OMG! How'd he do that?: Advanced Techniques

There exist in the world of Quake II many tricks that exploit the physics code - here I'll describe in detail some of the easier ones that have many uses in a deathmatch environment.

Rocketjumping
Rocketjumping is achieved by firing a rocket directly at your feet and jumping at the same time. The result is a very high jump, which can launch a person great distances, both vertically and horizontally. As firing a rocket into one's self obviously takes damage (53 at the most if unarmoured); generally you want to rocketjump somewhere that has replacement health or armour. Rocketjumping is also a very good close-combat attack - if you rocketjump right next to your opponent you'll invoke damage aswell as disorienting your opponent; often letting you get in another shot while in the air.
Fig. 1 shows how to rocketjump in q2dm1 to the megahealth.

Slopejumping

Another exploit uses slopes or ramps to gain height - if you jump whilst running up a slope you will jump a little higher than usual. This jump can be combined with a rocketjump to achieve even more height. A good example of an easy slopejump is when coming out of the lower rocket launcher room in q2dm1 - slopejumping off the ramp there and moving left will put you on the ledge beside you; saving you running around and up the stairs. This is a very good deathmatch lifesaver. Fig. 2 shows this.

An example of combining slopejumping and rocketjumping is shown in Fig. 3 - this is beside the pool leading to the railgun in q2dm1 - and enables one to rocketjump up to the walkway with the three packs of bullets.

Doublejumping

Doublejumping was introduced to Quake II by Zoid in Quake II version 3.14, and has remained since - it is arguably the most useful physics exploit in Quake II, and quite easy to do aswell. Basically, you have to find a step that is two average steps high - basically, any second step in a staircase. The height of the step can vary a bit. The easiest doublejump can be performed by pushing into the step and jumping twice in quick succession - you'll gain a little more height than normal this way. Even more height can be achieved by running up to the step, and just before hitting it doing the two jumps. This will put more length into the jump. Also, if there is a wall on one side of the step to jump on you can perform a really high jump by pressing into the corner and jumping twice quickly. This last method is also nice and easy, and is most often used in q2dm1 to get the megahealth without rocketjumping - see Fig. 4.

Another useful place to use doublejumping - the 'run-up' version - is also in q2dm1 to get the yellow armour in the megahealth room quickly. A simple doublejump while running towards the lowest block is all that's needed to make off with the armour very quickly - Fig. 5 shows this.

A very difficult doublejump can also be performed in q2dm1 to get from the hyperblaster to the grenade launcher. To do this (and only attempt it when you're very comfortable with doublejumping); ride the lift up from the yellow armour until it's about a step from the top, then run forward and doublejump. Personally I find it easiest to be looking straight ahead; however you can also try doing it diagonally (which implements a type of jump explained further into this guide: the strafejump). See Fig. 6 for a visual guide.