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'Uncovered' written by Kaj 's8n' Haffenden. Any glaring errors in judgement? Anything you think should be in here? Let me know!




"Who is General Failure and why is he reading my hard disk?"
Hello everyone and welcome to Uncovered's very first Level Tips section! This month I'm going to go over all the important dm1 tricks - meaning those whacky jumps you see the Quake-l33t do occasionally. If you're not sure on how to do the techniques described herein, go back and read up on the different type of jumps in the rant. Got it? Good :). Note that most jumps described below have an associated demo you can click on from within your browser if you've installed DemoPlay, and all the screenshots can be blown up by clicking on them.

First of all, the megahealth room: Here you've got a pretty big assortment of tricks you can do to give you that small (but bloody useful!) edge. The most used trick is doublejumping up to the megahealth -- this is achieved by pushing into the backpack blocks and performing a doublejump up to the top block. From here, either jump to the light fixture to your left and to the mega or perform a direct jump utilising the immensely useful strafejump (or, alternatively, a circlejump).

Next up, getting the yellow armour. There are two oft-used methods here; one being a doublejump from the first step and the other being two jumps into the corner of the blocks - this lets you bypass a step each and is most useful if you're not in a good position to doublejump.

From the armour, an excellent tip is to perform a circlejump (or strafejump, but a circlejump is easier) to the top of the backpack blocks and then another to the megahealth. If performed as one smooth motion, right from the initial doublejump (or whatever), it's a VERY efficient room sweep that'll turn a few heads at your local lan. You can also reverse this process; ie. jump from the megahealth back to the armour.

A rather difficult, but nonetheless extremely useful doublejump is from the backpack blocks over to the yellow armour. You'll need to perform a running doublejump here, and put some strafe or circle into the jump to get the distance. If perfected it's a brilliant move to pull if someone's coming down from the grenade launcher with their eyes on some armour!

Also, a good escape from the chaingun room is to doublejump from the bottom of the stairs up to the yellow armour, or just over the head of anyone standing there waiting for you.

Getting the mega Nabbing the armour Sweeping the room Nabbing the armour mark II Chaingun escape
[ Click to enlarge ]


Moving out to the outdoor area now - where the pool of water leading to the railgun lies wetly - there are numerous ways to nab the rockets sitting up on the ledge normally only accessible by running along the wide-open ledge from the megahealth room. A slopejump from the two health boxes is one, and a doublejump from the other side of the stairs another. If you want to get more tricky, a bunnyhop from the upper rocket launcher is always a good idea as is a circlejump from the bullets (demo courtesy of Julios - much better circlejumper than myself :) or a bunnyhop coming up from the super shotgun. It's also possible to bunnyhop out of the megahealth room and over to said ledge, however care should be taken not to whack one's self into the frame...

Double to the rocks Slope to the rocks Sailing away... Bunny from the super shotgun Circle to the rocks
[ Click to enlarge ]


The main Central area has a few tricks up its proverbial sleeve -- one of my personal favourites is a doublejump from the hyperblaster up the grenade launcher. This little beauty has the ability to completely take someone off guard as they catch the big elevator up, and also will allow you to play catch-up with someone (or conversely, run away from a rocket-wielding pursuer!). A useful - but quite difficult - jump exists permitting one to bunnyhop from the grenade launcher all the way over to the entrance of the megahealth room. A demo of this is given by "CJM" who won a Riding the Rocket challenge to do just this. Lastly, a nifty jump in the Window room (adjacent to the Central area; contains the lone slug) involves a doublejump off the stairs beside the shotgun up into the window. This is a great evasive tip and useful when you spawn just behind the blocks as a quick rocket launcher grab.

Bunny to mega room Double up to launcher Double through the window
[ Click to enlarge ]


Okay, that lot should be enough to chew on for a few weeks. Next month I'll move onto everyone's favourite dm3, and possibly throw out some more useful dm1 tricks. After that I'll try and get some actual playing tips in for each level too -- trickjumps alone won't make you an instant Quake God now will they? :).

Have fun...

- s8n.