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Old 06-14-2005, 12:04 AM   #1
TheGunslinger
 
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HL2: DM Advanced Technique Guide

This guide is for those who wish to master the more intricate moves of Deathmatch.

Secondly, I’m in general, sick and tired of people blaming me and others for using scripts, when we don’t, I have decided to post methods of moves that a lot of people do with scripts, and those who are skilled, don’t .

Now everyone’s configuration will change, but personally I use what is almost default, as:

Shift – Boost
Spacebar – Jump
Control – Crouch
Gravity Gun Swap – F


#1 Bunny Hopping

.DEM (Demo)

Named after the classic move that is/was present in most early first person shooters, this move is a method by which, a player can run (or in this case, jump) faster than normal boosting, and, furthermore, use less boost than conventional boosting.

Now to perform this move you have to begin with a very short boost, just tab the boost key, shift in my example, for a fraction of a second. After which, immediately hit Jump and Crouch. Make sure you let go of the boost button otherwise you are wasting boost whilst travelling through the air. Then, as soon as you land, immediately hit a very short boost again, and then Jump and Crouch, immediately after again.

That is the general method, but this move is quite hard to perform if you are unused to it. Having my control’s laid out as they are means that after I press shift, I can use my thumb to press spacebar and simply roll down my little finger (the one that presses shift) from shift, to control, all in the space of milliseconds.

#2 Grenade Cooking

.DEM (Demo)

This is where one can catch a grenade in the gravity gun immediately after throwing it, and then shoot away from him, acting essentially as a grenade launcher.

Select your grenade. Then use either primary or secondary fire. As soon as the grenade has left your hand, immediately switch to your gravity gun (F for me) and hold down secondary fire. If done at the correct speed, the grenade will appear in your gravity gun, caught like a physics object. After this it is simply a case of shooting it using primary fire from your gravity gun.

The tricky part is to time when you shoot the grenade, so that it explodes exactly where you want it to. However practice makes perfect, and after a while you will get a feel for exactly how long you can hold it. Expect to commit suicide at least once :P.

There are two ways of doing this with the grenade, one using primary fire and one using secondary fire. The key thing to note is; if done with primary fire, there is no chance of recovery if you mess it up. But, if you do it correctly then it is faster than secondary fire. Whilst secondary fire it is slower, if you mess it up then you can catch it on the ground as it only falls a short distance from your hand.

#3 Super Ball

.DEM (Demo)

This is a move that, if you have mastered grenade cooking, should come easy. It is where you can fire a combine ball (the secondary fire balls from the Combine Pulse rifle) at close to twice the speed as it normally fires.

Select your combine rifle. And hit secondary fire. From here on, the easiest way to do it, is to hold down primary fire whilst tapping your gravity gun button as fast as possible. If you manage to do it fast enough, after the Pulse Rifle’s shooting animation has finished, it will swap to the gravity gun and give the pulse ball a burst of primary fire, causing it to travel much faster.

#4 Strafe Jumping

.DEM(demo)
.AVI(demo)

The steps to a strafejump are somewhat difficult to describe in text, so I suggest using the demo as a guide, but in case you couldn't be bothered downloading and watching it, here's an attempt:

This example will use a right-turning strafe jump.

1) Face slightly left of where you want to go (about 10 degrees of turn is all you really need. The demo uses much larger turns for clarity)
2) Hit forward and sprint
3) Hit right strafe
4) Move the mouse sharply to the right to initiate your turn.
5) As you begin to face the direction you want to go, hit jump
6) Greatly slow your mouse movement
7) Release sprint

Note: steps 2, 3 and 4 happen almost simultaneously

#5 Speed Skating

.DEM (Demo)

Speedskating is a difficult jumping technique. The idea is fairly simple, you hold jump and crouch throughout the jump, so that you land crouched. You then briefly release them and hit them again before you stand up. This is a way to maintain speed, *not* a way to increase speed (unless you use method 3 below...)

3 Methods, all three preferably start with a strafejump in order to start with max velocity.

Method 1) Land your jump while crouched, release jump and crouch and then hit them again (while holding forward of course). That's it, no sprint, no strafe.

Method 2) Same as method 1, but in the brief instant between the jumps add a tiny bit of sprint. This method is faster than method 1.

Method 3) Same as method 1, but add full strafejumping keys into the technique. IE, perform a full strafejump but do it while crouched the whole time. This is by far the fastest method, but uses the most sprint.

#6 Orb Climbing

.DEM (Demo)

This is a move that enables you to climb great distances in the air, this can be used as an alternate technique to gravity jumping when friendly fire is off.


1.) Set "mp_friendlyfire 0"
2.) Grab an orb with your gravity gun.
3.) Get a second player to zap the orb with their gravity gun primary fire. What this does, is change whose orb it is. It is now the other player 2's orb, and its state is set to the state when you fire an orb (I.E. the game assumes the orb is travelling through the air, although you are still holding it with your gravity gun) the orb will go silent, and will only last for five seconds.
4.) Face down, you will start to move backwards in pulses. If you go up a ramp, you will start to climb it extremely quickly sending you high into the air.


Of course this is probably not the end of the list, so if anyone has any others they can explain and add, then please pm me and I’ll get them written up.

Many thanks to the Purveyors of Justice, [PoJ] clan (www.pojclan.co.uk #PoJ @ quakenet) for hosting the demos. Thanks to archon.au for Strafe Jumping and Speed Skating. and clan IG for Orb Climbing.


Last edited by TheGunslinger: 08-21-2006 at 07:39 AM.
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Old 06-14-2005, 12:13 AM   #2
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Placeholder.


Last edited by TheGunslinger: 08-13-2005 at 07:58 AM.
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Old 06-14-2005, 12:14 AM   #3
Yoguh
 
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I applaud you GunSlinger. Well done. I see you been practicing. I guess now everyone will use the "Super Ball".
I must warn the unskilled players. It doesn't work most of the time.
There is another way and there is a way of slowing down the Combine Ball. I wont mention it, only because its not easy to do.
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Old 06-14-2005, 12:16 AM   #4
TheGunslinger
 
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Which is precisely why you should mention it :P. Besides, I can't see much effectiveness from a slower combine ball, just maks it easier to catch surely?
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Old 06-14-2005, 12:22 AM   #5
Yoguh
 
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You would be surprised how effective it can be. I didn't want to mention it only, because its one thing that no one knows about. It gives you that little bit of edge over others. The bunny hop demo is not working.
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Old 06-14-2005, 12:23 AM   #6
TheGunslinger
 
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In what way isn't it working, when loading in steam? what's the error? when trying to download?
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Old 06-14-2005, 12:25 AM   #7
TheGunslinger
 
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Quote:
Originally posted by Yoguh

I must warn the unskilled players. It doesn't work most of the time.
Erm, it works every time.
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Old 06-14-2005, 12:25 AM   #8
Yoguh
 
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"Missing end tag in demo file"
Thats pretty much the error I'm getting.

Well I saw your "Speed Ball Demo" and ehh...Thats not my way of doing it. My way seems to be a bit more faster. It also makes this cool double wistle sound. I must be talking about my way of doing it. lol.


Last edited by Yoguh: 06-14-2005 at 12:31 AM.
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Old 06-14-2005, 12:32 AM   #9
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Good idea! Now we need a .tk address we can redirect to this thread and never need to explain anything again.

Sweet.
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Old 06-14-2005, 12:50 AM   #10
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Exclamation Combine Balls also Aim!

On the combine ball subject.

Remember that they aim for targets after they hit something. So if your enemy is moving while you fire, fire it in the floor or wall or even in the ceiling.

Some think this only happens after the first bounce off something, but they are mistaken. It can aim after any amount of hits, so firing it into a room that's full of enemies makes it very hard to actually miss unless it's catched by one of them.

A small demo to show that it actually does aim: aimingcombineball.rar

Edit: Btw TheGunslinger.

I got an error trying to play bunnyhopping.dem. Screenshot: Missing end tag in demo file.


Last edited by netrex: 06-14-2005 at 12:58 AM.
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Old 06-14-2005, 01:02 AM   #11
TheGunslinger
 
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Yeah you're not the first, I'll do another demo.

Edit : Uploaded a new demo, try it now, also, lol @ the combine ball aiming :P

Do the other demo's work for you guys?


Last edited by TheGunslinger: 06-14-2005 at 01:09 AM.
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Old 06-14-2005, 01:53 AM   #12
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Now it works

I use another technique that's related, but feels faster for me. It's plain strafejumping which I have from playing Q3 before I started with HL2DM

I also use something similar to circlejump to do long jumps (can be similar to old HLDM's longjump with jumppack only not as fast or as long), like the jump from out of the window at the supercharger on lockdown to the ledge or the other way in through the window.

I do sit sometimes in the air, but that's just to get over railings or avoid stuff on the ground etc. And I don't throttle the sprint as much as I should

For those that have played Q3 this will be very easy to perform since it's VERY similar to brigde-to-rail jump on Q3DM6 Only real difference is you have to sit in the air to get through the window.

Here is a demo showing it: strafejumping.rar.

All you do to strafejump is walk + sprint, then strafe to one side and jump, then when you land you do it again. You can hold strafe and just jump away and you gain speed.

To circlejump, just do like a strafejump, but turn exactly as you jump and you'll notice a longer jump. Specially if you sit in the air. It's also usefull to turn corners as fast as I think it's possible to do in HL2DM while you're in the air.

I use this technique pretty much all the time when I round corners etc.. Either I jump around them, or I do the cirlcejump as I pass the corner.
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Old 06-14-2005, 02:14 AM   #13
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Very nice Netrex!! I really didn't like the bunny hopping you did Gunslinger. It seems odd/glitchy. I guess everyone has their own thing. I have a different way of approaching my way around maps.
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Old 06-14-2005, 03:34 AM   #14
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Ok. Here is a demo showing the speed difference between a normally fired combine ball and one which is acelerated using gravity gun.

It also shows how to slow down the ball using gravity gun's primary fire when it comes towards you. But as you'll also see, it's not safe, cause when it hits something it starts right up again. I also think if the first thing it hits is a player, the player will get killed. Also, I'm not sure if the one who fired it or the one who slowed it down gets the kills Don't have a mate to find out with now, but it's dangerous in any case

Demo: stoppingcombineball.rar
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Old 06-14-2005, 04:26 AM   #15
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Quote:
Originally posted by netrex

It also shows how to slow down the ball using gravity gun's primary fire when it comes towards you. But as you'll also see, it's not safe, cause when it hits something it starts right up again. I also think if the first thing it hits is a player, the player will get killed. Also, I'm not sure if the one who fired it or the one who slowed it down gets the kills Don't have a mate to find out with now, but it's dangerous in any case

Demo: stoppingcombineball.rar
The person who slowed it down doesnt get the kill, the person hu fired it does.

The killer, as the game recognises doesnt change until the defending player catches the combine orb either fires it again or releases it.

Slowing down the combine orb has the obvious effect of making it easier to catch. It has saved my ??? from being evaporated tons of times, and helped me score some frags too.
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