health.
  • There are tons of shortcut jumps you can take, particularly in each base area.
  • Explosives are very effective in knocking people off the edge. The RPG is especially good for this.

ctf_contrived1.jpg | ctf_contrived2.jpg | ctf_contrived3.jpg | ctf_contrived4.jpg | legend.jpg

ctf_curved-pro

to:

ctf_curved

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  • Weapons: All except SLAMs and 357
to:
  • Weapons: All except SLAMs
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ctf_defrost

  • Runes: Shield
  • Weapons: All except magnum
to:

ctf_defrost_arena

  • Runes: Shield, Regen, Drain
  • Weapons: Arena mode (all)
Changed lines 453-454 from:
  • If you don't want to defend them, SLAM the tunnels above your base. It takes forever to clear them out if you place them properly.
  • The flag rooms are very easy to defend, especially with 3 turrets. If you're mounting an attack, make sure you come with lots of health and lots of big guns. It's difficult to make a clean getaway in this map.
to:
  • If you don't want to defend them, SLAM the tunnels above your base.
  • The flag rooms are very easy to defend, especially with 3 turrets and all your weapons at your disposal. If you're mounting an attack, make sure you come with lots of health and armor. It's difficult to make a clean getaway in this map.
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  • You can walljump to get onto all the raised walkways without using the ramps. You can also walljump from the raised walkway onto the outer windowsills, just below the xbow.
  • Outside the white tank by the doors are buttons that close the doors and hurt the person inside. This is a great way to slow down a carrier.
  • The sniper rifle is on the top of the white tank. Grab it with the ggun from the top of the ladders going into the attics.
to:
  • You can walljump to get onto all the raised walkways without using the ramps. You can also walljump from the raised walkway onto the outer windowsills.
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ctf_demise-pro

  • Runes: None
  • Weapons: Shotgun, OICW, Xbow, SMG, Alyx
  • This map is all about the nades. Although there are no nade pickups on the map the 2 you start with are key. Try to lob them at the enemy chargers when you're on offence. Otherwise, just cook and dominate. There's no room to dodge on this map.
  • Controlling the one SMG shell on the map is a good idea. Look at the diagram to see where it is.
  • You can walljump up to the flag platform from the shotgun on the ground below.
  • When you grab the xbow in the middle, throw it back to your team's chargers with the grav gun.

ctf_demise1.jpg | legend.jpg

Changed line 462 from:
  • Runes: Drain, Regen
to:
  • Runes: Burst
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  • There are lots of fancy jumps over walls you can do on this map to save time and look cool while doing it. See ctf_dirtworkjumps.jpg for some examples. The red path is flag tossing, green and yellow are jump paths.
to:
  • There are lots of fancy jumps over walls you can do on this map to save time and look cool while doing it.
Changed lines 472-473 from:
  • If you're the carrier going through the sewers, get a teammate to catch them flag while you throw it up from beneath your flag zone. Otherwise you won't be able to get up and you'll have to go back to the middle.
to:
  • If you're the carrier going through the sewers, get a teammate to catch the flag while you throw it up from beneath your flag zone. Otherwise you won't be able to get up and you'll have to go back to the middle.
Changed lines 476-478 from:

ctf_export

  • Runes: Damage, Drain, Shield
to:

ctf_floodzone

  • Runes: Shield
  • Weapons: All minus RPG
  • This is another tiny map, even smaller than pedestal. You can almost EJ from flag to flag.
  • The flagstands can be difficult to jump onto from the front.
  • Just like pedestal, flag tossing is very effective here.
  • A good flag toss will put the flag just past the bridge.

ctf_floodzone1.jpg | legend.jpg

ctf_lambda_bunker

  • Runes: Damage, Shield, Cloak, Regen
Deleted lines 492-599:
  • Work in groups. Because there are two easily accessible superchargers on the map, everyone has a lot of health, so they take a lot of damage to bring down.
  • Because there are superchargers, kill shield and Damage carriers with orbs because otherwise they WILL NOT DIE.
  • On the combine side you can jump from the end of the upper ramp through the window into the passage with the orbs. This is a good way to make a quick escape with the flag.
  • Tossing the flag up and down from the flagstands is a good way to speed up captures/steals.
  • It's fairly easy to get to the flag without being spotted on this map, but it's much harder to get out. Make sure you have an escort waiting on the path you're planning on taking so that they can watch your retreat.

ctf_export1.jpg | ctf_export2.jpg | ctf_export3.jpg | ctf_export4.jpg | legend.jpg

ctf_flagarena / dom_slamdance

  • Runes: Drain, Cloak, Shield, Regen, Double Damage
  • Weapons: Pulse, Magnum, Xbow, Shotgun, OICW, SMG
  • dom_slamdance and ctf_flagarena are the same map except for the gametype.
  • Most of the weapons on this map are in the upper spawn point above the flag. The pulse, magnum, shotgun and SMG are all up there, and the xbow is on the floor at the top.
  • There are two secret passages that run along the sides of the map that can be opened at either end on the bottom floor. Just run along the wall pressing use until you find the entrances. In the passages you'll find Drain, Cloak, and 2 super chargers.
  • There is another secret passage that runs between the two upper spawn areas. In this passage is Double Damage and a super charger.
  • You can shoot through the grating that makes up the entire second floor.
  • The tiny opening above each base can be shot through if you duck, but you have a very limited range of fire.
  • If you jump right you can slide down the bannisters from the upper spawn zone directly to the floor instead of running to the middle stairs. If you do it perfectly you won't take any falling damage.
  • Controlling the walkways is all about magnum and xbow. Make sure you pick up the magnum before you jump down from the upper spawn, you won't have another chance to get it.

ctf_flagarena1.jpg | legend.jpg

ctf_flagarena2-b

  • Runes: None
  • Weapons: Pulse, Xbow, Shotgun, OICW, SMG
  • This is a much much better version of ctf_flagarena. There are two walls in the middle, an upper platform, no secret doors, and no upper spawn room.
  • On the bottom along the outside there are two superchargers in the red hallways.
  • When you're running along the upper grate you can walljump over the railing by jumping off the opposite wall.

ctf_flagarena2-b1.jpg | legend.jpg

ctf_floodzone

  • Runes: None
  • Weapons: Magnum, shotgun, pulse, Xbow
  • This is another tiny map, even smaller than pedestal. You can EJ from flag to flag without too much trouble.
  • The flagstands can be difficult to jump onto from the front.
  • Just like pedestal, flag tossing is very effective here.

ctf_floodzone1.jpg | legend.jpg

ctf_gunshot

  • Runes: Regen, Damage
  • Weapons: Magnum, shotgun, pulse, Xbow, SMG, SLAMs, RPG

ctf_gunshot1.jpg | ctf_gunshot2.jpg | ctf_gunshot3.jpg | ctf_gunshot4.jpg | legend.jpg

ctf_intervention

  • Runes: Drain, Regen
  • Weapons: All except RPG
  • This map is bizarre, I'll warn you now. It consists of a cylindrical shaped room with 3 floors, with each floor being divided by a wall. Holes in the floors with jumppads at the bottom link the 3 floors. To capture the flag you must steal from the top floor then jump down to the ground floor and cross to your team's side, then jump back up to your flag.
  • There are two passages between sides on the 2nd floor that can be reached by sprint jumping from the edge of the jumppad. You bounce of the ceiling and land on the platform.
  • The forcefields can be shot through but throwing the flag through them will return it.

ctf_intervention1.jpg | ctf_intervention2.jpg | ctf_intervention3.jpg | legend.jpg

ctf_joust_b1

  • Runes: None
  • Weapons: Xbow, GGun, combine orbs
  • Fast and furious. There are no strategies, only killing.

ctf_joust_b21.jpg | legend.jpg

ctf_jump

  • Runes: Double Damage, Regen, Shield
  • Weapons: OICW, SMG, Nades, SLAMs
  • I made this map with practice in mind. Forget about playing a game on it, just use it as a playground or place to train.
  • There are chargers/ammo depots all over the place to keep you healthy, and the runes are in the center.
  • All of the walls are walljump friendly. Without explosion jumping, walljumping is the only way to get from the ground to any corner platform or the center, there are no walkways.
  • 4 teleporters link the center with the corners.
  • The ground floor is a good place to practice bunnyhopping because there are no obstructions whatsoever.
  • With double damage you can explosion jump from one corner of the map to the other.

ctf_jump1.jpg | legend.jpg

ctf_kiruna

  • Runes: All
  • Weapons: All
  • Sniper rifle is the king here, plain and simple. Go for headshots, because everyone starts with 100H/90A.
  • All the runes on this map are in one building in the center. Controlling that building at the start of the match is key.
  • Try and avoid running through the central open meadows in front of either base. Stay in the trees. Snipers are everywhere, so you have to make yourself a hard target to hit.
  • There are huge hills that surround the map. There are a bunch of ways up them, particularly behind each base. They're a good way to skirt the main field and come down behind enemy lines.
  • The hills are the best place to be with cloak.
  • You spawn with a lot of health, but there are no health or energy packs anywhere on the map. The only way to heal is with the regen or drain runes.
  • The airboats on this map are fun, but dangerous. You can't tell who's within the airboats when you shoot them unless you have 'hud_hitsound 1', so make sure you do. The sniper rifle works best on these things because it often flips them upside down.
  • If you insist on using an airboat, get out of it as soon as someone starts shooting at you. Don't try and be a hero.

ctf_kiruna1.jpg | legend.jpg

ctf_lambda_bunker

  • Runes: Damage, Shield, Cloak, Regen
  • Weapons: All
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ctf_pedestal

  • Runes: None
  • Weapons: Xbow, Pulse, Shotgun
  • The zen of CTF. No ornaments, no textures, no barriers, only you and fragging.
  • Flag tossing is key here. Steal, throw to the rooftop, and run home. Or steal, throw underneath and run home.
  • Blindly throwing grenades from one flag zone to the other is often effective.
  • Use the chargers. You need 100/100 if you'll have any chance of stealing and capping.
  • Use the enemy's chargers as much as possible.
  • It's important to play positions on this map. You always need someone on defense, and you always need someone up top. If you just run around you'll end up giving your opponents all kinds of opportunities.
  • If you aren't playing arena, camp the weapons and grav throw them back to your zone. This is particularly good to do with the shotgun, because this is what most people go for first. If you're waiting around the corner and you've got a shotgun and they don't, they're done.

ctf_pedestal1.jpg | legend.jpg

ctf_pedestal2

  • Runes: None
  • Weapons: Magnum, Pulse (and Orbs), Shotgun, OICW
  • Everything is basically the same as Pedestal on this with one exception: when you're playing arena mode you can shoot through the stairs with the sniper rifle. Use this technique to hit guys going up the stairs on the enemy side.

ctf_pedestal21.jpg | legend.jpg

ctf_pedestal_remix

  • Runes: None
  • Weapons: Shotgun, Pulse, Xbow
  • Ped remix is laid out the same way as ped except that there are walls on the ground that seperate the two flags. Because the ground route is slower, flag passing over the top is important.
  • The top has health at either end. Keep control of it.

ctf_pedestal_remix1.jpg | legend.jpg

ctf_pipeline-pro

  • Runes: None
  • Weapons: Pulse, OICW, SMG, Alyx, Shotgun
  • Flag passing is by far the fastest way to cap on this map. Have one guy stand on your side of the bridge at the entrance to the flag room. Then steal it, run out, and pass it across the gap.
  • The downstairs pipeline is very slow and not usually worth the trouble. If your flag gets stolen and the guy doesn't almost immediately pop out the top, chances are he's gone down below, so you've got lots of time to intercept him.

ctf_pipeline-pro1.jpg | ctf_pipeline-pro2.jpg | legend.jpg

ctf_portalstorm

  • Runes: Regen, Cloak, Shield, Damage
  • Weapons: Pulse, SMG, Magnum, Alyx, Shotgun, OICW
  • I'm glad this map has been fixed and is now back.
  • Control the middle. This is where all the runes are, as well as the sniper rifle and combine orb.

ctf_portalstorm1.jpg | ctf_portalstorm2.jpg | legend.jpg

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  • Runes: Shield, Regen
  • Weapons: All
to:
  • Runes: Shield, Regen, Drain, Burst
  • Weapons: All minus RPG
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ctf_raven

  • I'm not a fan of this map, so I don't know it well. Too dark for my tastes. Beware what lurks in the shadows.

ctf_smallfort

  • Runes: None
to:

dom_raven

  • A great walljump map.
  • Some rooftops are accessible.
  • Just a great domination map.

push_substation

  • Runes: Drain, Cloak, Shield, Regen
Changed lines 524-535 from:
  • This map is very heavy on defense, so when you're going for the flag you've got to attack en masse with everything you've got.
  • You've got to hold your ground on this map and creep ahead slowly, gradually pushing the enemy back into their own base. It takes patience not to just run in.
  • Beware of turrets as you round the corner when entering the enemy flag zone. They can really tear you up. Use the RPG to knock them around.
  • There is a "hidden" walkway up along the top of the perimeter of the map, accessible from the back balcony of your base. This is a decent place to go to get the drop on people, but unfortunately you're also very confined up there, so you make for easy sniper pickings. It's a great place to go and catch the flag from a steal and pass it on to someone in the middle. You can also walljump up to this railing from the pulse rifle platforms.
  • Speaking of passing the flag, that's the only way you'll ever get the flag out of a heavily guarded base.
  • People will always camp in the little corner sniper nests opposite the two bases. Flushing them out with explosive barrels from down the stairs is excellent. Likewise, if you see someone coming up the entrance, jump out the window and chase them to hit them from behind.

ctf_smallfort1.jpg | legend.jpg

ctf_substation

  • Runes: Drain, Cloak, Shield, Regen
to:
  • This is another big one. Team coordination is important to make sure you're covering all the paths to each team flag when that flag is "online".
  • This map has a lot of health/energy on it. Be prepared to deal with well armored foes.
  • Don't camp in the train cars near the flag. No matter what you're trying to do, it never works.

ctf_substation1.jpg | ctf_substation2.jpg | ctf_substation3.jpg | ctf_substation4.jpg | ctf_substation5.jpg | legend.jpg

ctf_thegreatwall

  • Runes: Cloak, Burst, Shield
Deleted lines 534-548:
  • This is another big one. Team coordination is important to make sure you're covering all the paths around the map.
  • This map has a lot of health/energy on it. Be prepared to deal with well armoured foes.
  • Around each flag is a force field that must be lowered to steal or capture the flag. Buttons to lower it are on either wall, and in the little control room overlooking the flag. Work in tandem with a teammate to get him to hit the button while you steal/cap the flag. You can also shoot the buttons to open the field, which is a good idea to do if you're going in alone.
  • The center room is important to control because it has 2 smg shells and 2 packs of OICW airbursts. Also, upstairs is the sniper and xbow, along with all 4 runes. Take it and hold it.
  • A good 2 man steal is to get one guy in the control room and the other to steal. Control room guy hits the button, point man steals and throws the flag up to the control room guy, who can then escape with a several second head start on the enemy. To catch the flag through the window you must be pulling the flag towards you with the ggun.
  • As mentioned in the turret section, put turrets behind the chain link fence in the basement near the sliding doors. Under the staircase that leads to the RPG is another good place for one.
  • Don't camp in the train cars near the flag. No matter what you're trying to do, it never works.

ctf_substation1.jpg | ctf_substation2.jpg | ctf_substation3.jpg | ctf_substation4.jpg | ctf_substation5.jpg | legend.jpg

ctf_thegreatwall

  • Runes: Cloak, Regen
  • Weapons: All except OICW and Alyx
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ctf_tower_arena

  • Runes: Damage, Cloak, Regen, Shield
to:

dom_rust

  • Runes: Shield, Regen, Double Damage, Burst
Deleted lines 547-605:
  • There's treasure at the bottom of the poles at the very bottom of that long ladder down. I'm not going to tell you what it is, but it's worth it.
  • There are teleporters that will move you across the map. But, they only go one way.
  • Be careful of the turret buildings in the bases. When turrets get thrown off the edge they respawn in the building facing out and ready to kill you.

ctf_tower_arena1.jpg | ctf_tower_arena2.jpg | ctf_tower_arena3.jpg | legend.jpg

ctf_tweak

  • Runes: None
  • Weapons: Sniper, Xbow, Magnum, Shotgun, Nades
  • This map is a copy of WTF-Q3A-02 from the 2 flag Quake 3 maps.
  • Tweak is really only good for practicing bunnyhopping and walljumping. Otherwise, it's boring.
  • The fence in the middle is slightly shorter than the walls on pedestal or canyon to make it easier to walljump over it.
  • The fence can be shot through with the sniper rifle.

ctf_twofort_lite

  • Runes: Damage, Drain, Lung, Regen
  • Weapons: All except OICW and Sniper
  • You can throw grenades across the center area effectively.
  • When you steal the flag, throw it from the flag zone over the wall to the bridge. If you have someone there to catch it, you can cap it a lot quicker and save yourself the run through enemy territory.
  • If someone steals the flag when you're not watching and they don't appear above ground within 5 seconds, chances are they've gone the water route. Pick 'em off from the bridge or go swimming after them.
  • This is the only map where Lung is useful, If you get it, camp the RPG with the crossbow or pistol and make sure enemies don't get it.

ctf_twofort_lite1.jpg | ctf_twofort_lite2.jpg | legend.jpg

dom_np_refinery

  • Runes: Cloak, Regen, Drain
  • Weapons: All
  • Refinery is an excellent map. Not only is it really nice looking, but it also makes for great games.
  • Controlling the upper balcony area is a good idea because you can control a lot of area from the higher ground, as well as 2 of the 3 runes.
  • Regen is a real boon on this map because you can explosion jump with impunity. Being able to leap over the central wall is sometimes a useful skill to have.
  • There are a few shortcuts you can take in this map by breaking windows and vents. Sometimes they can really help you get the drop on someone.

dom_np_refinery1.jpg | dom_np_refinery2.jpg | dom_np_refinery3.jpg | dom_np_refinery4.jpg | dom_np_refinery5.jpg | dom_np_refinery6.jpg | legend.jpg

dom_rebellion

  • Runes: Cloak, Regen
  • Weapons: All except Shotgun
  • I haven't played this map much since the new 1.7 version came out, but it looks a lot better than the initial release. Now the flag can't be brought into the base areas (if the flag touches the coloured force field at the base entrances it will return to its spawn at the top of the building), and more weapons are placed.
  • Because the flag can't be brought into the bases, the carrier tends to be in a lot more danger. One good place to hide is in the top of the building with cloak in it, above the xbow. The building basement is decent as well, but beware orbs.
  • This map is a prime place to do some explosion jumping onto from the ground to the top floor, or onto balconies.

dom_rebellion1.jpg | dom_rebellion2.jpg | dom_rebellion3.jpg | dom_rebellion4.jpg | legend.jpg

dom_rust

  • Runes: Shield, Regen
  • Weapons: All
Changed lines 549-550 from:
  • The flag starts behind the closed doors on the top floor of the central area.
  • Control the RPG.
to:
  • The flag starts in the center building on the top floor of the central area.
  • Control the RPG and stronger Runes.
Changed lines 553-554 from:
to:
  • A set of trains can take you out if you are on the bridge hoarding the DD Rune and camping, so look out!
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dom_toon-town_b1

  • Runes: None
  • Weapons: All but sniper and SLAMs
  • There are a lot of explosives on this map. 2 places with 2 smg nades, a place with 4 airbursts, and a place with 5 nades. Use them.
  • Taking over the building with the rpg, xbow and shotgun and hiding the carrier in it is a decent strategy. Just be wary of combine orbs.

dom_toon-town_b11.jpg | dom_toon-town_b12.jpg | dom_toon-town_b13.jpg | dom_toon-town_b14.jpg | legend.jpg

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If you don't know what your autoexec.cfg is, it's time to learn. Take a look at this guide on Counter-Script.net for details on what a cfg is and how you make binds and scripts. While that guide is for CS, the principles remain the same. In short, your cfg is where you put all your binds, optimization settings, scripts, and anything related to the configuration of the way you play HL2CTF. By default, your config will be in Valve\Steam\SteamApps\SourceMods\hl2ctf\cfg. Put any changes you make into a file called 'autoexec.cfg' and HL2CTF will automatically load it each time you play.

If you want an example config you can download and view mine here: cynautoexec.cfg .

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If you don't know what your autoexec.cfg is, it's time to learn. In short, your cfg is where you put all your binds, optimization settings, scripts, and anything related to the configuration of the way you play HL2CTF. By default, your config will be in Valve\Steam\SteamApps\SourceMods\hl2ctf\cfg. Put any changes you make into a file called 'autoexec.cfg' and HL2CTF will automatically load it each time you play. Remember that in most servers, scripts will be turned off.

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Here's a quick list of all the commands for HL2CTF which go can your config. Take a look at my example config if you want to see exactly how to use them.

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Here's a quick list of all the commands for HL2CTF which go can your config.

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Railgun: use weapon_ctf_railgun\\

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Drop Armour: dropbattery\\

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Drop Armor: dropbattery\\

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Good Binds

First off, make sure you directly bind weapons to keys rather than using the default slot system (the way it works in HL2 single player). This will allow you to switch weapons faster and easier.

There are a lot of buttons to bind in HL2CTF. With a dozen or so weapons and a pile of secondary commands, you need to have a good setup to make sure you can perform all the actions you need to. For example, I have an 8 button mouse with a wheel and all of them are bound to something. If you don't have as many buttons at your fingertips as I do, you're going to have to take some short cuts. One good one is to bind the OICW and the OICW zoom to the same button. This way you press [KEY] once to draw the OICW, and [KEY] again to toggle the zoom. To do this, add this line to your cfg:

bind "[KEY]" "+alt1;use weapon_ctf_oicw"

Another pair of good binds is to bind the stunstick and crowbar to the same button (since you'll always only have one of them), and also Alyx's pistol and the default pistol to the same button (because in any circumstance where you'd use the pistol, Alyx's pistol is better). The cfg lines for those binds are as follows:

bind "[KEY]" "use weapon_pistol;use weapon_ctf_alyxgun"
bind "[KEY]" "use weapon_crowbar;use weapon_stunstick"

Point being, play around with your config and find something that works for you.

Scripts

As a preface, let me say that I don't care if you think scripts are fair or unfair, good or bad, or useful or useless. I don't care, so save it. I'm presenting them here so you can try them out and use them if you want or not use them if you don't want. It's your call. I've never seen anything you can do with a script that you can't do manually. That said, some scripts make some manuevers a bit easier. Other scripts are poorly written and only screw you up. As a general rule, the more complex a script is the less likely it will actually work.

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Duck Jump

This is the only script that I definitely think is useful. With it, every time you jump you duck. Hold the key to stay ducked. Here you go:

alias +duckjump "-speed ; +jump ; +crouch"
alias -duckjump "-jump ; -crouch"
bind "SPACE" "+duckjump" // SPACE can be anything, obviously.

Note that using this script will make it impossible (or very difficult) to use the jump pads next to the beds on ctf_bedrooms. Caveat emptor, I always say.

Right Click MagZoom

With this you can use the suit zoom to let you zoom with the magnum. It isn't useful very often, but it's kinda nice on Canals or other big maps. Suit yourself.

bind "[MAG KEY]" "magkeys;use weapon_357"
bind "[OTHER WEAPON KEYS]" "regkeys;use weapon_[WHATEVER]"
alias magkeys "-attack;-attack2;bind mouse2 +zoom"
alias regkeys "-attack;-attack2;bind mouse2 +attack2"

If you're going to use this one, you'll have to change your magnum to be like the first line, and every other weapon to be like the second line. Ie, replace [KEY] with all the keys you have your weapons bound to already, and [WHATEVER] with the appropriate weapon code (see Config Commands above). Otherwise the next time you go to shoot an orb you will do a suit zoom.

To use the script, when you have the mag out, hold right click to zoom. Once you're zoomed, hold left click. When you line up what you want to shoot at, release right click, and you will shoot. Like I said, it's kinda useful, but not very. It sounds better on paper than it is in game because there's a bit of delay on shooting.

Grav Grab

This script makes it so that whenever you press and hold a button you get out the grav and start trying to catch whatever's in your crosshairs. When you release the button it puts the grav away and switches back to whatever weapon you were using. Pretty useful, but it's quirky. This is a good script to use if you're trying to learn to cook nades.

alias +grab "use weapon_physcannon; wait; +attack2"
alias -grab "-attack2;lastinv"
bind [KEY] "+grab"

A Note on Waiting in Scripts

Only read this if you're planning on making scripts. If not, don't. If you're a scripter, you know that to have a delay between commands, you use the 'wait' command. However, it's important to note two things. 1) All waits are not equal. The length of the wait in actual time depends on the server tick rate, so if you use wait8 in a script and it works on one server, it may not work exactly the same on another, so you may have to adjust. 2) While you're in the middle of a wait, any other commands you type will not execute until after the wait is over. For short waits this isn't a big deal, but it can make your manuevers imprecise and it's all the more reason to keep the number of waits in a script to a minimum.

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Changing Your Skin

You can set your prefered model in a autoexec.cfg or in the console using:

cl_rebelmodel <model>
cl_combinemodel <model>

Selecting a player model in the Multiplayer Options (cl_playermodel) will only allow you to set your preferred model for a specific team, using the cvars is the best option to get the right model no matter which team you join.

You can use below models on servers with ctf_extramodels enabled (set to 1):

  • models/eli.mdl
  • models/kleiner.mdl
  • models/alyx.mdl
  • models/humans/group03m/male_01.mdl
  • models/humans/group03m/male_02.mdl
  • models/humans/group03m/female_01.mdl
  • models/humans/group03m/female_02.mdl

Coloured Skins

When HL2DM first came out Alba made a set of skins that made the combine blue and the rebels red. They look like this: (alba1.jpg | alba2.jpg | alba3.jpg). These skins work with HL2CTF as well, and can be a big help telling the difference between friend and foe at a distant or at a glance. The game doesn't look as cool with them as without them, because it kind of looks like you're killing teletubbies, but there you have it. Note that some leagues/servers frown on coloured skins, so use at your own risk. To install them, read the instructions that come in the zip. You can download them here from RapidShare.de. Note: if this link doesn't work, try again later. There's an hourly bandwidth cap on it.

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September 14, 2011, at 06:59 PM by 209.107.241.27 -
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I've found the RPG difficult to use for EJing, but try it and you might have better luck than I do. The principles are the same, so just give it a try.

A good map to practice EJing on is ctf_jump, which has lots of high platforms and health to play around with.

Also remember that if you have the damage rune you can EJ twice as far. This is particularly good on canals, because with damage you can get most of the way from flag to flag with only one nade. Of course, you also do twice as much damage to yourself, so be careful.

Download a tutorial demo of me showing some EJing on Pedestal. ejtutorial.dem (Note: to play demos, put the .dem in your hl2ctf directory and type 'demoui' in console to load it up.)

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I've found the airburst difficult to use for EJing, but try it and you might have better luck than I do. The principles are the same, so just give it a try.

A good map to practice Rpg EJing on is xxx_blooddish, since its got a double damage rune and you have excessive amounts of rpg missiles you can really get a feel for jumping around. For nade EJing, ctf_floodzone or ctf_canyon2 fits the bill.

Also remember that if you have the damage rune you can EJ twice as far. This is particularly good on blooddish, because with damage you can get most of the way from flag to flag with only one nade. Of course, you also do twice as much damage to yourself, so be careful.

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First and most obviously is to hit them on their way in. A clean hit with a magnum, sniper rifle, xbow, shotgun, or any explosive will hurt them enough to force them to suicide. However, because they usually enter and exit fast, you've gotta be playing dedicated defence or else they'll burn right by you. By dedicated defence I mean sitting on top of the flag, waiting for jumpers to show up. Because you can't push by someone in CTF, if you're on top of the flag, the jumper won't be able to steal it. In the meantime, you're ultra close range with a shotgun, so you can blast the hell out of him. Even if he gets the flag, if you take him down to half health, you've stopped him from jumping, and he'll be forced to run it out while injured.

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First and most obviously is to hit them on their way in. A clean hit with a magnum, sniper rifle, railgun, xbow, shotgun, or any explosive will hurt them enough to force them to suicide. However, because they usually enter and exit fast, you've gotta be playing dedicated defence or else they'll burn right by you. By dedicated defence I mean sitting on top of the flag, waiting for jumpers to show up. Because you can't push by someone in CTF, if you're on top of the flag, the jumper won't be able to steal it. In the meantime, you're ultra close range with a shotgun, so you can blast the hell out of him. Even if he gets the flag, if you take him down to half health, you've stopped him from jumping, and he'll be forced to run it out while injured.

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Walljumping is very ninja, but it's also pretty tough and takes practice. To wall jump, strafe jump into a wall, and then press jump again. Sounds easy, right? Well, it's easy to wall jump, but it's tougher to use it so it does you any good. The best way to use it is to jump over high walls that you wouldn't normally be able to get over, such as the walls in pedestal or dirtwork. If you walljump just right, you can leap onto the top of these walls from the ground in one manuever. Naturally, this means you can skip over portions of the map, attack opponents from directions they aren't expecting you, and generally act like a bad ass.

If you want to practice wall jumping over walls, load up pedestal, dirtwork, or tweak and just start trying. You'll have more success if you start your first jump from the ground a little ways away from the wall rather than from right beside the wall. Also, while you do your wall jump, quickly turn the mouse "into" the wall while you strafe into the wall, I've found this helps gain you some momentum to carry yourself over the wall (although it doesn't gain you any height). In terms of how easy it is to wall jump over the walls, dirtwork is the hardest (because the ground isn't totally flat), pedestal is medium, and tweak is the easiest (the fence in the middle is slightly shorter than the walls on pedestal). Remember, practice practice practice. Don't get discouraged if you can't get it at first.

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Walljumping is very ninja, but it's also pretty tough and takes practice. To wall jump, strafe jump into a wall, and then press jump again. Sounds easy, right? Well, it's easy to wall jump, but it's tougher to use it so it does you any good. The best way to use it is to jump over high walls that you wouldn't normally be able to get over, such as the walls in raven or dirtwork. If you walljump just right, you can leap onto the top of these walls from the ground in one manuever. Naturally, this means you can skip over portions of the map, attack opponents from directions they aren't expecting you, and generally act like a bad ass.

If you want to practice wall jumping over walls, load up dirtwork or raven and just start trying. You'll have more success if you start your first jump from the ground a little ways away from the wall rather than from right beside the wall. Also, while you do your wall jump, quickly turn the mouse "into" the wall while you strafe into the wall, I've found this helps gain you some momentum to carry yourself over the wall (although it doesn't gain you any height). In terms of how easy it is to wall jump over the walls, dirtwork is the hardest (because the ground isn't totally flat), raven is medium because of a lot of the thin platforms, and a flat wall with a flat floor is the easiest. Remember, practice practice practice. Don't get discouraged if you can't get it at first.

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When using armour or health batteries on the wall, don't just face the wall and stand still like an idiot. You can use the batteries from a little ways away, so move around while you charge up. Even just going back and forth in a 3 foot circle might save your life from a headshot from behind.

When going up against someone with an Xbow or Magnun, use the timing of their weapon against them. Most people when using the xbow will fire a shot as soon as it has been reloaded. If you know how long this takes, you know when to dodge. For example, your opponent has an Xbow and his first shot missed. Run in a straight line for as long as it takes for him to reload, and he'll lead his shot to the end of that line. At the last second, strafe one way or the other. I find this is more effective than doing the random dance the entire time, because you've got better aim when you're not moving frenetically. The same principles apply to the magnum, but the time between shots is much less. Naturally this technique doesn't work very well against someone who's switching weapons constantly, but there you have it.

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All Health and Suit chargers are dead in this mod. We do not promote standing still staring at a wall. So, if you wanna stay healthy, keep track of where health kits and the new battery kits are placed on a map. Also, your teammates can give you their health and suit armor if you need some. So work together if you are in trouble.

When going up against someone with an Xbow, Railgun, or Magnun, use the timing of their weapon against them. Most people when using the Xbow or Railgun will fire a shot as soon as it has been reloaded. If you know how long this takes, you know when to dodge. For example, your opponent has an Xbow or Railgun and his first shot missed. Run in a straight line for as long as it takes for him to reload, and he'll lead his shot to the end of that line. At the last second, strafe one way or the other. I find this is more effective than doing the random dance the entire time, because you've got better aim when you're not moving frenetically. The same principles apply to the magnum, but the time between shots is much less. Naturally this technique doesn't work very well against someone who's switching weapons constantly, but there you have it.

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  • Primary - 13 / 39
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  • Primary - 9 / 27
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At 39 damage for a headshot, fast reload and good accuracy, the pistol is savage. Don't think it sucks just because it's your default weapon (in Pro mode). It's best at mid range, and works OK as a finisher after you've softened somebody up with another gun or a grenade.

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At 27 damage for a headshot, fast reload and good accuracy, the pistol isnt bad. Don't think it sucks just because it's one of your default weapons. It's best at mid range, and works OK as a finisher after you've softened somebody up with another gun or a grenade.

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  • Primary - 12 / 36
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  • Primary - 11 / 33
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  • Weapon available in Pro Mode only

Alyx's gun does a bit less damage than the pistol but is considerably more accurate when it's in semi mode, so it's good for tapping off headshots at long range. It also has a larger clip than the pistol, at 25 instead of 18. In full auto mode the spray is less accurate than the default pistol. If you use full auto mode don't shoot more than 5 or 6 bullets in a burst and you'll maintain accuracy more (like in CS).

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Alyx's gun does more damage than the pistol and is considerably more accurate when it's in semi mode, so it's good for tapping off headshots at long range. It also has a larger clip than the pistol, at 25 instead of 18. In full auto mode the spray is less accurate than the default pistol. If you use full auto mode don't shoot more than 5 or 6 bullets in a burst and you'll maintain accuracy more (like in CS).

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  • Primary - 85 / 255
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  • Primary - 75 / 225
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The magnum is God. With 6 shots in a clip that can each do 255 on a headshot and perfect accuracy (the bullet always goes exactly where your crosshair is), the 357 has more potential for destruction than any other gun. Always aim for the head. Best at mid to long range, or in narrow corridors. Takes a long time to reload, but it will behind the scenes reload. If you hit someone once or twice in the body and they don't die, switch to another weapon like a shotgun or machine gun to finish them off.

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The magnum is God. With 6 shots in a clip that can each do 225 on a headshot and perfect accuracy (the bullet always goes exactly where your crosshair is), the 357 has more potential for destruction than any other gun. Always aim for the head. Best at mid to long range, or in narrow corridors. Takes a long time to reload, but it will behind the scenes reload. If you hit someone once or twice in the body and they don't die, switch to another weapon like a shotgun or machine gun to finish them off.

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  • Primary - 6 / 18
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  • Primary - 10 / 30
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Unless you have shells for the secondary fire, the SMG is worthless. It does about half the damage as the pistol and is less accurate. If you do have the shells, you're in good shape though. The lobbing grenades are the highest damage, easiest to use explosives aside from the RPG, so you can really ruin someone's day with it. Make sure to aim just above your target to compensate for the lob. The SMG does not reload behind the scenes.

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The smg has been bumped up to 10 from 6 dmg which is a significant bump from the last version of the mod. It does a little more damage then the pistol, but is less accurate. Because of the increase in dmg, we have lowered the clip and size of the clip down so spraying like a wild man may not get you very far. If you have the smg grenades, you're in good shape. The lobbing grenades are the highest damage, easiest to use explosives aside from the RPG, so you can really ruin someone's day with it. Make sure to aim just above your target to compensate for the lob. The SMG does not reload behind the scenes.

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The secondary can be tricky to use, but it's a great room clearer. Orbs suck outdoors or in large open spaces, so don't bother. The best way to use them is to fire them into the flag room to clear it out before you assault. Orbs are also key in taking down heavily armoured shield rune carriers. Beware of odd bounces though, because unlike in HL2DM, you can be killed by orbs you fire. Careful of friendly fire as well. You can catch them with your grav gun, and if you're really ninja you can fire one from the pulse, switch to grav, and catch it before it goes anywhere, allowing you to fire it again without having to wait for the charge up.

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The secondary can be tricky to use, but it's a great room clearer. Orbs suck outdoors or in large open spaces, so don't bother. The best way to use them is to fire them into the flag room to clear it out before you assault. Orbs are also key in taking down heavily armoured shield rune carriers. Beware of odd bounces though, because unlike in HL2DM, you can be killed by orbs you fire. Careful of friendly fire as well. You can catch them with your grav gun, and if you're really ninja you can fire one from the pulse, switch to grav, and catch it before it goes anywhere (yoyo'ing), allowing you to fire it again without having to wait for the charge up.

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  • Primary - 12 / 36
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  • Primary - 14 / 42
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  • Weapon available in Pro Mode only
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Airbursts are about equivalent to the SMG secondary. They're the easiest secondary to use because they go exactly where you point the gun. Fire at your opponent's feet.

Zoom on the OICW is handy for picking off long range headshots, but it's not that useful. You have to bind OICW zoom to its own key. I like binding it to the same key as the OICW itself, so I press X once for OICW, and X again for OICW zoom toggle.

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Airbursts are about equivalent to the SMG secondary. They're the easiest secondary to use because they go exactly where you point the gun. Fire at your opponent's feet. They only travel so far though before exploding, so keep that in mind when blasting away.

Zoom on the OICW is handy for picking off long range headshots, but it's not that useful. You have to bind OICW zoom to its own key.

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  • Primary - ~30-110 / ~90-330
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  • Primary - ~30-110 / ~90-330 (10 dmg per pellet)
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There's a reason most kills are made by the shotgun. It's the ultimate close quarters finishing move weapon. Close range headshots do an obscene amount of damage. It's only good for very short range though, as it spreads out very quickly. Primary fire is better than secondary fire as it is more accurate and doesn't spend ammo as fast. A favourite move of many players (I'm looking in your direction, Ghost) is to hit with the xbow first and finish with a quick blast with the shotgun. New to 1.7 is that the shotgun no longer gets a crosshair except for the quickinfo bars.

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There's a reason most kills are made by the shotgun. It's the ultimate close quarters finishing move weapon. Close range headshots do an obscene amount of damage. It's only good for very short range though, as it spreads out very quickly. Primary fire is better than secondary fire as it is more accurate and doesn't spend ammo as fast.

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  • Secondary - None

Ah the RPG. Since 1.7 the RPG isn't as abusive because now it does "only" 100 damage, but it's also regained the guiding laser just like in DM. This means that after you fire it, you can guide the missile by pointing it where you want it to go. This means you can fire around corners or behind cover. Remember to always shoot for the feet, and remember that you can't switch weapons until the rocket explodes. Rockets are great to lob around corners when you know someone is following you. Don't forget to lead the shot a little bit. The RPG shouldn't be too hard to figure out. If you're fighting someone who's using the RPG, try and get as up close and personal as fast as possible, or take them out from long range.

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  • Secondary - alternates your rpg laser between straight or manual missile fire

Ah the RPG. Since 1.7 the RPG isn't as abusive because now it does "only" 100 damage, but it's also regained the guiding laser just like in DM. This means that after you fire it, you can guide the missile by pointing it where you want it to go. This means you can fire around corners or behind cover. Remember to always shoot for the feet, and remember that you can't switch weapons until the rocket explodes. Rockets are great to lob around corners when you know someone is following you. Don't forget to lead the shot a little bit. The RPG shouldn't be too hard to figure out. If you're fighting someone who's using the RPG, try and get as up close and personal as fast as possible, or take them out from long range. The secondary fire allows you to switch from guiding missiles to unguided. This can be useful if you wanna pump a few rockets in a direction and keep on moving towards another objective.

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  • Weapon available in Pro Mode only

This is HL2CTF's answer to CS's AWP and Quake's railgun. Huge, frightening, and hitscan. Best used with the scope at long range, but if you're ninja you can use it at close range without the scope. You don't get a crosshair unless you're zoomed, so noscoping is tough but possible. The sniper takes ages to reload, about as long as the magnum, so if you miss your first shot and your enemy is coming after you, switch weapons. If someone is shooting at you with this bad boy, watch for the trail of the spiral shot and you can find out where they are.

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This is HL2CTF's answer to CS's AWP. Huge, frightening, and hitscan. Best used with the scope at long range, but if you're ninja you can use it at close range without the scope. You don't get a crosshair unless you're zoomed, so noscoping is tough but possible. The sniper takes ages to reload, about as long as the magnum, so if you miss your first shot and your enemy is coming after you, switch weapons. If someone is shooting at you with this bad boy, watch for the trail of the spiral shot and you can find out where they are.

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Railgun

  • Primary - 100
  • Secondary - charge meter that starts you at 100 and ends at 150. If you overcharge, the bolt auto fires and will only do 75 damage. Also, a charged bolt will go through more then 1 player and hurt all players it hits with the same amount of damage. So, in theory, if you were to hit 3 players with 1 charged bolt at max damage, they could all easily die from that one bolt.

The Railgun is HL2CTF's answer to Quake's Railgun. Built by the Rebels (like the Xbow), the Railgun isn't the prettiest thing to look at, but its evil in the right hands. It fires rebar bolts like the Xbow, but the speed is almost twice as fast and there is no gravity related drops. It's reload timing will take time to get used to, but its potential damage makes up for it. It is the choice default weapon for Instagib mode.

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  • Primary (facing a wall) - Sets a laser trip mine
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  • Primary - tosses the SLAM that attaches to a wall if the wall is within range and sets a laser trip mine
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SLAMs are a good way to slow people down when they're approaching the flag, but they take patience to plant effectively. Try to put them in narrow corridors. Planting them on ladders works well. You can shoot them with anything to blow them up if they're in your way, but don't get too close.

You can also SLAM launch them in a similar way as you would cook a nade, by tossing a remote SLAM, picking it up with your grav gun and throwing it at enemies, and then switching back to SLAM and right clicking to detonate it. Usually the same effect is easier to pull off by cooking nades though.

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SLAMs are a good way to slow people down when they're approaching the flag and with 2.0, are easy to plant. Try to put them in narrow corridors. Planting them on ladders works well. You can shoot them with anything to blow them up if they're in your way, but don't get too close. They are now team based so you can plant as many as you can without worrying about teammates getting hurt by them or yourself being injured by them. There is a server cvar that is called ctf_slamsdiewithowner. If this is set to 1 (default), your slams will explode when you die.

You can also SLAM launch them in a similar way as you would cook a nade, by tossing a remote SLAM, picking it up with your grav gun and throwing it at enemies, and then switching back to SLAM and right clicking to detonate it. Usually the same effect is easier to pull off by cooking nades though. I have found that tossing 2 slams on the ground will give you the best explosion jump possible in this game, but it takes a lot of time and is near impossible to pull off with a lot of enemy traffic around.

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There are a couple scripts you can use to help you cook nades, but the script can't help you with the hard part - timing the throw.

Grav Gun

  • Primary - Hit (Does 1-2 damage when you hit a player)
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Gravity Gun

  • Primary - Hit (Does 1 damage when you hit a player)
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The grav is awesome. Cook nades, catch orbs, and smash people with toilets. What else do you want? Physics are a great way to kill heavily armoured opponents. Especially the long tables, hotel signs, radiators, sawblades, and most importantly, the explosive barrels. A clean hit with any phys prop will kill anyone. If someone's coming at you with a prop, don't forget that you can catch it. Just get out your grav and right click while looking at the object they're going to throw, and then wing it right back at them. Prop kills work best when you wait around a corner with a big object and crush people as they turn. You can also use props for cover as you advance, but this is dangerous because it obscures your visibility.

If someone is coming at you with a prop, get out your ggun and hold right click while looking at the prop they're holding. As soon as they launch it, you'll catch it, and you can often launch it right back at them for a quick kill. You don't have to right click while the object is in the air.

One other important uses of the grav is to pull items towards you. On many maps there are items that are in precarious or inconvenient positions. Pull them to yourself with the grav to save time. A good habit to get into is to use the grav to collect items while you're jumping through the area. Every second you save by grabbing items instead of collecting manually is a second you can spend capping or fragging.

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The Gravity Gun is awesome. Cook nades, catch orbs, and smash people with toilets. What else do you want? Physics are a great way to kill heavily armoured opponents. Especially the long tables, hotel signs, radiators, sawblades, and most importantly, the explosive barrels. A clean hit with any phys prop will kill anyone. If someone's coming at you with a prop, don't forget that you can catch it. Just get out your Gravity Gun and right click while looking at the object they're going to throw, and then wing it right back at them. Prop kills work best when you wait around a corner with a big object and crush people as they turn. You can also use props for cover as you advance, but this is dangerous because it obscures your visibility.

If someone is coming at you with a prop, get out your Gravity Gun and hold right click while looking at the prop they're holding. As soon as they launch it, you'll catch it, and you can often launch it right back at them for a quick kill. You don't have to right click while the object is in the air.

One other important uses of the Gravity Gun is to pull items towards you. On many maps there are items that are in precarious or inconvenient positions. Pull them to yourself with the Gravity Gun to save time. A good habit to get into is to use the grav to collect items while you're jumping through the area. Every second you save by grabbing items instead of collecting manually is a second you can spend capping or fragging.

Probably the most important aspect of the Gravity Gun is that it gives you the ability to toss the flag. This is a key element in HL2CTF's gameplay and is unique to only this game. There is nothing better then seeing a team execute a flag capture by tossing the flag to each other across a map. It can render a midfield defense completely worthless if done correctly.

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Runes are the bane of those that don't have them. So get them. HL2CTF is as much about capturing the flag as it is about capturing the runes and keeping them from your enemies. The most powerful rune is double damage, followed closely by shield, then cloak and drain, then regen, and finally lung. At the start of a match you should run for the spawn points of these runes and grab up as many as you can for you and your teammates. You can wear one and carry another with the grav. If you don't know where they spawn, find out using the maps in this guide. Also, usually the floor where the rune spawns is marked by the symbol of the rune.

Damage

This rune increases your damage. In the hands of a good player, they become great. In the hands of a great player, they become unstoppable. All the weapons are good when their damage is doubled, but my personal favourites to use are the magnum, pistol, and shotgun. If you have Damage, keep your health up as much as possible, and don't be afraid to retreat if you're under heavy fire. When you have Damage you are more important than your teammates, because if you die, the enemy will get your rune. Stay in your team's zone of the map and act as a midfielder if you're on your own, and don't assault the flag unless you're working as a team. You're the ultimate point man and battering ram, but you're also a valuable prize to be captured, so be careful.

If you're facing someone with Damage, use high damage weapons, like magnum, xbow, explosives, phys props and orbs. Try and come from a couple angles at once and catch them by surprise. In a pitched battle against an opponent with Damage, unless you kill them right away, you will lose.

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Runes are the bane of those that don't have them. So get them. With the newest version (2.0), runes have become team based, making the game a little more class based. The most powerful rune is Double Damage, followed closely by Shield, then Cloak and Drain, then Burst and Regen, and finally Lung. At the start of a match you should run for the spawn points of these runes and grab up as many as you can for you and your teammates. You can wear one and carry another with the grav. The floor where the rune spawns is usually marked by the symbol of the rune.

Double Damage

This rune doubles your damage given and received. In the hands of a good player, they become great. In the hands of a great player, they become almost unstoppable. All the weapons are good when their damage is doubled, but my personal favourites to use are the magnum, OICW, and shotgun. If you have Damage, keep your health up as much as possible, and don't be afraid to retreat if you're under heavy fire. You will die quickly when shot because all damage done unto you is also doubled so beware. You're the ultimate point man and battering ram, but you're also an easy kill, so be careful.

If you're facing someone with Damage, give them all you've got. They will die much faster since they have the Double Damage rune on. From a distance, try to use high damage weapons, like magnum, xbow, explosives, and orbs. In a pinched battle against an opponent with a Double Damage rune, they person who is more accurate will win the battle.

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With shield you become a tank. A portion of all the damage you take will be absorbed by the rune, effectively making your health ~35% higher. The flag carrier should have shield if possible. Shield is a good rune for a defender to have, since most flags have chargers nearby. Keep your health up as much as possible, because the power of your rune is proportional to how much health you have. If you're in a group, the shield should go first in line. That way if you die, hopefully your teammate will pick up the rune before an enemy does. I can't tell you how many times I've killed a dude with shield only to have his buddy pick it up right after.

If you're fighting shield orbs and phys props are the way to go. You need to do a lot of damage to take down a shield guy, but orbs and props kill anyone in one shot.

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With the Shield Rune you become a tank. A portion of all the damage you take will be absorbed by the rune, effectively making your health ~35% higher. With reward, comes sacrifice as the shield also takes 25% of your speed away, effectively making your sprint only 5 points faster then walking. The shield is the ultimate defensive rune. Keep your health up as much as possible, because the power of your rune is proportional to how much health you have. If you're in a group, the Shield should go first in line. That way if you die, hopefully your teammate will pick up the rune before an enemy does. I can't tell you how many times I've killed a dude with a Shield Rune only to have his buddy pick it up right after.

If you're fighting against someone with a Shield Rune, orbs or props are the way to go. You need to do a lot of damage to take down a Shield guy, but orbs and props kill anyone in one shot.

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Cloak is awesome. You become the predator. While you're moving you can be seen, but when you're still you're invisible (except for certain weapons that have lights, like the xbow, RPG, and sniper rifle (while zoomed)). As a cloaker you don't want to ever steal the flag, but you're the ultimate midfielder or escort. Try and use 1 shot kill weapons and take people out before they see you. If you can't take someone out right away, hide. As soon as you become still you turn invisible, so if you can get a corner between you and your pursuer you can stop and wait for them to come around, then get them from behind. However, remember that your name will still pop up when someone moves their mouse over you, so it's important to hide in places they're less likely to look at.

If you're fighting someone with cloak, keep them moving. Keep the pressure on and keep them in sight. Use explosives, orbs, and the shotgun for best results. Also watch for the sniper rifle laser and other weapon lights.

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Cloak is awesome. You become the predator. While you're moving you can be seen, but when you're still you're invisible. The only time you are truly seen when you have a Cloak Rune on is when you are firing a weapon. It's the Cloak's clutch. As a cloaker you don't want to ever steal the flag, but you're the ultimate midfielder or escort. Try and use 1 shot kill weapons and take people out before they see you. If you can't take someone out right away, hide. As soon as you become still you turn invisible, so if you can get a corner between you and your pursuer you can stop and wait for them to come around, then get them from behind. However, remember that your name will still pop up when someone moves their mouse over you, so it's important to hide in places they're less likely to look at.

If you're fighting someone with a Cloak Rune, keep them moving. Keep the pressure on and keep them in sight. Use explosives, orbs, and the shotgun for best results. Also watch for the sniper rifle laser and other weapon lights and try taking them out while they are spraying away.

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Regen is good but not great. It will heal you 6 health every second. It won't help you out in a firefight, but it's great to help you stay alive on maps with not much health (like greatwall). It's also good to give regen to the flag carrier on domination maps. If you have regen, try to engage from a distance or kill people fast enough that they can't keep the pressure on. If you're fighting someone with regen, keep the pressure on and kill them fast or otherwise they'll whittle you down.

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The Regen Rune is good, but not great. It will heal you 6 health every second. It won't help you out in a firefight, but it's great to help you stay alive on maps with not much health (like greatwall). It's also good to give the Regen Rune to the flag carrier on domination maps. If you have Regen, try to engage from a distance or kill people fast enough that they can't keep the pressure on. If you're fighting someone with Regen, keep the pressure on and kill them fast or otherwise they'll whittle you down.

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Drain is good fun. It isn't as powerful as Damage, but in the right hands it's deadly. Every time you do damage to someone you gain a portion of the damage you do (~25%) in health and armour, to a maximum of 100H/150A. If you have drain, try and do one shot high damage attacks. Also remember that you gain health from killing people with orbs and phys props, so don't shy away from those just because you have drain.

Drain is a great rune to have if you're stirring up trouble in the midfield or enemy base but not going for the flag. By dealing damage you're not only hurting your opponents but you're also healing yourself. Because you're spending less time recharging and more time fragging, you're even more of a thorn in your opponents side.

There aren't really any special tactics to deal with an opponent with drain, just kill them like you would any highly armoured opponent.

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The Drain Rune is good fun. It isn't as powerful as Double Damage, but in the right hands it's deadly. Every time you do damage to someone you gain a portion of the damage you do (~25%) in health and armor, to a maximum of 100H/150A. If you have drain, try and do one shot high damage attacks. Also remember that you gain health from killing people with orbs and phys props, so don't shy away from those just because you have a Drain Rune on.

Drain is a great rune to have if you're stirring up trouble in the midfield or enemy base but not going for the flag. By dealing damage you're not only hurting your opponents, but you're also healing yourself. Because you're spending less time grabbing health and armor kits and more time fragging, you're even more of a thorn in your opponent's side.

There aren't really any special tactics to deal with an opponent with drain, just kill them like you would any highly armored opponent.

Burst

The Burst Rune is a flag runner's wet dream. Having it on gives a you a 15% increase in speed and keeps your auxiliary bar high , which can really make a difference on the right player. It really is only useful for flag runners or flag chasers because it doesn't give a player any other tactical advantage. With its auxiliary speed increase it can help new players managing their aux bar while bunny hopping, but someone that has learned the bhop will find little use in this.

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Lung lets you swim underwater indefinitely without taking damage. Almost entirely useless seeing as you can swim for so long without taking damage anyway. The only time I've ever used lung effectively is on twofort_lite by camping the underwater RPG with an xbow and killing people as they came after it.

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The Lung Rune lets you swim underwater indefinitely without taking damage. Almost entirely useless seeing as you can swim for so long without taking damage anyway. The only time I've ever used lung effectively is on ctf_twofort_lite by camping the underwater RPG with an xbow and killing people as they came after it. It is also the only way to effectively cross the yard water tunnel in ctf_elite.

September 14, 2011, at 12:11 PM by 209.107.241.27 -
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Written by Cyn, revised by the HL2CTF.org community

I've been playing HL2DM and HL2CTF for about a year now, and in that time I've learned a lot from a lot of different sites and people. Even now, every so often I have a moment of epiphany when I learn something new and go, "Ohhhh, that's how you open the doors on rust." or "So that's where the cloak rune is on canals." The purpose of this guide is to take all these revelations and put them in one place. This guide contains a massive amount of information, some of which may be obvious to you and some of which may not. At any rate, this guide is divided into five basic parts - general strategy, weapons, runes, map strategy, and game customization. An appendix has been included covering some tangential topics - demos, movie making, and map making.

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Written by HL2CTF community

This guide contains a massive amount of information, some of which may be obvious to you and some of which may not. At any rate, this guide is divided into five basic parts - general strategy, weapons, runes, map strategy, and game customization. An appendix has been included covering some tangential topics - demos, movie making, and map making.

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I can't guarantee this guide is 100% accurate. In fact, I know there are some things that are missing and some things are probably wrong. If you have something you want to add or correct, email it to me at sargasmic at hotmail dot com and I'll put it in. At the time of this writing, this guide is missing map diagrams and tips for the new versions of dom_export, dom_raven, ctf_storm, ctf_contrived, and several custom maps (notably, ctf_tower_arena, ctf_mariobeta, ctf_wizard, and ctf_geryophobia [or however it's spelled]). If anyone wants to make those up, I'd be obliged. I may get around to writing them myself, but who knows when.

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I can't guarantee this guide is 100% accurate. In fact, I know there are some things that are missing and some things are probably wrong. If you have something you want to add or correct, email it to me at sacrifist at cgc-online dot com and I'll put it in.

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HL2CTF isn't a very big community. If you're playing the game for any length of time you're going to see the same people over and over again. So treat them well. Regardless of any differences you have with another player, remember that everyone has something in common - we all play HL2CTF. Just play the game.

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If you're playing the game for any length of time you're going to see the same people over and over again. So treat them well. Regardless of any differences you have with another player, remember that everyone has something in common - we all play HL2CTF. Just play the game.

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Team coordination is a term I will throw out a lot in this guide. This is because HL2CTF is a team based mod. Individual talent and killing ability is laudable, but no individual can beat an organized team. So how do you organize and co-ordinate a team? Work in groups. Don't fly solo. If you kill a guy with a rune and you've already got one, carry the rune back to one of your teammates. Escort the flag carrier. Attack the flag from multiple points at once. Communicate using the radio and keep your team informed on where you are. Pay attention to when either team steals the flag.

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Team coordination is a term I will throw out a lot in this guide. This is because HL2CTF is a team based mod. Individual talent and killing ability is laudable, but no individual can beat an organized team. So how do you organize and co-ordinate a team? Work in groups. Don't fly solo. If you see a team rune and you've already got one, carry the rune back to one of your teammates. Escort the flag carrier. Attack the flag from multiple points at once. Communicate using the radio and keep your team informed on where you are. Pay attention to when either team steals the flag.

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TeamSpeak

TeamSpeak is a free 3rd party program designed for multiplayer gaming. If you have a microphone, you can sign onto a TeamSpeak server and then use voice chat with your teammates. You can do the same thing within HL2CTF, but the sound quality of TeamSpeak is better and there are a few more options that can be played with. TeamSpeak is a must for scrimming, clan games, or any serious competition because you don't have to type or use the radio to keep your team informed of what's going on. Most clans have their own TeamSpeak server. Download TeamSpeak here.

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Team Communication

If you have a microphone, you can sign onto Valve Chat, TeamSpeak, Skype or Ventrilo and then use voice chat with your teammates. You can do the same thing within HL2CTF, but the sound quality of 3rd party programs is better and there are a few more options that can be played with. Team communication with mics is a must for scrimming, clan games, or any serious competition because you don't have to type or use the radio to keep your team informed of what's going on. Most clans have their own Voice Communication server.

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As for throwing the flag in general, make sure you aren't throwing it right at an enemy. Also make sure no one is in front of you when you move flag to grav gun, because when it's off your back it is fair game to be returned if it's touched by an enemy. In general, after you throw the flag, don't chase after it. After you've thrown your turn as a carrier is over. Now, turn around and fight the people who are trying to return the flag. Often you can get in some cheap shots because the enemy will be focused on getting the flag back, not necessarily on killing you.

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As for throwing the flag in general, make sure you aren't throwing it right at an enemy. Also make sure no one is in front of you when you move flag to grav gun, because when it's out of your hand it is fair game to be returned if it's touched by an enemy. In general, after you throw the flag, don't chase after it. After you've thrown, your turn as a carrier is over. Now, turn around and fight the people who are trying to return the flag. Often you can get in some cheap shots because the enemy will be focused on getting the flag back, not necessarily on killing you.

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Midfield are escorts and patrollers. They hold important locations, provide cover, and soften the enemy up. They are the ones that catch thrown flags and help throw them home. Midfielders shouldn't be running right into the enemy base. They should be trolling for people in the neutral zone and keeping teammates informed as to where attacks are coming from and where the enemy carrier is going. They are intercepters. Cloak, drain and regen are the midfielders friend.

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Midfield are escorts and patrollers. They hold important locations, provide cover, and soften the enemy up. They are the ones that catch thrown flags and help throw them home. Midfielders shouldn't be running right into the enemy base. They should be trolling for people in the neutral zone and keeping teammates informed as to where attacks are coming from and where the enemy carrier is going. They are intercepters. Cloak, Drain and Regen runes are the midfielders friend.

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Offense is the battering ram. These people are the fastest people on the team that can get in, grab the flag and either throw it or run it out. They need the biggest guns and all the health they can get. As soon as they steal, midfielders should be ready to provide cover and prevent the enemy from giving chase. Offense players should have the double damage, shield, or drain.

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Offense is the battering ram. These people are the fastest people on the team that can get in, grab the flag and either throw it or run it out. They need the biggest guns and all the health they can get. As soon as they steal, midfielders should be ready to provide cover and prevent the enemy from giving chase. Offense players should have the Burst or Double Damage rune if possible.

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Fighting turrets is frustrating. The best way to deal with them is to approach them from cover or from behind and then toss them with the ggun. Never approach them straight on, you'll get cut apart. Explosives and the grav are your best friends. Nades in particular are good because you can bounce them off walls and knock over turrets without getting in their line of sight. If you grab a turret with the grav, make sure it's facing away from you, or it will continue to shoot you point blank. The most permanent way to deal with turrets is to steal them from your enemies base and throw them into inaccessible places, or take them back to your base. A good example of an inaccessible place is on substation in the flag areas in the tunnel behind the trains. The forcefield prevents people from going in and fetching them back out. Another decent one is on defrost, tossing turrets up on top of the white tank in the middle (near the sniper).

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Fighting turrets is frustrating. The best way to deal with them is to approach them from cover or from behind and then toss them with the ggun. Never approach them straight on, you'll get cut apart. Explosives and the grav are your best friends. Nades in particular are good because you can bounce them off walls and knock over turrets without getting in their line of sight. If you grab a turret with the grav, make sure it's facing away from you, or it will continue to shoot you point blank. The most permanent way to deal with turrets is to steal them from your enemies base and throw them into inaccessible places, or take them back to your base.

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As for placing them, don't place them side by side, but spread them out. Try to put them on opposite sides of the room so that they can cover each other. Make sure they can't be grabbed from behind easily, and that they aren't right next to doorways. Corners of rooms are good, as are up against walls. To get them right up against a wall or in a corner you have to drop them from your ggun and then push them in place by walking into them. Stacking phys props in front of them helps a little bit, but isn't usually worth the time. If you can, put them behind chain link fences, because the fence will block ggun use and most explosives. A specific example of where turrets are good behind fences is on substation on the bottom floor near the red doors that can be opened. There are two fences that flank the doorway, and turrets behind those can cut up anyone who comes that way. The small fenced in area near the front entrace of the bases on prisonriot works well for this as well.

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As for placing them, don't place them side by side, but spread them out. Try to put them on opposite sides of the room so that they can cover each other. Make sure they can't be grabbed from behind easily, and that they aren't right next to doorways. Corners of rooms are good, as are up against walls. To get them right up against a wall or in a corner you have to drop them from your ggun and then push them in place by walking into them. Stacking phys props in front of them helps a little bit, but isn't usually worth the time. If you can, put them behind chain link fences, because the fence will block ggun use and most explosives. A specific example of where turrets are good behind fences is on substation on the bottom floor near the first flag area for both teams. There are two fences that flank the doorway, and turrets behind those can cut up anyone who comes that way.

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Strafejumping is even more important now that 1.7 is out. It's much easier to go very very fast in 1.7 than it was in 1.6 by bunnyhopping. Friction was decreased, so you have a wider window to hit your next jump in, and thus keep your speed up and keep accelerating. This makes mastering the bunnyhop technique even more important than it was in 1.6 because the advantage you gain is even greater. If you're moving faster you're going to be able to get more guns sooner, more health, runes, and be able to assault the flag faster, all while being harder to hit than if you're stuck on the ground. Only suckers run around, so start jumping.

I'm not going to go into depth on how to strafejump because this guide at Fido's Revenge explains it well. In round terms, it's just like how you gain speed while jumping in Quake, except you can't go as obscenely fast in HL2CTF as in Quake. The exact order of actions is: sprint+strafe - turn the mouse the direction you're strafing - jump. You can duck while you're in the air to make yourself harder to hit (this is what makes players bob up and down in the air), but this isn't necessary for speed. Download a tutorial demo of me showing some bunnyhopping and strafejumping on Pedestal: bhoptutorial.dem. (Note: to play demos, put the .dem in your hl2ctf directory and type 'demoui' in console to load it up.)

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Strafejumping is very important in this mod. It's much easier to go very very fast from bunnyhopping which started in 1.7. Friction was decreased, so you have a wider window to hit your next jump in, and thus keep your speed up and keep accelerating. This makes mastering the bunnyhop technique even more important than it was in earlier versions because the advantage you gain is even greater. If you're moving faster you're going to be able to get more guns sooner, more health, runes, and be able to assault the flag faster, all while being harder to hit than if you're stuck on the ground. Only suckers run around, so start jumping.

In round terms, it's just like how you gain speed while jumping in Quake, except you can't go as obscenely fast in HL2CTF as in Quake. The exact order of actions is: sprint+strafe - turn the mouse the direction you're strafing - jump. You can duck while you're in the air to make yourself harder to hit (this is what makes players bob up and down in the air), but this isn't necessary for speed.

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Bunnyhopping takes a while to master, but it pays off big time. To practice it, load up an open flat map like pedestal, 2castle, or tweak, and then go to town. On a good day I can hit over 700 UPS in 1.7, compared to 525-550UPS in 1.6.

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Bunnyhopping takes a while to master, but it pays off big time. To practice it, load up an open flat map like ig_duality, ctf_floodzone, or cp_canals, and then go to town. On a good day I can hit over 700 UPS in 2.0, compared to 525-550UPS in 1.6.

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Download a tutorial demo of me showing some strafejumping and bunnyhopping on Pedestal. bhoptutorial.dem. (Note: to play demos, put the .dem in your hl2ctf directory and type 'demoui' in console to load it up.)

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If you lay a flat prop on the ground and then sprint onto it, jump and hit it with the grav gun at the same time as you jump, you can launch yourself up into the air. Most of the time this is just something fun to do, but sometimes it serves a purpose. Using this technique you can get on top of several rooftops that are normally inaccessible, such as the buildings in Canals. Another handy jump is to use a sawblade to bounce onto the sniper rifle building on Dirtwork. Grav jumping is an unreliable technique at best, but it exists. For better results, lay the prop on a short ledge to make it into more of a lever or catapult.

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If you lay a flat prop on the ground and then sprint onto it, jump and hit it with the grav gun at the same time as you jump, you can launch yourself up into the air. Most of the time this is just something fun to do, but sometimes it serves a purpose. Using this technique you can get on top of several rooftops that are normally inaccessible. Another handy jump is to use a sawblade to bounce onto the sniper rifle building on Dirtwork. Grav jumping is an unreliable technique at best, but it exists. For better results, lay the prop on a short ledge to make it into more of a lever or catapult.

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One thing 1.7 changed was that now your own explosives only do half damage to you, and they push you way further. This makes things like rocketjumping in Quake or concjumping in TFC possible in HL2CTF. Naturally, using this technique effectively can be difficult because it does a lot of damage to you. On the other hand, you can move stupidly fast and skip over all kinds of obstacles. Think of explosion jumping as the new Tau or gauss gun, like in HL1DM.

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Your own explosives only do half damage to you, and they push you way further. This makes things like rocketjumping in Quake or concjumping in TFC possible in HL2CTF. Naturally, using this technique effectively can be difficult because it does a lot of damage to you. On the other hand, you can move stupidly fast and skip over all kinds of obstacles. Think of explosion jumping as the new Tau or gauss gun, like in HL1DM.

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The easiest way to EJ is with the SMG shells or the OICW airbursts. To do it, look down at the ground directly beneath you. Now, jump and shoot the floor with your explosion at the same time. This should launch you straight up 2-3 stories, and will probably do 40-70 damage to you. If instead of looking straight down you look down and slightly to one side or the other, you'll shoot yourself up and to the side, which can be useful for launching yourself onto balconies or high platforms. For example, you can easily get yourself up onto the balcony from the bridge on twofortlite by EJing like this. Unfortunately, shells and bursts don't have the oomph that SLAMs and grenades do, so you'll be limited in how high you can EJ, although you'll do less damage to yourself.

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The easiest way to EJ is with the RPG. To do it, look down at the ground directly beneath you. Now, jump and shoot the floor with your explosion at the same time. This should launch you straight up 2-3 stories, and will probably do 40-70 damage to you. If instead of looking straight down you look down and slightly to one side or the other, you'll shoot yourself up and to the side, which can be useful for launching yourself onto balconies or high platforms. For example, you can easily get yourself up onto the balcony from the bridge on 2fort by EJing like this. Take note that doing this with a Double Damage rune on will double the damage effect, so you will need armor to make a jump with a DD rune. The cool thing with a DD rune on is that you also will go twice as high.

© 2006 HL2CTF.org. Valve, Steam & Half-Life 2 trademarks of Valve Corporation.