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Suckless 10052013

The document provides an overview of playing Capture the Flag in Quake Live, including terminology, positions, maps, and etiquette. It discusses basics like key binds, the roles of attackers, defenders, and midfielders. It then analyzes defense strategies on several maps, recommending positioning and item control. The guide aims to help new players improve and have a more enjoyable experience playing CTF in Quake Live.

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Erin Houston
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0% found this document useful (0 votes)
90 views18 pages

Suckless 10052013

The document provides an overview of playing Capture the Flag in Quake Live, including terminology, positions, maps, and etiquette. It discusses basics like key binds, the roles of attackers, defenders, and midfielders. It then analyzes defense strategies on several maps, recommending positioning and item control. The guide aims to help new players improve and have a more enjoyable experience playing CTF in Quake Live.

Uploaded by

Erin Houston
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Suck Less revision 10-05-2013

A guide on getting the basics of QL CTF so you find your time spent playing QL CTF more enjoyable.
Authors: esdf & Raist url: http://ql.esdf.in/ contact: esdf@outlook.com

Contents
0.0 Revision list................................................................3 0.1 Terminology...............................................................3 0.2 FAQ..........................................................................4 1.0 CTF Basics..................................................................5 1.1 Binds........................................................................6 1.2 Positions....................................................................6 1.2.1 Attackers................................................................7 1.2.2 Midfielders..............................................................8 1.2.3 Defenders................................................................8 2.0 Maps........................................................................9 2.1 Ironworks...................................................................9 2.1.1 Defense.................................................................10 2.1.2 Enemy red..............................................................11 2.1.3 Home red and high attack...........................................12 2.2 Japanese Castles........................................................13 2.2.1 Defense.................................................................13 2.3 Spider Crossings.........................................................14 2.3.1 Defense.................................................................15 2.4 Infinity....................................................................16 2.4.1 Defense.................................................................16 2.5 Shining Forces...........................................................17 2.5.1 Defense.................................................................17 2.6 Camper Crossings........................................................17 2.6.1 Defense.................................................................17 3.0 Netiquette................................................................18 4.0 TL;DR......................................................................18

0.0 Revision list


10-05-2013: Added terminology Added a FAQ Added some more demos, courtesy of nace, PYTON, vod, winz, l1nkin, ph0enX, ani, h8m3, alteza, vitya and NooD Added two more configs, thanks to hanti and nace Added a wallpaper by ahxnxa that you can enhance your desktops with (<3) Breakdown on playing a def on Japanese Castles, Ironworks, Spider Crossings, Shining Forces, Infinity and Camper Crossings by Raist Extended the global def description with Raists tips Style changes to page headers (now sky blue instead of light gray)

03-04-2013: New design Moved all files to the cloud Added demos (thanks to PYTON, ani, z01d, ph0enX, Raist and Vertex) Added configs (thanks to same people as above) Added huds (same people again :))

14-03-2013: Added revision list (this) Added two more binds, drop flag and drop powerup Added home red, enemy red and high attack guide for Ironworks

0.1 Terminology
In order to understand this guide better, here are the explanations for the terms used in this guide. Items mh, mega = mega health (+100hp) mk = medkit (restores hp up to 124hp, does not work if holder has over 124hp) ya = yellow armour (+50a)

ra = red armour (+100a) hp = hit/health points a = armour rl = rocket launcher gl = grenade launcher rg = rail gun lg, shaft = lightning gun gl = grenade launcher pg = plasma gun mg = machine gun sg = shotgun nades = grenades quad = quad damage regen = regeneration Other fc = flag carrier efc = enemy flag carrier pu = powerup att = attacker def = defender mid = midfielder stack = having hp and/or armour above the default value (124hp 0a) high = the high routes that lead to your/enemy base low = the low routes that lead to your/enemy base mid = center of the map (usually location of powerup spawns)

0.2 FAQ
Q: Why this? A: Because people new to CTF tend to ruin the game for others on the server by not knowing on what to do/how to play the mode. Q: Theres a ton of demos, whos doing what position? A: Positions are as follows:

nace = mid/att winz = mid/att PYTON = att h8m3 = 2nd def/mid NooD = def vitya = home red/att alteza = att l1nkin = att ph0enX = def Raist = def Vertex = mid/att ani = any (I guess) Q: How do I watch the demos? A: Put the demos in your QuakeLive demo folder, open quakelive.com and go to practice. Once you start the practice, drop down the console and write /demo <filename> and the demo should load immediately. Q: How do I load the configs? A: Put them in your QuakeLive home folder, start a game on QuakeLive, drop down the console and write /exec <filename>. The new config should be applied, but do
/vid_restart in the console as well to make sure the graphics changes are applied as well.

1.0 CTF Basics


CTF is a team game, so play like you're a part of the team instead of trying to hero it. The hero approach only works on pubs and low level pickup topics. When your teammate needs help, help him, don't ignore him no matter the position you play. Chances are that he's not spamming for help because he's bored, but because he's fucked, and if he's a def, your team is fucked along with him if you don't help out. Follow team overlay and team indicators, it's almost like having a wall hack on if you can utilize it properly. Don't take items that are not intended for your role in team or if the current situation in game requires for someone else to take the items you usually should (e.g. cross cap). Communicate with your team, bind some basics like where from the enemy is coming, when you are ready to attack, when the power

up is about to spawn. Have drop flag, drop powerup and drop weapon binded, you never know when you might need to get rid of flag or share a weapon.

1.1 Binds
Here are some basic binds you really should have if you ever decide to play in a pickup game.
bind <key> "say_team ^1[^3 ENEMY IN/OUT LOW ^1]" bind <key> "say_team ^1[^3 ENEMY IN/OUT HIGH ^1]" bind <key> "say_team ^1[^3 ENEMY IN/OUT WATER ^1]" bind <key> "say_team ^1[^3 READY TO ATTACK ^1]" bind <key> "say_team ^1[^3 POWERUP ^1]" bind <key> "say_team ^1[^3 BASE LOST ^1]" bind <key> "droppowerup" bind <key> "dropflag"

You can also include some tokens to your binds, like #h and #a that echo your current health and armor levels to the team. You could also expand the bind list with a bind that says a certain item is up or taken, etc.

1.2 Positions
QuakeLives CTF format in competitive games (leagues and cups) and pickups is 4v4 with the most basic position split being def-mid-att-att. Varying on maps, the mid is mostly converted to second def or 3rd attacker. The role of def is taking base items, keeping the base safe, and depending on situation or map - pushing mid and helping attackers to safely capture the enemy flag. On maps where mid is played, the mid player's role varies from helping the def to pushing with attackers, instead of just staying at mid. Attacker jobs are to (obviously) attack and help the mid player to secure the midfield. When your flag is gone, everyone is supposed to intercept the enemy flag carrier, so don't go off running like a spastic into enemy base just to get yourself killed (and watch the enemy flag carrier cap from your death cam pov).

1.2.1 Attackers
Attacking isn't just mindlessly rushing the enemy def, dying one by one as you approach the enemy base. You can't do anything with that approach, aside from making your team lose. With that approach you don't do any pressure to enemy def, which means enemy def can come out of his shell more freely and push mid, which means enemy mid can push attack, which means enemy team has 3 attackers and probably has you shitting your pants, hoping for a quick end to the game. This isn't a map specific scenario, this happens on all maps if you, the attackers, fuck up. What you should do instead is cooperate with your partner in attack. Synchronize your attacks so enemy def can't pick you off 1 by 1 so he takes more damage then he can recover from with just one item cycle. When you hear the enemy def is low (screaming) make your team know, so you can push with 3 for one cycle, instead of only the two of you. Time enemy items, an item denial means a lot, specially if you deal a decent amount of damage in the process. When you finally get your hands on to the enemy flag, run (and think at the same time). Don't bother yourself with killing enemies (unless you absolutely have to in order to make the run). Watch team overlay and team indicators to get some info on where on map your teammates are dying and where on map they're alive, so you can pick the safer route a bit easier. If you picked up the flag low on health, with nothing to boost you around, drop the flag to your team mate. If no team mate is around try to survive for a bit, until your teammates reach you, drop the flag, and continue to support your flag carrier. Supporting him means not taking any items around him or in front of him, not even a 5hp bubble. Also, try to kill everyone intercepting him, and follow up the flag run until the end, until it is a cap. Don't just stop half way through, turn around and go back to the enemy base for a rebound. What to do if your team mate picked the flag from start? Re-read the support part. Last part on successfully attacking is being there every 120s (2 min) for power up(s), securing it, and if you're absolutely shit, yet somehow take the power up, go back to your base and drop it to the guy that will know what to do with it better than you (or to the first stacked team mate you see).

1.2.2 Midfielders
Since the QL CTF format is 4v4, there's a slim chance you'll get to play mid of old a.k.a. pick up the rail gun and camp like a fag. Basically, the moment there's no enemy players on mid, push to attack. Chances are you're going to get the enemy team stuck in their base defending from your 3 man push, which works out just fine for your def - no pressure on him and he can start growing his monster stack. Once the 3 man push is done, you should still be in a good position to continue controlling the mid, and if you're having trouble - ask the team mates for a bit of help. On the other hand, when the enemy team has done what you wanted (has mid control), but you didn't manage to do it because of bad aim or unintelligent team mates (or both), you should drop the mid idea and play more of a role of 2nd def, which means help your def, don't take his items, try to kill the incomings and serve as a damage buffer between enemy attackers and your main def. Once your base is finally safe, go out and try to retake the map (along with help from your attackers and def if needed). When your attackers have the flag, meet and escort them to base.

1.2.3 Defenders
Being a def is the most requiring position of all, as it encompasses a bit from everything mentioned so far. If you're new, don't do def. Still, here are some guidelines. Stay in def, secure the base and items. Don't randomly leave the base. Help the team during power ups. Don't expose yourself in a way that you can take long range damage from enemy team - you need your stack. Push to mid if it's safe so your own mid guy can attack. Attack with the rest of your team when the situation calls for it (e.g. overtime). Because you are the guy that can get his stack the easiest way (all items in base), you will probably be the guy to bring the tiebreaking cap home in long(er) overtime games. You can also attack at times with power up (quad or haste) when you have a big stack, just make sure your mid sticks to base duties during your run. If you don't fuck it up, in the worst case you'll be stuck in a cross cap situation. When your team has the flag, move your ass out of the base and try to clear the way in front of your flag carrier so he can cap. If your base is not safe at that moment, secure it and read the previous sentence again.

Spam everywhere, spam grenades, rockets to all entrances. if you receive info enemy is incoming from high, instead of meeting them face to face just drop some nades in that direction so that the enemy att will most likely get damage if he tries to enter by just rushing in. Even if you have no info about the enemy team its better to keep spamming because of enemies sneaking in or enemies who are waiting on your items to spawn & steal. Learn to move FAST, when chasing / intercepting an enemy fc or trying to return, a delay of even 1 second can decide if a flag is returned or is capped against you. Fast movement is also required to quickly get back in position when you get a bad spawn. Fast movement also implies ignoring all fights to get back to base, doing damage outside of flag area is the least of defs concerns. Sometimes, when the def dies and has to stop the enemy fc, there will be a gap of info if the enemy fc switches routes or waits in base to try to trick his opponents. the general rule for the def to intercept is to quickly check which route is being held by his teammates and begin a sweep towards his flag area from the other non covered route. Unless his team mates mess by not giving info about enemy fc going their way, this is usually the fastest way to stop the enemy fc.

2.0 Maps
An overview on how to play the maps in pickup and league map pools. So far theres only Ironworks guide up, and even thats not complete yet. If you feel like contributing, please mail your tips on any map and/or position. My e-mail can be found on the front page of this document, or if youre reading the online version - its on top as well. While I do check my email, its not nearly as often as Id like to. The recommended way to contact me would be on irc.quakenet.org. My nickname there is esdf and you can just /query me.

2.1 Ironworks
In my opinion, Ironworks is a map best suited for attackers. Its fast pace and plenty of ways to enter and leave the enemy base make it ideal for every attacker. I mean, you can cap in 8s using no guns at all. Duh. The position layout for the map is base defender, home red defender, enemy red attacker and high attacker. Home red defender shouldnt really spend most of his time deffing alongside base def, instead he should also push attack as much as he

can, because on Ironworks pressure is the key to winning. What happens in pickups tho, is that either home red player is almost exclusively doing red cycles every 25s and playing as second def until its his red pickup time, or he attacks frequent and picks up his reds when he remembers to. This entry is still missing base defender tips, so if any of you defs out there are reading it, the only way for it to complete is for you to mail me those tips, because Ive no clue on defending this map.

2.1.1 Defense
It is a map that generally requires a def to have good lg aim overall and good rl + rg to keep it comfortable. The def is responsible to get his ya and mega (35 sec timer here) and his armor shards without delaying them too much. He will also make sure that enemies coming from water side do not get out of water without getting damage, make sure that he is on top of flag when there is pressure in his base so enemy fc cannot do a fast exit. While rotating from mega / ya pickups a def is responsible to rail mid from high entrance (gl spawn) as much as possible while quickly moving back to get his base items / check for anyone incoming without his knowledge. Due to the spawn locations of lg and rg the def has to rely on his home ra guy to get supplied for weapons. Especially having no lg is a serious problem so much depends on his home ra doing his job. If done right, after fending off an attack the def can quickly pick up rg by going gl side. The ammo boxes for rg and lg in base are usually enough to keep up the movement rotation. This map allows for enemy fcs to exit base very fast with little chance to catch up to them from flag area, neither does it give a chance for a clean shot from behind to take him down before its too late (flag reaching enemy base side), therefore it is crucial to damage any incoming enemy sufficiently so that they cannot do the rj exits from flag. Usually proper teams will help def out when there is a stacked or pu guy incoming. The def can be crucial here if he can help mid a lot, and will usually decide if his team caps by helping out from gl entrance during his teams flag run.

If the def receives info about enemies coming from the lg teleporter he will start spamming grenades into the water to soften anyone coming from ra and finishes them off with lg / rl. It is also possible to utilize gl to spam from high to low sg entrance. One last important spam option is to spam grenades from the gl spawn itself on top of mid pu. By bouncing it on the ground it is possible to fill the mid pu spawn with grenades, making it deadly to be there for any enemy. Positional duties are to be on top of the flag area while enemy attackers are coming. The only exception to this is when the defs team has the flag and he opts to help mid despite the possibility of incoming enemies.

2.1.2 Enemy red


Enemy item timings: 1st enemy red ~10s 1st enemy medkit ~07s Run straight to jump pad off the initial spawn, go bridge and drop to enemy lg. Unless you get blocked by your teammates, you should be right on time to at least deny the shaft. Next step is kinda obvious, go through the portal, take re, deal damage on enemys red player and if you can do damage to enemy base def but dont die with lg. By now you should have an accurate time on enemy red and approximate time on his medkit. The medkit time depends on if the red guy skipped it to go directly to red (via rocket jump or just by deciding to not stop on the ledge to pick it up), so it might be delayed. If he did take the medkit on his way to first red, you should be close enough at that point to hear the pickup. If you didnt hear the pickup, on the next attack you make you should run to medkit (but not from lg) to see if its taken (it probably is), so you can narrow down the timespan on when the kit spawns. As one of the attackers, youre also required to stick around for power up. You shouldnt worry about losing the red timing because the enemys home red player will be there too. If you win the mid and take the power up, you will probably have a clean access to his next red as well. If it happens that youre the guy that picked up regen, you should bring it back to your home red player and drop it, because he probably knows when his red and medkit spawn, and might even be stacked to start with.

When youre lost on red timing, you can always correct it in a few ways, the worst one definitely being camping in the red box, waiting for it to spawn. other than losing a lot of time (if youre off time), it probably wont get you the red pick up as well. If enemys red player kills you there, at least try to delay the respawn in hopes you get to see when the red is picked up. A better way on correcting your timing would be seeing when the red player goes in through teleport and assuming that he picked it up at that time (give or take a few seconds). Dont always attack from the same route (sewer). If you die soon after the red pickup, theres really no reason for you to be there again until its time for a new red spawn. Basically, when theres no red in play, attack from any free route (consult your team overlay to tell you where your teammates are attacking from). Also, cool stuff to do when you see the enemys red player go in through the portal is to camp it until you see him leave for his base. What you should do is quickly go in and do a ton of damage, you might even kill him. Even if you dont kill him, you did enough to stop him from being stacked in his next attack.

2.1.3 Home red and high attack


On initial spawn go left, towards the rocket launcher, up the jump pad, pick the medkit (or not, depends if you think you might be late for red), and proceed to take the shaft, red and go to your base. Now, on this initial spawn its quite possible that you get blocked by your teammates and turn up late for the red. Theres two ways to try and cut corners. I think the best one is to pick up the rocket launcher and rocket jump off the sewer ledge to red armor. It might not get you the shaft or the medkit, but youll have red secured and chances are high that enemy coming to your red will most likely just pick the lg, ignore medkit and go straight for sewer which secures 2 out of the 3 items youre supposed to get which is not bad and could be worse (like your enemy shafting you down, proceeding to take medkit and then taking the red as well). When you do get the lg, first thing you should do is drop it to your defender. Aside from keeping the red safe, it is probably the most important thing for a home red player to do. Once you have all the items secured, you have some 20 seconds of free time. Dont use that free time to camp in the base. Push with rest of your attackers, the best way to fend off enemies going to your red is by having their base constantly pressured. That way their home

red player cant focus on his red as well, and it opens up a time window when your enemy red player can dominate (or at least should dominate). When youre getting low on hp or when you notice that your red time is up soon, fall back and do your cycle thing. Id recommend you getting in your red box a few seconds before the actual spawn, theres always a chance someone sneaked in so you can kill them before the red spawns. As far as power ups go, the home red player is the one most likely to get fed with regens, seeing how hes the only one certain to get some items (medkit + red). So once you get the regen, either fall back for item pickup, or if you timed your red so it spawns some seconds before the regen then you should have decent stack on yourself to push immediately. Whatever you do is fine, unless you die and dont get the regen. To finish it off with attackers, high attacker should run directly for the railgun off the spawn, fire a few shots to slow down the enemy attackers and drop the railgun back to the base def. Once thats done, high attack isnt a position where you pick up the rail and camp. Youre encouraged to sync with your enemy red player as often as you can and deal damage and put pressure on enemy base. Only item you should try to time as a high attacker is enemy megahealth.

2.2 Japanese Castles


Japanese Castles, known among the community as wcp1/cp1/p1, is probably the most balanced out map in Quake Live in terms of even gameplay. It is probably the only map even the significantly weaker teams can put up a good fight.

2.2.1 Defense
Japan is usually straightforward to def, yet hard to master. The main priority and focus of def is to hold the flag area (nicknamed box because of its shape) because of the shards / ya located there. Its crucial to be there at nearly all times to be able to tell if flag is leaving high or low in case the enemy gets the flag. The usual tactic is to have 2 box defs. They will share the shards / ya in the base and one of them (usually the one with lower stack) will move to home pu before it spawns and/or go to mid in case his team has grabbed the enemy flag. The def who went home pu must also pick

up the power up in case none of the attackers show up and use it for attack while doing his best not to die and give the pu to enemy. It is possible to play 1 box def and 1 high def. This is supposed to be more heavy attack oriented with heavy railing from the high defender at high entrance door, he will also be able to join attack faster from there. The risk of this strategy is that the high def has to know when to fall back pretty much before there is trouble in box. In case he does not make it in time it is possible that the enemy fc will make an easy exit. The safer strategy is always 2 box. The more risky, but more aggressive, 1 box 1 high strategy requires a high def with good rail and very good map awareness along with fast movement to be successful. Japan is the most rewarding map for a def who likes to spam a lot. Both high and low entrances are highly susceptible to grenade and rocket spam. Grenades are usually underused by defs, but especially here they are amazing if the enemy attackers try to overwhelm the def by rushing. Always try to spam grenades or rockets when you receive info from your team about incoming enemies. As a box def, you will usually not hear the enemy before he drops down to shotgun or bottom stairs. With a little luck your spam will do at least some splash damage, or if you are really lucky even a direct hit to an enemy who is dropping down low from sg spawn or rushing from high stairs. I even recommend spamming random rockets up to high entrance windows just in case you get lucky against someone using high jump pad to go in fast. In short, try to soften all incoming people with spam and then switch to rg to get a hit in, if they survive all this then switch back to rl / sg to finish them off in box. If def dies it is usually crucial that he must not fight or even spend time taking weapons and must move back to base as quickly as possible. A common misconception is that when a def spawns enemy garden that it is ok if he joins the attack. This usually does not benefit the attack much and will also mean 2nd def is alone longer than he should have been.

2.3 Spider Crossings


Touted as the best map ever made for any iteration of Quake CTF, Spider Crossings (aka wcp/cp/p9) is probably the most played map in pickups and leagues (second only to Japan perhaps). A fan favourite that once it got in to QL kept dominating the scene as well as it had been doing during Q3.

2.3.1 Defense
An overall tricky map to def. The def has to pick up his mega every 2 mins and his ra every 1 min, he must do this without delaying them and while making sure his flag is not touched during item pickups. The def will also have to deal with attackers trying to steal his ra by waiting at high or waiting at low tunnel at mega. The def player will ideally have to help mid by railing from low (default) or high base entrances while taking as little damage as possible. He will also have to keep his eyes open for any incoming enemies as either low or high entrances give full view and sound info about enemy movements. The key times to help mid are always at power up times and when your team has the flag so mid has to be cleared. It is possible to play this map without ever helping mid but because of the way ctf has evolved this is no longer advised as the pressure becomes too much on mid when enemy def helps mid. Always check where your mid player is and move to mid according to that. If you see he is positioned high (team triangles work great) then move to mid from low and vice versa. Do peek rails to mid when you are in position but move back if it is too crowded, your stack is extremely valuable as your main resources have long spawn times and the only other armor is mid ya which is usually too hot to control properly. Use gl whenever you are at your ra to spam low ya, you never know what you will hit. Also use this to spam to lower rl area if enemy is incoming low. Spam gl to mega tunnel before it spawns, as enemy attackers usually like to wait in there to try to steal it. Sometimes while waiting for ra to spawn def will receive info or hear enemy coming low and choose to stay and pickup ra, this is a good time to spawn gl from high rl or lg area so that your flag spot is full of grenades, the few seconds of time saved can be crucial while def picks up ra and clears his flag area. The last spam tip is to spam mid pu with grenades from the gl spawn area itself just before it spawns. At mid pu spawn times the def can decide to pick it up and bring it back to home pu sometimes, this is usually only feasible if there is a high chance of succeeding (mid is not full of enemy railers etc) and if there is need for this in the first place. This map is popular to have def get double pu sometimes in clan wars and practices, it is however not recommend in

pickups, so even if def ends up carrying mid pu to his home pu it is recommended to leave them for the attackers.

2.4 Infinity
Being one of the newer, Quake Live exclusive maps, Infinity is only played because of zealous wish of some people in QL CTF community to have new maps in the map pool. A mid heavy map benefiting mostly the tdm and +back teams.

2.4.1 Defense
Infinity is one of the new maps so the guide might certainly be updated in the future. The defs current role is to control his mega (35 sec timer) while he gets his front ya and optionally, the lower ya. The reason for it being optional is because if for any reason an enemy comes in from high while the def is taking his low ya, there is a big chance he will either die or get pushed back down by the enemy because the only proper way to get back up is with the jump pad. Due to the recent map change it is no longer quite possible for the def to get rg easily so his teammates should be dropping him one. Only during major pushes by his teammates can the def move out to get rg himself. Infinity is still a def heavy map because of the numerous spawns in base and ease for anyone to stop the enemy fc if they are in the vicinity. This means that even in pickups its sometimes acceptable to have a stacked def use mid pu (usually brought to him) to try to break through the heavy def of opposite team. This is an improvisation tactic in pickups and a def should only do so if his team decides to drop him the powerup and not decide to do this on his own unless he is certain his team knows what he is doing. If the def has a rail he can help mid occasionally by railing from low entrance under ya jump pad, but this has to be done very carefully and the main focus should be around flag area. As far as the positioning and spam goes, rotation of mega, flag room high, high front ya, and flag room low ya, rarely helping mid from low entrance under high front ya. Grenades can be used in the flag room extensively if it is known that enemy is approaching from mega side or the high front entrance as both these places are narrow and suitable for grenade spam.

2.5 Shining Forces


One more map hailing from the notorious threewave pack. Known as p5 back in Q3, it didnt really get the community love in QL, and is mostly labeled as boring and masochistic.

2.5.1 Defense
Shining forces is a straightforward def map. The def will control his ya + shards while generally behind his flag with rg out. While taking his ya he can also support the mid ra position by landing a few rails on the enemy there. The def will also help with rg from high at mid pu times but making sure there is nobody sneaking on to flag area, it is never recommended to leave high or low entrances to allow for a speedy return to flag area. Because of the very open spaces in the map it is not open to much spamming but rather defs rely on rg + lg extensively. The only possible spam area is to shoot rockets down to ya from rl area when its known that enemies are approaching from low. The only times the def will support ra or pu is when the high def player is in position and / or the def is aware the route he does not cover is safe, otherwise it is usually not worth the risk. As long as the def has high accuracy with rg + lg, takes his ya, and is in position by the flag while enemies approach it, it is very hard to take him out.

2.6 Camper Crossings


Yet another map coming out of threewave map packs, an old Q3 favourite. Most notable thing on the map is mid which reminds of Campgrounds (dm6), a legendary duel map.

2.6.1 Defense
Camper Crossings is another straightforward def map. The def is responsible for getting his mega (35 sec timer) and middle corridor ya. His main weapons will be lg and rg which are both placed close by anyway. The only times he will ever leave the base is to fire a few rails at mid from the middle entrance tunnel at gl spawn, then quickly move back to base if anybody passes mid and to help mid pu, but usually from a safe distance to not waste his stack. The usual position to wait in base is on top of flag platform so that the def can use rg under decent cover and use lg if anybody comes close. Most of the time the def will spent fighting on top of his flag and moving to middle ya/rg side to replenish his armor and railgun ammo. As mentioned above the only other positions he

takes is when he gets middle entrance armor and power up times. This map has a very open flag room so a direct approach of rg + lg is usually more beneficial versus rl + gl spamming, few exceptions exists like spamming grenades to someone waiting at the jump pad to lg platform and other small situations that are up to the defs personal decisions.

3.0 Netiquette
Here's just a few advices on how to make your pickup experience more enjoyable. If you're new and get flamed because you fucked up, just accept it and try to not screw up again. Don't get into flame wars or into, most of people on the channel will side with the guy flaming you, just because you're new and because you're probably wrong. Even when you are right, it's just not worth arguing about it, because you're new and nobody gives a fuck about your opinion. Don't do positions you can't play (if you can't play any, just call attack), it will make people flame you when things go wrong. Tell people you're bad and ask for tips (or demos). If the people make you want to quit the channel, don't do it, just /ignore, re-add and play some more.

4.0 TL;DR
Add, play, stick to your position & avoid trying to have a decent conversation or argument.

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