Duel (AEROWALK)
bit drunk
vs
break
Rating: 2.1 (220 votes)
10 minutes, Deathmatch 3
Fri 28 April 2006 on Qwplayers.org #1
ping pl frags name Kills Deaths RA YA GA
52 2 11 bit drunk 12 10 17 13 2
51 0 7 break 8 14 7 8 11
90 0 spec PhasE 0 0 0 0 0
Award Score Winner(s)
Frag Streak 6 bit drunk
Spawn Fragger 2 bit drunk
Sunday 14 May 2006, 04:09
#1:
sane
goddaamn nigga keep tryin tho div9 aimer haha jp i really enjoyed that incredble nail biting fist clamping duel
Sunday 14 May 2006, 04:12
#2:
bd
yeah as u can see I was playin fuckin zzzzzzzzzzz in ggl. when u going to play kovaak sane?? I got 50 on u my nikah. man up
Sunday 14 May 2006, 04:13
#3:
sane
i wanted to play him but then your like nah dont play him cuz like you were scared or somethin that you would have to play next i duno. w.e ]
Sunday 14 May 2006, 04:18
#4:
bd
b-i-t-c-h ass n-i-k-a-h, dont even lie. u know u talk all ur shit about how u can beat anyone in NA, lets see it!!!!!!!!! nah jp, but the word on the street is ur better then most people in AG, i dunno, i personally think u suck but whatever... phil is still a pussy and will be 4 life. and phil dont even post a comment, no one cares.
Sunday 14 May 2006, 04:23
#5:
sane
i duno man remember all those povs/duels we had mr comeback queen whatup you cant comeback vs the king lol
Sunday 14 May 2006, 04:23
#6:
sane
jp baby im so sorryp lease
Sunday 14 May 2006, 04:24
#7:
bd
lol u know im bout to crush u
Sunday 14 May 2006, 04:25
#8:
sane
hahah thats why i said im sorry :{
Sunday 14 May 2006, 04:26
#9:
sane
why cant we be friends ;[
Sunday 14 May 2006, 04:31
#10:
bd
oooh ok, ur moms my queen my dicks the king and 9 months later u came out, a pawn.
Sunday 14 May 2006, 04:32
#11:
sane
rofl kk thats too mean lets stop
Sunday 14 May 2006, 04:34
#12:
bd
read comment #7 all i got 2 say. =)
Sunday 14 May 2006, 06:55
#13:
Anonymous
irc plz?

"not posting this demo to talk shit.."
Sunday 14 May 2006, 07:34
#14:
bd
what about irc im at #cguys
Sunday 14 May 2006, 08:17
#15:
bd
Anonymous who the fuck are u anyways?
Sunday 14 May 2006, 09:38
#16:
Cataklysque
Everytime I've played Kovaak I've always appreciated his ability to trap the opposing player - you see it alot in this demo. Kovaak may have been a "bit drunk", but either way without getting too many armors break did really well fighting against a fully stacked kovaak.
Sunday 14 May 2006, 11:05
#17:
nate
kill yourselves you fucking faggots
Sunday 14 May 2006, 12:34
#18:
phil
"not posting this to talk shit" and yet all you do is talk shit

that is, when you arent getting sane to play official matches for you.
Sunday 14 May 2006, 12:45
#19:
inertia
i heard kovaak won ggl won it mattered confirm/deny?
Sunday 14 May 2006, 12:50
#20:
inertia
*when it mattered
Sunday 14 May 2006, 13:19
#21:
Anonymous
i like how first 12 posts are sane and break talking to each other

talking to each other on chtv...

winners at life, obviously
great job, lots of friends, beautiful wife and children
not.
Sunday 14 May 2006, 13:45
#22:
phil
http://www.upshizzle.com/a/doggystyle.gif <-- how breakdown was born
Sunday 14 May 2006, 13:59
#23:
bd
phil u havnt even heard me talk shit.. your fuckin pathetic k. At least when I'm on my computer its to play a game, not like u, you have no friends in life and prolly never got any pussy,EVER... its like who the fuck sits on there computer to make friends and kiss peoples(AG) ass all day.That dosent just go for u phil, everyone who is up on AG's dick is sorry... those fools are fuckin nerds.its like so what these fools are good at quake, get off there dick, Your more bitch then a bitch. Get a fuckin life and stop hating. you will never be good at quake, so just sell ur computer, go to a strip club and get ur dick wet, fagget. inertia ur ez 2 stfu. I dont know who nate is or comment 21 but ya'll need to take a step back.
Sunday 14 May 2006, 14:03
#24:
break
just watch my demo and stfu, take some notes or some shit. and yeah if i do go to qcon and beat ur ass are u going to tell on me? fuckin snitch.
Sunday 14 May 2006, 14:10
#25:
phil
I was the GGL admin, you idiot. I don't have to snitch to myself, now do I? I'm not going to divulge who DID tell on you, but I will tell you it was more than just a couple of people. Not many people like you, get used to it.
Sunday 14 May 2006, 14:16
#26:
Anonymous
nerds > dumbasses
Sunday 14 May 2006, 14:17
#27:
Anonymous
nerds > dumbasses
Sunday 14 May 2006, 14:18
#28:
break
u mean def and r2. stfu, ur admin to a game, how fuckin cool is that, get a life. the only reason ur admin is cause u cant play quake and u cant get no bitches and u cant make friends in real life so u want to be a part of something and make friends. pathetic. if u havnt seen by now I really dont give 1 fuck who likes me or not on fuckin computer or video game or in life for that fact. I could beat ur ass and anyone who steps up to me, just accept it.
Sunday 14 May 2006, 14:39
#29:
Shame
Awesome how break is acting like a hurt little kid and Phil is taking the role of the punishing parent.
I had no idea ch-tv was where Jerry Springer got his material. Awesome, just awesome.
Sunday 14 May 2006, 16:03
#30:
def
270 downloads in a day... right. I'd say someone is getting a bit high off their own product.

Besides, we all know that losing a practice game against a semi drunk opponnent equates to a world championship trophy in the eyes of Slik & co.
Sunday 14 May 2006, 16:25
#31:
KillJoy
KovaaK rules kthxbye.
Sunday 14 May 2006, 16:47
#32:
break
dont mention me and silk in same sentence,kthxbye.
Sunday 14 May 2006, 16:57
#33:
Anonymous
break has 11 posts in his own chtv demo
and he talks about other people being nerds

i see a fallacy
Sunday 14 May 2006, 17:21
#34:
oneshotflinch
Kovaak looked to me to being more than a little drunk. I'm a big fan of Kovaak and I almost couldn't recognize him playing in this demo. If you compare this game to every other aerowalk game that has been uploaded to ch-tv you'll noticed Kovaak's aim, finesse, movement, and just about every other thing has been seriously impaired. I felt a little drunk just watching him play.

The only thing that interested me when watching this demo is seeing what Kovaak plays like pissed out of his tree :p

As it is clear that Kov was impaired to whatever degree you might think, it would be appropriate to be a follow up game, on the same server with the same pings, sober and this time see how well bd holds-up against Kovaak.
Sunday 14 May 2006, 18:19
#35:
Anonymous
OMG GUESS WHAT EVERYONE, IF YOU ARE GOOD AT VIDEO GAMES THEN YOU DONT GET PUSSY OMGS OMGS OMGS..

grow up BD and learn some new insults that might affect someone. Don't give us that "you dont get pussy" bullshit, how the hell would you know?
Sunday 14 May 2006, 18:23
#36:
-insane-
#33
He also downloaded his own demo 250 times probably ;|
Sunday 14 May 2006, 20:13
#37:
shaftmetwisted
ZZZZZZZZZZZZZZZZZZZZZZZZZZZ

kov runs circles around you anyday ;<<<<<
Sunday 14 May 2006, 20:22
#38:
break
Since when did phil get good at quake? Last time I checked he was what, div4? And who the fuck's talking to u anonymous. Dont try to throw your two cents in.
Sunday 14 May 2006, 20:31
#39:
break
I never said I was better then kovaak to begin with. If u would just read, I posted this shit for whatever. All I read in these comments is excuses, dose jj want one for when i kicked his ass 2 or what? or cyan or bulldozer when i first started playing this shit? cause u know cyan and myth are full of excuses, I been playin this game 8 months, to you noobs how many years?
Sunday 14 May 2006, 20:38
#40:
break
And for getting PUSSY, common now, we all know ya'll aint gettin NO bitches...espically kovaak. Don't try to front.
Sunday 14 May 2006, 20:58
#41:
Anonymous
Is the computer nerd lifestyle even about getting bitches non stop? If it is, I give gangsta's the win.
Sunday 14 May 2006, 21:15
#42:
Anonymous
damn breakdown you gangsta, always getting the bitches even while you waste all of your day sitting on this page waiting for more comments. you obviously posted this demo to start shit. Does anyone really care to see you get some frags on kovaak? we all know that kovaak will, as immy said, run circles around you and other players of your low skill.

Anyone else for the euthanasia of idiots?
Sunday 14 May 2006, 21:17
#43:
oneshotflinch
bd you've been doing well and I hope you stick with qw. The reality is, in the time you've played you're right about where one might expect. You have two maps, aw and dm6, both of which div1 players wouldn't have much problem with you on. Think about how long it has taken you to get as good as you are on those maps and then think about the time it would take to get yourself as skilled on dm2, dm4, and ztndm3. You played netquake for a few years so really when you came to qw the only map you really learned and focused on was aerowalk. As it stands in a tournament situation the top div1 players would not have much problem with you on either dm6 or aerowalk. Take the time it has taken you to learn aerowalk (8 mo) multiply that by 3 to account for ztndm3, dm2, and dm4 and you get 24 more months to go just to get your playing skill even on all 5 accepted dual maps. You can't honestly compare yourself to a div1 player.
Sunday 14 May 2006, 21:50
#44:
inertia
43 speaks truthiness
Sunday 14 May 2006, 22:04
#45:
break
obviously alot of people care or they wouldnt be runnin there suck. oneshotflinch when was the last time you seen me dm4, ztn or dm2 1on1? You know I got a private server and shit.. I havnt 1on1'd on a public server in months. And yes Anoyingmous I do got bitches over at my house. so what.
Sunday 14 May 2006, 22:06
#46:
break
inertia your not good at any map. why are you speaking?
Sunday 14 May 2006, 23:14
#47:
inertia
break neither are you, why the hate?

you and everyone else know that AG basically kicks our collective asses, so don't get all egotistical about this shit. its really just a game, even though it gets intense sometimes.
Sunday 14 May 2006, 23:17
#48:
inertia
break neither are you, why the hate?

you and everyone else know that AG basically kicks our collective asses, so don't get all egotistical about this shit. its really just a game, even though it gets intense sometimes.
Sunday 14 May 2006, 23:17
#49:
inertia
break neither are you, why the hate?

you and everyone else know that AG basically kicks our collective asses, so don't get all egotistical about this shit. its really just a game, even though it gets intense sometimes.
Sunday 14 May 2006, 23:18
#50:
inertia
break neither are you, why the hate?

you and everyone else know that AG basically kicks our collective asses, so don't get all egotistical about this shit. its really just a game, even though it gets intense sometimes.
Monday 15 May 2006, 00:08
#51:
break
speak for yourself... I bairly started playin qw.
Monday 15 May 2006, 00:08
#52:
Anonymous
bairly

HAHAHAHAHAHAHA

Monday 15 May 2006, 00:16
#53:
break
yea 8 months to kovaak how many years? 11-7. I dont give a fuck how buzzed he was. You dont think I was drunk myself? common now.get off me. sooner or later AG's not going to be the best. Just face it.
Monday 15 May 2006, 00:19
#54:
break
sane has only been playin 8 months and he will be better then AG/boss too. Don't even trip.
Monday 15 May 2006, 00:31
#55:
Anonymous
agree
Monday 15 May 2006, 00:35
#56:
sane
goddaamn nigga
Monday 15 May 2006, 01:07
#57:
cloudnine
your all gay
Monday 15 May 2006, 01:11
#58:
break
your gay. Where's my video ipod or that dvdcam.
Monday 15 May 2006, 01:12
#59:
break
your gay. Where's my video ipod or that dvdcam.
Monday 15 May 2006, 01:18
#60:
Anonymous
"yeah as u can see I was playin fuckin zzzzzzzzzzz in ggl"

And this game is even more zz, you got owned into the negatives on aerowalk in the ggl, only a few weeks ago, and that was an official tourney game, practice games mean NOTHING... gg and keep trying.
Monday 15 May 2006, 01:54
#61:
break
in ggl I was playin like trash, new cpu,mouse, all this shit. I barely beat some 150 pinger at aero. Watch that demo then watch this one. We played at some east server first dm6, where i pinged high.. then we went central and aero. He beat me first game like 20-6 or something. So it wasnt like it was the first game or anything. If you buzzed how long dose it take to adjust to quake? I play better when I'm drunk. i dunno, but like i said to start I'm not talking shit, maybe to people but not to kov and to this demo. Ya'll need to get off my dick, its just a fuckin demo.
Monday 15 May 2006, 05:47
#62:
shaftmetwisted
hmm, i dont know why all the shit talking, qw is dead ;>.. who cares if you beat somone...

about a week ago, i beat you on aero with like 60ms and i was dicking around, i didnt brag about it, or post any demos ;>>

i mean honestly, i would run around lg u, run around, lg u some more, hit u with some ez rockets, lg u some more, run away, shoot u with shotgun, never get ra, only go for ya, timed MH, shot u with shotgun, entire match went like that, you trying your heart out and to no evail ;>...

fuck it i figure i might talk some shit to, seems this is the thread to do it in, so you all suck! LOLZZZZZZZ <3 everyone
Monday 15 May 2006, 06:43
#63:
break
i was a bit drunk.
Monday 15 May 2006, 06:44
#64:
break
isnt that the latest excuse?
Monday 15 May 2006, 10:00
#65:
phil
Why would KovaaK need an excuse? He won :(
Monday 15 May 2006, 11:05
#66:
lib
ok so is this bd guy the new AdR3N4L1N kiddie on the block? or what the hell? is he for real?

or for that matter all the other retards stirring up this shitstorm in a teacup? "yeah lolz fag i beat you 20-2 on {map] at [server] so stfu fag u suck".

do you realise you're arguing over who's better at a fucking computer game?
Monday 15 May 2006, 11:45
#67:
-insane-
Ahahahaha 70 comment long flamewar concerning the scene that has +-30 active players
AHAHAHAHAHHAHAHAH
Monday 15 May 2006, 11:47
#68:
break
yea sure ok. whatever you say buddy.
Monday 15 May 2006, 13:39
#69:
pg
Insane if you count the aliases in NA we got at least 120 players. Don't get jealous now...
Monday 15 May 2006, 14:50
#70:
phil
tee hee

i wonder if there are more polaks playing than north america put together..
its possible.

Senor Karol. Where is my happy-in-pants insa dm2 demos?
Monday 15 May 2006, 16:22
#71:
-insane-
zomg i need to record some! hopefully tonite ;e
Monday 15 May 2006, 16:54
#72:
razor
ye .pl scene is probably bigger :)
Monday 15 May 2006, 19:26
#73:
sane
suck
Monday 15 May 2006, 19:52
#74:
Anonymous
HOLY MOTHER OF GOD I THINK ADRENALIN HAD A CHILD AND NAMED HIM BREAKDOWN!
Monday 15 May 2006, 23:46
#75:
Anonymous
haha @ 74
Tuesday 16 May 2006, 00:33
#76:
break
That has to be the dumbest comment on chtv. Like seriously, you should be ashamed of yourself just for saying that. Thats like comparing Silk to def. That fools like messed up in the head and shit. I just make qw a lil more competitive
Tuesday 16 May 2006, 02:34
#77:
hi
reading these comments has made me dumber.
Tuesday 16 May 2006, 03:03
#78:
STFU
Quakeworld: Advanced Aerowalk Strategy



Introduction
------------
I have come to be known as a "one map wonder" on aerowalk. While in dm2/dm4/dm6
I am div3 or the very bottom of div2 in skill, in aerowalk I am able to fight
on equal ground with the lower members of div1, and even the upper ones on a
good day. My rapid skill advancement on aero has intrigued many, and I have
been asked many times for guidance on how to play the map. So, I decided to
ignore all those people individually and write a strategy guide for all ;)


The Fundamental Theorem of Quakeworld
-------------------------------------
If I had to sum up the grand and essential theory behind how to play qw, and
how to play aerowalk, it would be this:

A) When you correctly guess what your opponent is going to do, you gain.
B) When you incorrectly guess what your opponent is going to do, you lose.

The inverse is also true:

C) When your opponent incorrectly guesses what you are going to do, you gain.
D) When your opponent correctly guesses what you are going to do, you lose.

The implications of this theorem seem obvious, but make sure you take some time
to consider all the ramifications of these four statements.


Considering the Fundamental Theorem
-----------------------------------
The rest of this document will be a gradual discussion centered on theory,
which will change into a discussion on the actual practice of the theory.

First, you must learn the map. This is obvious, but take the time to get the
muscle reflexes learned so that you can execute your actions with the most
efficiency. Again, if you do something your opponent does not expect, you gain.
Speed and agility enable you to act faster and make tactical changes faster,
which increases your versatility and flexibility when countering your
opponent's strategy.

Secondly, get in your opponent's head! Like poker, this game is all about
psychology. If you can accurately and precisely predict what your opponent will
do, you have him beat (unless he outaims you to such an extreme extent that you
cannot stop him). If he seems to be a player that favors the high ground, find
a counterattack to that strategy. Essentially, this follows directly from the
Fundamental Theorem: figure out what your opponent is going to do, both in
battle and while staking out territory in the map, and make him PAY for it. All
strategies have weaknesses; it is the winner who knows how best to break down
his opponent's strategies!


Clarification
-------------
Strategies are the decisions you make about macroscopic events, such as what
items you focus on controlling or what part of the map you wish to dominate;
tactics are the smaller-scale actions you take to win or retreat from a
particular battle. The person with the superior tactics and strategies will win
the match.

There are four packs of cells on the map. When I say "cells" I mean the ledge
in the middle of the map with just 2 cell packs on it. When I say "LG," I mean
the lightning gun near the red armor.

Also, this is a dueling guide. The concepts can be applied to other maps and
team sizes, but I wrote this for 1on1 aerowalk.


Spawn Raping
------------
I say this about spawnraping:

"You want the control of the map, so that when your opponent dies, you can
maximize the number of spawnkills you get."

Many say that quakeworld is all about spawnkills; I would agree with them. The
strategy is this: You are fighting for the right to make spawnkills. If your
opponent spawns and grabs the nearest rocket launcher before you can attack
him, you can't kill him as easily. You have lost the right to kill him without
any penalty to yourself, because he is probably going to shoot at you to do
some damage. Kill before your opponent can fight back!

In short, controlling the places where you can get the most spawnkills is the
critical focus point of the map's strategy. In other words, in a game where you
know where your opponent is at all times, campers can't win because they don't
have anyone to kill! So you fight for the places where you can get "cheap" and
"easy" kills.


Hearing Enemy Movement
----------------------
You can hear alot on aerowalk. Listen for jumps. For example, when someone
rocket jumps from the RA with the intent of coming out at upper-RL, you will
hear three jumps right before he emerges from the hole. Shoot rockets at the
appropriate time. Of course, your opponent can know that he is making this
predictable noise, and could bunny for one jump, zigzag to the health, then
bunny out again to the RL, which messes up your timing.

Listen for item pickups! The single most vulnerable enemy is one who does not
disguise his actions.


Avoiding Being Predicted by Your Opponent
-----------------------------------------
Most of this guide deals with how to predict your opponent's thinking in a
nice, psychological sense. This is where I explain with some more concrete
details how you can avoid your enemy's prediction of your actions. You want to
confuse your opponent so that you can escape, or snatch an item, or catch him
off guard for a surprise kill.

One of my favorite "moves" is the switchback: go somewhere, pick up an item
near an exit, then turn around and go somewhere else. You will have your
opponent waiting for you to emerge, and you can stick a rocket in his face from
another direction!

For example, if you are trapped at GL-GA area, with your opponent at mega, go
up the stairs, pick up the health packs, and then quietly zigzag/run around to
the upper-RL. Not only have you gotten a health benefit, but now your opponent
thinks you are waiting for him to stick his head out where you can see him from
the upper-SNG ledge! Another example is if your opponent has more armor than
you, and would win a direct fight, you feint: when he comes up the RA stairs to
get RA, bunny from upper-RL, pick up the cells at the lightning gun and throw
some grenades or rockets, then bunny out of there through upper-RL. You will
escape with more ammo and more health (which means less for him) and a confused
enemy.

The list goes on and on. Adhere to the Fundamental Theorem and all will be well.


Limited Supply
--------------
Ammo respawns every 15 seconds. Armor respawns every 20 seconds. Megahealths
respawn 20 seconds after they run out (health returns to 100 or below).

It should be obvious, that to "stay in the game," you must control the ammo!
Armors and the megahealth are obvious focus points, but when you and your
opponent fight and both retreat, make sure to take all the health you can, so
that he does not recover as well! Additionally, if your opponent shafts twice
as well as you, remember to spam rockets at the cells, and get them for
yourself too. In this way, you can wage a war of attrition with your enemy, and
cause him to venture further and further out of his comfort zone. An
uncomfortable enemy equals a vulnerable one, and you can annihilate him easier
when he is lacking ammo, health, and opportunities for attacking you.


Fighting an Overly Defensive Enemy
----------------------------------
Suppose you are fighting someone who is a "camper," or just someone scared of
your aim. This might intimidate you... after all, who wants to rush into an
area where someone is waiting to kill you? But remember the Fundamental
Theorem, Part A:

When you correctly guess what your opponent is going to do, you gain.

Thus, you are actually at an advantage! Every strategy has a weakness, and if
you know the strategy your enemy is using, then you are able to exploit his
vulnerabilities much easier. When someone is playing defensively against you,
remember that you have a number of inherent advantages:

1) The area that your enemy is occupying is less than half the map. There is
no possible way for him to occupy more than half the map and still stay in
control of "his turf." Therefore, you have positional advantage, because you
have more flexibility in where you can move, and where you can attack him
from.

2) Following from point 1, you also have access to more items. If your enemy
is camping at the lightning gun and RA area, then you have access to both
rocket launchers, the cell ledge, the mega, the yellow armor, grenade
launcher, and plenty of rockets and health. So, he keeps himself in his cage,
while you dominate everything else on the map!

3) The angles involved in shooting defensively, such as the situation at the
lg mentioned above, are complex and tense. It is much easier for you to spam
the exits of the camper's "base" than for him to predict and prevent you from
entering his territory. This means that you will have momentum carrying your
attack: both literally from bunnyhopping, and also from the surprises that you
can use to trick your opponent... he will lack the time and resources to
successfully counter your techniques, if you take him by surprise.

This is what you do:

1) Assess where your enemy has decided to claim territory.
2) Keep a checklist of the exits that he has: rocketjumping, walking silently
down stairs, and other sneaky methods are also included.
3) While he waits on his item(s) to spawn, take control of all other important
items on the map. Get "loaded" so that when the time comes, you can destroy
him.
4a) If he has a higher score, he will wait until you come to attack
him, in which case you must get as much health and armor as possible, quickly.
Set up distractions and sneaky methods to cause him confusion, such as
shooting into his territory and then running around to another entrance. At
this point, he will not know what you are doing, so you will be at an
advantage according to the Fundamental Theorem of Quakeworld. Sneak in or
speedily assault him, and he will be surprised and annihilated by your
superior strategy.
4b) If you have the higher score, wait him out! There is little use in risking
death when you already have a higher score. Especially if you have only a
small lead over him, do not risk getting fragged and having your opponent
steal the game from you! If you are sure you can kill him, then do it,
otherwise, be patient! A win is a win, whether it is by 2 or 20 frags.


Fighting an Overly Offensive Enemy
----------------------------------
If someone severely outaims you, he will most likely become careless and take
risks that are stupid. It is your responsibility to stay alive at all costs,
while keeping an eye on overall strategy and map control. You must play hide
and seek for almost the whole game when fighting this sort of player. Because
when you face him head-to-head, he _will_ severely hurt you, without him
taking much damage, you should prevent those situations. Instead, recognize
the value of splash damage: control ammo, and prevent him from getting
critical items by damaging him if he comes NEAR to them. In this way you can
mark off spots for yourself, by making them too dangerous for him to go!
Additionally, spam with the lightning gun if you can spare the ammo. It is a
powerful deterrent to see a lightning beam 10 meteres from your face, between
you and the item that you want. :)


A Little Trick
--------------
Most people don't do this... even I don't (yet). But FayD (the q3 pro)
suggested to me that I include a section about using weaker weapons to stop
momentum of enemies. It is a simple procedure: use the nailgun or the shotgun,
and spam a place where you think your opponent will bunnyhop out of. If he
hits the nails or the shotgun pellets, his inertia (heh) will be almost
completely eliminated! Its a very convenient way to use up those shells and
nails lying around, and can SERIOUSLY screw up your opponent. After
successfully executing this technique, combine with the LG or RL to quickly
finish him.


About the Red Armor Spawn
-------------------------
I have heard from a few people that aerowalk sucks because it has an RA spawn.
This may be true. However, many people still think this map is pretty damn
good, so I am not going to say either way about the "fairness" of this spawn.
One thing to note, though, is that if you are waiting for the RA to spawn, or
just a free moment to rocket jump to it, and you are about to kill your
opponent, DON'T KILL HIM! Unless there are spawn rules in place to prevent him
spawning at the ra (or he spawned there last time), your enemy might get that
favorite spawn, and possibly kill you. Keep his health low, go get that armor,
THEN kill him. If he spawns at RA, so what? You already took the armor there!
Thanks to Traxler for pointing this out to me.


Unknown Opponents
-----------------
Sometimes, you have no idea who your opponent is, or what he will do. In these
instances, you must assume that he will find ways to put you in the worst
situations possible. By being pessimistic early in the game, you will learn
about his playing style, and skill level, while minimizing damage to yourself.
After you find vulnerabilities in his game, then agress against him and destroy
your enemy.


Conceptualizing Items
---------------------
For the purposes of explaining the items on aerowalk, I will use numbers. The
idea is simple. Assign numerical values to each major item, and use that to
estimate their potential worth for gameplay dominance (much like the chess
point system, where each piece is 'worth' a certain amount). So:

Red Armor = 3
Yellow Armor = 1
Megahealth = 1.5

Thus, the RA is better than the MH and YA combined!

Why these numbers?
As any aerowalk player will tell you, it is harder to control the megahealth
AND the ya simultaneously, while still staying equal with the player
controlling the ra. The reasons are fairly obvious:

1) the megahealth spawns much more slowly than the armors, thus forcing a
slower regeneration of health for the "down" player, and

2) the YA and MH are _separate items_ with separate timings, thus forcing the
player without the red armor to time two items, who must also make separate
attempts to obtain each of them.

(A note here: timing the mega, if you consistently grab it, will not prove too
difficult. Nor will consistently timing the yellow armor. However, I am going
to argue that the RA location has more positional advantage, and that in most
games, you would rather have control of the RA than both the MH and YA.)

The added cost of the YA + MH combination is reflected in their numerical
values of 1 and 1.5, respectively. Of course, when you have full health and get
the YA and the MH, you will have 150/200 (armor/health), which if you do the
calculations regarding the armor absorption ratio, you find that the MH+YA is
actually stronger than the RA:

(health) / (1 - (armor absorption ratio)) = (total damage you can take before
death)
OR
(health) + (armor) = (total damage you can take before death)

...the game uses whichever number is lower.


So, for example, if you just got the megahealth and the yellow armor, which has
a damage absorption ratio of 0.5, you have 150/200:
Equation 1: 200 / (1 - 0.5) = 400
Equation 2: 150 + 200 = 350

...Thus, you can take 350 points of damage before you die with YA and mega
(because 350 < 400).

With a fresh red armor (having an absorption ratio of 0.8) and regular health,
you get:
Equation 1: 100 / (1 - 0.8) = 500
Equation 2: 100 + 200 = 300

...Thus, you can take 300 points of damage before you die with the RA and full
health.


"So what you doofus, get to your point!" you say? Well, hold on! I am showing
you two things:
1) A megahealth and a yellow armor allow you to take more damage than just a
red armor by itself. This allows you more breathing room, as far as your health
is concerned, to attack the player in control of the RA.
2) However, the tradeoff that comes due to the megahealth's longer respawn
time, and the difficulty in controlling 2 items, makes the collective value of
the megahealth and ya actually less than the red armor.

Lastly, the megahealth and the yellow armor are at a pretty crappy place in the
map... in the open, near the bottom. The red armor, on the other hand, is high,
much easier to defend, and much easier to camp (if you decide you want to do
that)... it just requires some skillful jumping or a rocket jump to get to it.

In conclusion, the red armor is good, the
megahealth and yellow armor are not so good. But because of their higher
(initial) "real health," the YA+MH is excellent for going head to head with
the RA player... Of course, if you need to find more health and armor, and did
not win the RA position, you will have to wait a while for the MH to respawn!
Lots of risk involved :)


Actual Tactics
--------------
Time for less abstraction. Hopefully, the theory here has been educational to
all of you. There are some who will benefit more with concrete examples, so I
will provide some. Of course, individual play styles emerge when someone
develops their own take on a theory, so I hope that these examples do not
become "law" for the learning players! I am going to share some things that I
have learned in my tenure on aerowalk.

Here are a list of rocket jumps that you should learn if you will ever be top
notch at this map (these include bunny hopping):

between ya/mh -> lower ra entrance (very important for running items)
MH -> upper-RL
bottom of RA stairs -> RA
top of RA stairs -> RA
upper-RL -> RA
upper-SNG -> RA
low-ramp -> upper-SNG
cells -> upper-RL
cells -> upper-SNG
grenade launcher -> above grenade launcher

Rocket jump from everywhere to the RA. Learn to do it well and quickly. This
will change who has control, because as was shown above, RA > YA + MH.


Places to be
------------
Advantageous places to shoot and to stand are:

Shoot
...the ceiling above lg for splash damage
...above the doorway at upper rl for spawn kill
...above the doorway at cells for splash damage
...above the ceiling just next to upper sng for splash damage on people coming
up the stairs from gl
...through the holes at ya, or in the other direction at the gl
...from cells through the column at ga, to the grenade launcher area
...from mega to the spot just next to the RA
...through the holes at wind tunnel
...at ceiling and walls surrounding exit at upper-rl
...at the wall at upper sng
...down to the wind spawn
...while bunnying from upper rl to upper sng, straight down to the ramp
...while doing the common trickjump at the teleporter at gl, shoot straight down
...grenades at all places where you have the height advantage (top of RA
stairs, gl to YA, etc)
...grenades around angles
...grenades down through the non-windy part of the "chute," at the megahealth
(visualize in your head what you are shooting at!)

Stand (or stay near)
...the cell ledge in middle
...the upper rl ledge (higher, and also easy spawnkills)
...at health at RA (easy wait for health because you can escape with ease)
...to hide, hug the bottom of the walls at the bottom of the "pit" with the 2
teleporters, if your enemy is high, he won't see you (probably)
...to hide, jump into the small hole at the high one-way teleporter. you won't
get telefragged!
...to hide, run up, down, and around the gl/upper-rl area. play cat-and-mouse
with your enemy (you are the mouse!)
...at upper sng, you can rj to ra or assault many places from here (beware of
teleporter surprises!)
...anywhere up high. Height = advantage


I could go on and on about stuff to learn, but instead I am just going to say
this:

Look for moves and tactics that you can use to attack faster and from more
varied directions, while respecting the Fundamental Theorem of Aerowalk.


Committal
---------
Do not force yourself into a win-or-lose situation unless you are SURE you will
win. Always leave yourself ways out of the battle. In this way, you can
minimize the damage you receive, and maximize the damage you give, allowing you
to probably gain control of the level.


Prediction Shots
----------------
You should know where your opponent is at all times. Because of this, you can
trap him! Shoot rockets where he WANTS to go, so he CAN'T go there. Then you
can keep him pinned down, or at least, cut down his options.


When you are down
-----------------
When you are down on health or armor, don't die. Period. That scoreboard will
haunt you later if you run too aggressively into a rocket, and lose the whole
match by one frag. For example, if you spawn at the grenade launcher / green
armor area, do NOT run straight out into the center of the map unless you are
SURE your opponent is not waiting for you! More than likely, your opponent is
either standing at the cells or the upper rl, waiting for you to show your
0/100 pre-corpse to him. Hide! Go grab the YA if you can, get the grenade
launcher, go upstairs and go get the rocket launcher that is through that
teleporter.... just like I said above, don't do what your opponent expects you
to do! In this way you can stay alive, and wage a war of attrition against your
enemy, so that he will be weaker when you do decide to attack him.


When you are even
-----------------
When you and your opponent are at a standoff, where one of you has RA, the
other has YA + MEGA, and lots of health, ammo, and weapons to go around, you
must maintain vigilance! Only those with the greater tenacity and DESIRE to win
will come out victorious in these situations. Be willing to wait out your
opponent. Strike him when he is vulnerable, and shield yourself when YOU are
vulnerable. Using these methods, an apparently even situation will tilt in your
favor.


When you have map control
-------------------------
Basically, you want to gain maplock: total control of spawns and items. This
will rarely happen, but it is the ideal situation, and is what both you and
your opponent are fighting to get.

Stand at the ledge with cells (where the Australian player reload loves to
sit!) and rape the RA and GA spawns behind you, the RL spawn to your top, the
spawn at the bottom of the wind tunnel, and
the GA spawn across the map. Obviously, you can see all the spawns on the map
from here. You are very vulnerable, but you have awesome power to get easy
frags. Fight for this position!

Additionally, as was pointed out to me by Kovaak, you must maintain map control
by "running" the items. Which is to say, diligently take the ra and mega
(timing is important here), and if possible, the ya as well. The ideal map lock
is one where you have the ya timed to spawn about 5-10 seconds before the red
armor, and you know exactly when the mega will spawn. The details of timing
won't be covered here, but it is basically where you have either a clock on
your screen, on your desk, or a very good one in your head, and can predict
exactly when the items will spawn. In any case, the key is to get as many
spawnkills as possible, while keeping the armors and megahealth out of your
opponent's grasp. After a while of successfully doing this, your opponent may
/quit... this means you have won ;) Of course, if he is smart, he will have a
similar understanding of the map, and will be able to counter your strategies.
Do not ever become lazy! 10 minutes is a long time, but tenacity is more a
virtue of winners than losers!


Examples
--------
A list of situations, and what to do!

1) The game starts. You spawn upper rl, and your opponent spawns lower rl (ga).
DO NOT GO FOR THE MEGAHEALTH BY JUST FALLING ON IT! If your opponent is
100/100, and you are 0/100, you WILL die, and he will get mega and YA. If you
are unlucky, he will even get ra, and you will have to play very coyly to win!
Instead, shoot between the MH and the stairs to lower rl, so that your opponent
will be hit and not get the MH. Alternatively, shoot at the doorway to the
lower RA stairs, if he tries to go for RA.

2) You are awaiting the megahealth, and you already have the yellow armor. Your
opponent is at RA stairs waiting for it to spawn. What do you do? From the
mega, you can spam rockets at the ra ledge, possibly causing splash damage to
your enemy, and more importantly, keeping him from coming out of that bottom
entrance to attack you! Wait for mega, then either go through the tele and
trick-jump to upper rl, or go to low rl and surprise your opponent as he comes
out of upper-rl or lower-wind tunnel, by firing prediction rockets at his
potential exits. Keep your opponent contained!

3) You have 50 health and a rocket launcher. You are at the top of the RA
stairs, looking at the RA. Your opponent is at yellow armor. What do you do? Do
a jump off the top of the stairs, then shoot straight down at the steps below
you. This will give you the height to land on RA ledge, but without the damage
that usually comes from "traditional" rocketjumping. If done correctly, you
will will have 200 armor and about 25 health. Plenty of breathing room ;)

4) You just spawned at upper rl, and your opponent has 200/200. What do you do?
HIDE! Obviously you will get destroyed if you face him out in the open. Use the
teleporters, ledges, anything to confuse and run from your enemy. If he tries
too hard to hunt you, punish him by going for the RA or MEGA! Again, predict
what he will do and how he will do it, then intercept and KILL.


Finale
------
Obey the Fundamental Theorem of Aerowalk!

Read it! Memorize it! USE IT!

That is all :)
Tuesday 16 May 2006, 03:04
#79:
STFU
Quakeworld: Advanced Aerowalk Strategy



Introduction
------------
I have come to be known as a "one map wonder" on aerowalk. While in dm2/dm4/dm6
I am div3 or the very bottom of div2 in skill, in aerowalk I am able to fight
on equal ground with the lower members of div1, and even the upper ones on a
good day. My rapid skill advancement on aero has intrigued many, and I have
been asked many times for guidance on how to play the map. So, I decided to
ignore all those people individually and write a strategy guide for all ;)


The Fundamental Theorem of Quakeworld
-------------------------------------
If I had to sum up the grand and essential theory behind how to play qw, and
how to play aerowalk, it would be this:

A) When you correctly guess what your opponent is going to do, you gain.
B) When you incorrectly guess what your opponent is going to do, you lose.

The inverse is also true:

C) When your opponent incorrectly guesses what you are going to do, you gain.
D) When your opponent correctly guesses what you are going to do, you lose.

The implications of this theorem seem obvious, but make sure you take some time
to consider all the ramifications of these four statements.


Considering the Fundamental Theorem
-----------------------------------
The rest of this document will be a gradual discussion centered on theory,
which will change into a discussion on the actual practice of the theory.

First, you must learn the map. This is obvious, but take the time to get the
muscle reflexes learned so that you can execute your actions with the most
efficiency. Again, if you do something your opponent does not expect, you gain.
Speed and agility enable you to act faster and make tactical changes faster,
which increases your versatility and flexibility when countering your
opponent's strategy.

Secondly, get in your opponent's head! Like poker, this game is all about
psychology. If you can accurately and precisely predict what your opponent will
do, you have him beat (unless he outaims you to such an extreme extent that you
cannot stop him). If he seems to be a player that favors the high ground, find
a counterattack to that strategy. Essentially, this follows directly from the
Fundamental Theorem: figure out what your opponent is going to do, both in
battle and while staking out territory in the map, and make him PAY for it. All
strategies have weaknesses; it is the winner who knows how best to break down
his opponent's strategies!


Clarification
-------------
Strategies are the decisions you make about macroscopic events, such as what
items you focus on controlling or what part of the map you wish to dominate;
tactics are the smaller-scale actions you take to win or retreat from a
particular battle. The person with the superior tactics and strategies will win
the match.

There are four packs of cells on the map. When I say "cells" I mean the ledge
in the middle of the map with just 2 cell packs on it. When I say "LG," I mean
the lightning gun near the red armor.

Also, this is a dueling guide. The concepts can be applied to other maps and
team sizes, but I wrote this for 1on1 aerowalk.


Spawn Raping
------------
I say this about spawnraping:

"You want the control of the map, so that when your opponent dies, you can
maximize the number of spawnkills you get."

Many say that quakeworld is all about spawnkills; I would agree with them. The
strategy is this: You are fighting for the right to make spawnkills. If your
opponent spawns and grabs the nearest rocket launcher before you can attack
him, you can't kill him as easily. You have lost the right to kill him without
any penalty to yourself, because he is probably going to shoot at you to do
some damage. Kill before your opponent can fight back!

In short, controlling the places where you can get the most spawnkills is the
critical focus point of the map's strategy. In other words, in a game where you
know where your opponent is at all times, campers can't win because they don't
have anyone to kill! So you fight for the places where you can get "cheap" and
"easy" kills.


Hearing Enemy Movement
----------------------
You can hear alot on aerowalk. Listen for jumps. For example, when someone
rocket jumps from the RA with the intent of coming out at upper-RL, you will
hear three jumps right before he emerges from the hole. Shoot rockets at the
appropriate time. Of course, your opponent can know that he is making this
predictable noise, and could bunny for one jump, zigzag to the health, then
bunny out again to the RL, which messes up your timing.

Listen for item pickups! The single most vulnerable enemy is one who does not
disguise his actions.


Avoiding Being Predicted by Your Opponent
-----------------------------------------
Most of this guide deals with how to predict your opponent's thinking in a
nice, psychological sense. This is where I explain with some more concrete
details how you can avoid your enemy's prediction of your actions. You want to
confuse your opponent so that you can escape, or snatch an item, or catch him
off guard for a surprise kill.

One of my favorite "moves" is the switchback: go somewhere, pick up an item
near an exit, then turn around and go somewhere else. You will have your
opponent waiting for you to emerge, and you can stick a rocket in his face from
another direction!

For example, if you are trapped at GL-GA area, with your opponent at mega, go
up the stairs, pick up the health packs, and then quietly zigzag/run around to
the upper-RL. Not only have you gotten a health benefit, but now your opponent
thinks you are waiting for him to stick his head out where you can see him from
the upper-SNG ledge! Another example is if your opponent has more armor than
you, and would win a direct fight, you feint: when he comes up the RA stairs to
get RA, bunny from upper-RL, pick up the cells at the lightning gun and throw
some grenades or rockets, then bunny out of there through upper-RL. You will
escape with more ammo and more health (which means less for him) and a confused
enemy.

The list goes on and on. Adhere to the Fundamental Theorem and all will be well.


Limited Supply
--------------
Ammo respawns every 15 seconds. Armor respawns every 20 seconds. Megahealths
respawn 20 seconds after they run out (health returns to 100 or below).

It should be obvious, that to "stay in the game," you must control the ammo!
Armors and the megahealth are obvious focus points, but when you and your
opponent fight and both retreat, make sure to take all the health you can, so
that he does not recover as well! Additionally, if your opponent shafts twice
as well as you, remember to spam rockets at the cells, and get them for
yourself too. In this way, you can wage a war of attrition with your enemy, and
cause him to venture further and further out of his comfort zone. An
uncomfortable enemy equals a vulnerable one, and you can annihilate him easier
when he is lacking ammo, health, and opportunities for attacking you.


Fighting an Overly Defensive Enemy
----------------------------------
Suppose you are fighting someone who is a "camper," or just someone scared of
your aim. This might intimidate you... after all, who wants to rush into an
area where someone is waiting to kill you? But remember the Fundamental
Theorem, Part A:

When you correctly guess what your opponent is going to do, you gain.

Thus, you are actually at an advantage! Every strategy has a weakness, and if
you know the strategy your enemy is using, then you are able to exploit his
vulnerabilities much easier. When someone is playing defensively against you,
remember that you have a number of inherent advantages:

1) The area that your enemy is occupying is less than half the map. There is
no possible way for him to occupy more than half the map and still stay in
control of "his turf." Therefore, you have positional advantage, because you
have more flexibility in where you can move, and where you can attack him
from.

2) Following from point 1, you also have access to more items. If your enemy
is camping at the lightning gun and RA area, then you have access to both
rocket launchers, the cell ledge, the mega, the yellow armor, grenade
launcher, and plenty of rockets and health. So, he keeps himself in his cage,
while you dominate everything else on the map!

3) The angles involved in shooting defensively, such as the situation at the
lg mentioned above, are complex and tense. It is much easier for you to spam
the exits of the camper's "base" than for him to predict and prevent you from
entering his territory. This means that you will have momentum carrying your
attack: both literally from bunnyhopping, and also from the surprises that you
can use to trick your opponent... he will lack the time and resources to
successfully counter your techniques, if you take him by surprise.

This is what you do:

1) Assess where your enemy has decided to claim territory.
2) Keep a checklist of the exits that he has: rocketjumping, walking silently
down stairs, and other sneaky methods are also included.
3) While he waits on his item(s) to spawn, take control of all other important
items on the map. Get "loaded" so that when the time comes, you can destroy
him.
4a) If he has a higher score, he will wait until you come to attack
him, in which case you must get as much health and armor as possible, quickly.
Set up distractions and sneaky methods to cause him confusion, such as
shooting into his territory and then running around to another entrance. At
this point, he will not know what you are doing, so you will be at an
advantage according to the Fundamental Theorem of Quakeworld. Sneak in or
speedily assault him, and he will be surprised and annihilated by your
superior strategy.
4b) If you have the higher score, wait him out! There is little use in risking
death when you already have a higher score. Especially if you have only a
small lead over him, do not risk getting fragged and having your opponent
steal the game from you! If you are sure you can kill him, then do it,
otherwise, be patient! A win is a win, whether it is by 2 or 20 frags.


Fighting an Overly Offensive Enemy
----------------------------------
If someone severely outaims you, he will most likely become careless and take
risks that are stupid. It is your responsibility to stay alive at all costs,
while keeping an eye on overall strategy and map control. You must play hide
and seek for almost the whole game when fighting this sort of player. Because
when you face him head-to-head, he _will_ severely hurt you, without him
taking much damage, you should prevent those situations. Instead, recognize
the value of splash damage: control ammo, and prevent him from getting
critical items by damaging him if he comes NEAR to them. In this way you can
mark off spots for yourself, by making them too dangerous for him to go!
Additionally, spam with the lightning gun if you can spare the ammo. It is a
powerful deterrent to see a lightning beam 10 meteres from your face, between
you and the item that you want. :)


A Little Trick
--------------
Most people don't do this... even I don't (yet). But FayD (the q3 pro)
suggested to me that I include a section about using weaker weapons to stop
momentum of enemies. It is a simple procedure: use the nailgun or the shotgun,
and spam a place where you think your opponent will bunnyhop out of. If he
hits the nails or the shotgun pellets, his inertia (heh) will be almost
completely eliminated! Its a very convenient way to use up those shells and
nails lying around, and can SERIOUSLY screw up your opponent. After
successfully executing this technique, combine with the LG or RL to quickly
finish him.


About the Red Armor Spawn
-------------------------
I have heard from a few people that aerowalk sucks because it has an RA spawn.
This may be true. However, many people still think this map is pretty damn
good, so I am not going to say either way about the "fairness" of this spawn.
One thing to note, though, is that if you are waiting for the RA to spawn, or
just a free moment to rocket jump to it, and you are about to kill your
opponent, DON'T KILL HIM! Unless there are spawn rules in place to prevent him
spawning at the ra (or he spawned there last time), your enemy might get that
favorite spawn, and possibly kill you. Keep his health low, go get that armor,
THEN kill him. If he spawns at RA, so what? You already took the armor there!
Thanks to Traxler for pointing this out to me.


Unknown Opponents
-----------------
Sometimes, you have no idea who your opponent is, or what he will do. In these
instances, you must assume that he will find ways to put you in the worst
situations possible. By being pessimistic early in the game, you will learn
about his playing style, and skill level, while minimizing damage to yourself.
After you find vulnerabilities in his game, then agress against him and destroy
your enemy.


Conceptualizing Items
---------------------
For the purposes of explaining the items on aerowalk, I will use numbers. The
idea is simple. Assign numerical values to each major item, and use that to
estimate their potential worth for gameplay dominance (much like the chess
point system, where each piece is 'worth' a certain amount). So:

Red Armor = 3
Yellow Armor = 1
Megahealth = 1.5

Thus, the RA is better than the MH and YA combined!

Why these numbers?
As any aerowalk player will tell you, it is harder to control the megahealth
AND the ya simultaneously, while still staying equal with the player
controlling the ra. The reasons are fairly obvious:

1) the megahealth spawns much more slowly than the armors, thus forcing a
slower regeneration of health for the "down" player, and

2) the YA and MH are _separate items_ with separate timings, thus forcing the
player without the red armor to time two items, who must also make separate
attempts to obtain each of them.

(A note here: timing the mega, if you consistently grab it, will not prove too
difficult. Nor will consistently timing the yellow armor. However, I am going
to argue that the RA location has more positional advantage, and that in most
games, you would rather have control of the RA than both the MH and YA.)

The added cost of the YA + MH combination is reflected in their numerical
values of 1 and 1.5, respectively. Of course, when you have full health and get
the YA and the MH, you will have 150/200 (armor/health), which if you do the
calculations regarding the armor absorption ratio, you find that the MH+YA is
actually stronger than the RA:

(health) / (1 - (armor absorption ratio)) = (total damage you can take before
death)
OR
(health) + (armor) = (total damage you can take before death)

...the game uses whichever number is lower.


So, for example, if you just got the megahealth and the yellow armor, which has
a damage absorption ratio of 0.5, you have 150/200:
Equation 1: 200 / (1 - 0.5) = 400
Equation 2: 150 + 200 = 350

...Thus, you can take 350 points of damage before you die with YA and mega
(because 350 < 400).

With a fresh red armor (having an absorption ratio of 0.8) and regular health,
you get:
Equation 1: 100 / (1 - 0.8) = 500
Equation 2: 100 + 200 = 300

...Thus, you can take 300 points of damage before you die with the RA and full
health.


"So what you doofus, get to your point!" you say? Well, hold on! I am showing
you two things:
1) A megahealth and a yellow armor allow you to take more damage than just a
red armor by itself. This allows you more breathing room, as far as your health
is concerned, to attack the player in control of the RA.
2) However, the tradeoff that comes due to the megahealth's longer respawn
time, and the difficulty in controlling 2 items, makes the collective value of
the megahealth and ya actually less than the red armor.

Lastly, the megahealth and the yellow armor are at a pretty crappy place in the
map... in the open, near the bottom. The red armor, on the other hand, is high,
much easier to defend, and much easier to camp (if you decide you want to do
that)... it just requires some skillful jumping or a rocket jump to get to it.

In conclusion, the red armor is good, the
megahealth and yellow armor are not so good. But because of their higher
(initial) "real health," the YA+MH is excellent for going head to head with
the RA player... Of course, if you need to find more health and armor, and did
not win the RA position, you will have to wait a while for the MH to respawn!
Lots of risk involved :)


Actual Tactics
--------------
Time for less abstraction. Hopefully, the theory here has been educational to
all of you. There are some who will benefit more with concrete examples, so I
will provide some. Of course, individual play styles emerge when someone
develops their own take on a theory, so I hope that these examples do not
become "law" for the learning players! I am going to share some things that I
have learned in my tenure on aerowalk.

Here are a list of rocket jumps that you should learn if you will ever be top
notch at this map (these include bunny hopping):

between ya/mh -> lower ra entrance (very important for running items)
MH -> upper-RL
bottom of RA stairs -> RA
top of RA stairs -> RA
upper-RL -> RA
upper-SNG -> RA
low-ramp -> upper-SNG
cells -> upper-RL
cells -> upper-SNG
grenade launcher -> above grenade launcher

Rocket jump from everywhere to the RA. Learn to do it well and quickly. This
will change who has control, because as was shown above, RA > YA + MH.


Places to be
------------
Advantageous places to shoot and to stand are:

Shoot
...the ceiling above lg for splash damage
...above the doorway at upper rl for spawn kill
...above the doorway at cells for splash damage
...above the ceiling just next to upper sng for splash damage on people coming
up the stairs from gl
...through the holes at ya, or in the other direction at the gl
...from cells through the column at ga, to the grenade launcher area
...from mega to the spot just next to the RA
...through the holes at wind tunnel
...at ceiling and walls surrounding exit at upper-rl
...at the wall at upper sng
...down to the wind spawn
...while bunnying from upper rl to upper sng, straight down to the ramp
...while doing the common trickjump at the teleporter at gl, shoot straight down
...grenades at all places where you have the height advantage (top of RA
stairs, gl to YA, etc)
...grenades around angles
...grenades down through the non-windy part of the "chute," at the megahealth
(visualize in your head what you are shooting at!)

Stand (or stay near)
...the cell ledge in middle
...the upper rl ledge (higher, and also easy spawnkills)
...at health at RA (easy wait for health because you can escape with ease)
...to hide, hug the bottom of the walls at the bottom of the "pit" with the 2
teleporters, if your enemy is high, he won't see you (probably)
...to hide, jump into the small hole at the high one-way teleporter. you won't
get telefragged!
...to hide, run up, down, and around the gl/upper-rl area. play cat-and-mouse
with your enemy (you are the mouse!)
...at upper sng, you can rj to ra or assault many places from here (beware of
teleporter surprises!)
...anywhere up high. Height = advantage


I could go on and on about stuff to learn, but instead I am just going to say
this:

Look for moves and tactics that you can use to attack faster and from more
varied directions, while respecting the Fundamental Theorem of Aerowalk.


Committal
---------
Do not force yourself into a win-or-lose situation unless you are SURE you will
win. Always leave yourself ways out of the battle. In this way, you can
minimize the damage you receive, and maximize the damage you give, allowing you
to probably gain control of the level.


Prediction Shots
----------------
You should know where your opponent is at all times. Because of this, you can
trap him! Shoot rockets where he WANTS to go, so he CAN'T go there. Then you
can keep him pinned down, or at least, cut down his options.


When you are down
-----------------
When you are down on health or armor, don't die. Period. That scoreboard will
haunt you later if you run too aggressively into a rocket, and lose the whole
match by one frag. For example, if you spawn at the grenade launcher / green
armor area, do NOT run straight out into the center of the map unless you are
SURE your opponent is not waiting for you! More than likely, your opponent is
either standing at the cells or the upper rl, waiting for you to show your
0/100 pre-corpse to him. Hide! Go grab the YA if you can, get the grenade
launcher, go upstairs and go get the rocket launcher that is through that
teleporter.... just like I said above, don't do what your opponent expects you
to do! In this way you can stay alive, and wage a war of attrition against your
enemy, so that he will be weaker when you do decide to attack him.


When you are even
-----------------
When you and your opponent are at a standoff, where one of you has RA, the
other has YA + MEGA, and lots of health, ammo, and weapons to go around, you
must maintain vigilance! Only those with the greater tenacity and DESIRE to win
will come out victorious in these situations. Be willing to wait out your
opponent. Strike him when he is vulnerable, and shield yourself when YOU are
vulnerable. Using these methods, an apparently even situation will tilt in your
favor.


When you have map control
-------------------------
Basically, you want to gain maplock: total control of spawns and items. This
will rarely happen, but it is the ideal situation, and is what both you and
your opponent are fighting to get.

Stand at the ledge with cells (where the Australian player reload loves to
sit!) and rape the RA and GA spawns behind you, the RL spawn to your top, the
spawn at the bottom of the wind tunnel, and
the GA spawn across the map. Obviously, you can see all the spawns on the map
from here. You are very vulnerable, but you have awesome power to get easy
frags. Fight for this position!

Additionally, as was pointed out to me by Kovaak, you must maintain map control
by "running" the items. Which is to say, diligently take the ra and mega
(timing is important here), and if possible, the ya as well. The ideal map lock
is one where you have the ya timed to spawn about 5-10 seconds before the red
armor, and you know exactly when the mega will spawn. The details of timing
won't be covered here, but it is basically where you have either a clock on
your screen, on your desk, or a very good one in your head, and can predict
exactly when the items will spawn. In any case, the key is to get as many
spawnkills as possible, while keeping the armors and megahealth out of your
opponent's grasp. After a while of successfully doing this, your opponent may
/quit... this means you have won ;) Of course, if he is smart, he will have a
similar understanding of the map, and will be able to counter your strategies.
Do not ever become lazy! 10 minutes is a long time, but tenacity is more a
virtue of winners than losers!


Examples
--------
A list of situations, and what to do!

1) The game starts. You spawn upper rl, and your opponent spawns lower rl (ga).
DO NOT GO FOR THE MEGAHEALTH BY JUST FALLING ON IT! If your opponent is
100/100, and you are 0/100, you WILL die, and he will get mega and YA. If you
are unlucky, he will even get ra, and you will have to play very coyly to win!
Instead, shoot between the MH and the stairs to lower rl, so that your opponent
will be hit and not get the MH. Alternatively, shoot at the doorway to the
lower RA stairs, if he tries to go for RA.

2) You are awaiting the megahealth, and you already have the yellow armor. Your
opponent is at RA stairs waiting for it to spawn. What do you do? From the
mega, you can spam rockets at the ra ledge, possibly causing splash damage to
your enemy, and more importantly, keeping him from coming out of that bottom
entrance to attack you! Wait for mega, then either go through the tele and
trick-jump to upper rl, or go to low rl and surprise your opponent as he comes
out of upper-rl or lower-wind tunnel, by firing prediction rockets at his
potential exits. Keep your opponent contained!

3) You have 50 health and a rocket launcher. You are at the top of the RA
stairs, looking at the RA. Your opponent is at yellow armor. What do you do? Do
a jump off the top of the stairs, then shoot straight down at the steps below
you. This will give you the height to land on RA ledge, but without the damage
that usually comes from "traditional" rocketjumping. If done correctly, you
will will have 200 armor and about 25 health. Plenty of breathing room ;)

4) You just spawned at upper rl, and your opponent has 200/200. What do you do?
HIDE! Obviously you will get destroyed if you face him out in the open. Use the
teleporters, ledges, anything to confuse and run from your enemy. If he tries
too hard to hunt you, punish him by going for the RA or MEGA! Again, predict
what he will do and how he will do it, then intercept and KILL.


Finale
------
Obey the Fundamental Theorem of Aerowalk!

Read it! Memorize it! USE IT!

That is all :)
Tuesday 16 May 2006, 05:36
#80:
oneshotflinch
Genius! Who is this masked man! B>

Some may argue that this is not the place for such content but telling from example by my own posts this is _the_ place. There is no other forum where you will reach such a broad audience of QW players. Virtually every QW player around the globe frequents this site. And why not take a forum approach to the demo archived blogs? What better place to make provocative, insightful and informative comments and debates on the mechanics, player development, evolution and politics of the multiplayer based game we all know and appreciate. It beats always having a bunch of random rants about who is the alpha male of the qw scene (not that it doesn't also have it's place here, All Hail Jerry Springer!)

Also as discussed awhile back, you get one chance to get your message across here. There's no changing your mind and fixing and omitting information. This is a place where ideas are held true to their original intent. Besides, who the hell really needs italics, bolds, rainbow colored fonts, and a bunch of preordained smileys. Not that I don't frequent other forums and they don't have their place, but this is one place that offers a meaningful grounds of communication for the sharing, examination and distrubition of ideas that I can certainly appreciate for what it is.
Tuesday 16 May 2006, 07:02
#81:
Gamer
looks like STFU has read Theory Of Poker :E
Tuesday 16 May 2006, 15:25
#82:
def
ok so this demo has 20 real downloads now? yay!
Tuesday 16 May 2006, 17:49
#83:
break
def ur a pussy shut up. u been playin quake for years and u aint even good. dont try to talk shit. lets just settle it at the next qcon.. ill box u with gloves if your 2 scared to fight me like a man.
we can even take bets for the winner so you wont feel like your getting your gettin your ass beat for nothing. sup
Tuesday 16 May 2006, 19:28
#84:
Anonymous
breakdown wasnt it you that said the same thing and never showed up at qcon2k5? obviously scared.

and to say one of the best duelers in NA isnt good, why the hell arent you the best? oh and all quake related rivalry bullshit you start can only be solved by boxing? stfu breakdown. you're annoying.
Tuesday 16 May 2006, 19:30
#85:
Anonymous
^^ LOL
truth'd
Tuesday 16 May 2006, 19:39
#86:
break
If i played qw as long as def i would smash him ez. I will be better then he is sooner or later. sane 2. and for qcon I had problems with pg, then that shit got squashed. now i just dont like any of u fools so if anyone has a problem lets do this shit..quit your online bullshit and step up. why dont u let def speak for his self? or is that what he told u to say cause he to pussy to even respond to that.
why u got to think ur hard online. lets box it out, scared to get hit with gloves to?
i always knew u guys were pussy, but damn homie, what the fuck is wrong with u. I never knew guys were so weak.
Tuesday 16 May 2006, 23:28
#87:
break
def ur a pussy shut up. u been playin quake for years and u aint even good. dont try to talk shit. lets just settle it at the next qcon.. ill box u with gloves if your 2 scared to fight me like a man.
we can even take bets for the winner so you wont feel like your getting your gettin your ass beat for nothing. sup
Tuesday 16 May 2006, 23:34
#88:
Anonymous
shut the fuck up man
u r a fucking nb!
Wednesday 17 May 2006, 00:39
#89:
Anonymous
lol around 25 posts made from bd

hahahahah
Wednesday 17 May 2006, 00:49
#90:
break
awww def is gettin upset and rating my demo 0 100's of times. and u say im lame. lol?
Wednesday 17 May 2006, 01:50
#91:
Anonymous
Break you are pathetic....
Are you adrenalins bro or woot ?:I
Wednesday 17 May 2006, 03:34
#92:
break
you know whats even better? read comment 82 then go look at my votes, went from 99% and 30 votes to 107 votes and 42% in like 10 min and you say I act like I'm 14. SIGN. how are u going to spend 10 min on my page clickin, and you say I have no life. FAGGOT. Do you feel better now its 40%? Do you think you can beat me up now? hahaha qcon is going to be comedy. I fucking cant wait.
Wednesday 17 May 2006, 03:38
#93:
the idea is to STFU
Quakeworld: Advanced Aerowalk Strategy



Introduction
------------
I have come to be known as a "one map wonder" on aerowalk. While in dm2/dm4/dm6
I am div3 or the very bottom of div2 in skill, in aerowalk I am able to fight
on equal ground with the lower members of div1, and even the upper ones on a
good day. My rapid skill advancement on aero has intrigued many, and I have
been asked many times for guidance on how to play the map. So, I decided to
ignore all those people individually and write a strategy guide for all ;)


The Fundamental Theorem of Quakeworld
-------------------------------------
If I had to sum up the grand and essential theory behind how to play qw, and
how to play aerowalk, it would be this:

A) When you correctly guess what your opponent is going to do, you gain.
B) When you incorrectly guess what your opponent is going to do, you lose.

The inverse is also true:

C) When your opponent incorrectly guesses what you are going to do, you gain.
D) When your opponent correctly guesses what you are going to do, you lose.

The implications of this theorem seem obvious, but make sure you take some time
to consider all the ramifications of these four statements.


Considering the Fundamental Theorem
-----------------------------------
The rest of this document will be a gradual discussion centered on theory,
which will change into a discussion on the actual practice of the theory.

First, you must learn the map. This is obvious, but take the time to get the
muscle reflexes learned so that you can execute your actions with the most
efficiency. Again, if you do something your opponent does not expect, you gain.
Speed and agility enable you to act faster and make tactical changes faster,
which increases your versatility and flexibility when countering your
opponent's strategy.

Secondly, get in your opponent's head! Like poker, this game is all about
psychology. If you can accurately and precisely predict what your opponent will
do, you have him beat (unless he outaims you to such an extreme extent that you
cannot stop him). If he seems to be a player that favors the high ground, find
a counterattack to that strategy. Essentially, this follows directly from the
Fundamental Theorem: figure out what your opponent is going to do, both in
battle and while staking out territory in the map, and make him PAY for it. All
strategies have weaknesses; it is the winner who knows how best to break down
his opponent's strategies!


Clarification
-------------
Strategies are the decisions you make about macroscopic events, such as what
items you focus on controlling or what part of the map you wish to dominate;
tactics are the smaller-scale actions you take to win or retreat from a
particular battle. The person with the superior tactics and strategies will win
the match.

There are four packs of cells on the map. When I say "cells" I mean the ledge
in the middle of the map with just 2 cell packs on it. When I say "LG," I mean
the lightning gun near the red armor.

Also, this is a dueling guide. The concepts can be applied to other maps and
team sizes, but I wrote this for 1on1 aerowalk.


Spawn Raping
------------
I say this about spawnraping:

"You want the control of the map, so that when your opponent dies, you can
maximize the number of spawnkills you get."

Many say that quakeworld is all about spawnkills; I would agree with them. The
strategy is this: You are fighting for the right to make spawnkills. If your
opponent spawns and grabs the nearest rocket launcher before you can attack
him, you can't kill him as easily. You have lost the right to kill him without
any penalty to yourself, because he is probably going to shoot at you to do
some damage. Kill before your opponent can fight back!

In short, controlling the places where you can get the most spawnkills is the
critical focus point of the map's strategy. In other words, in a game where you
know where your opponent is at all times, campers can't win because they don't
have anyone to kill! So you fight for the places where you can get "cheap" and
"easy" kills.


Hearing Enemy Movement
----------------------
You can hear alot on aerowalk. Listen for jumps. For example, when someone
rocket jumps from the RA with the intent of coming out at upper-RL, you will
hear three jumps right before he emerges from the hole. Shoot rockets at the
appropriate time. Of course, your opponent can know that he is making this
predictable noise, and could bunny for one jump, zigzag to the health, then
bunny out again to the RL, which messes up your timing.

Listen for item pickups! The single most vulnerable enemy is one who does not
disguise his actions.


Avoiding Being Predicted by Your Opponent
-----------------------------------------
Most of this guide deals with how to predict your opponent's thinking in a
nice, psychological sense. This is where I explain with some more concrete
details how you can avoid your enemy's prediction of your actions. You want to
confuse your opponent so that you can escape, or snatch an item, or catch him
off guard for a surprise kill.

One of my favorite "moves" is the switchback: go somewhere, pick up an item
near an exit, then turn around and go somewhere else. You will have your
opponent waiting for you to emerge, and you can stick a rocket in his face from
another direction!

For example, if you are trapped at GL-GA area, with your opponent at mega, go
up the stairs, pick up the health packs, and then quietly zigzag/run around to
the upper-RL. Not only have you gotten a health benefit, but now your opponent
thinks you are waiting for him to stick his head out where you can see him from
the upper-SNG ledge! Another example is if your opponent has more armor than
you, and would win a direct fight, you feint: when he comes up the RA stairs to
get RA, bunny from upper-RL, pick up the cells at the lightning gun and throw
some grenades or rockets, then bunny out of there through upper-RL. You will
escape with more ammo and more health (which means less for him) and a confused
enemy.

The list goes on and on. Adhere to the Fundamental Theorem and all will be well.


Limited Supply
--------------
Ammo respawns every 15 seconds. Armor respawns every 20 seconds. Megahealths
respawn 20 seconds after they run out (health returns to 100 or below).

It should be obvious, that to "stay in the game," you must control the ammo!
Armors and the megahealth are obvious focus points, but when you and your
opponent fight and both retreat, make sure to take all the health you can, so
that he does not recover as well! Additionally, if your opponent shafts twice
as well as you, remember to spam rockets at the cells, and get them for
yourself too. In this way, you can wage a war of attrition with your enemy, and
cause him to venture further and further out of his comfort zone. An
uncomfortable enemy equals a vulnerable one, and you can annihilate him easier
when he is lacking ammo, health, and opportunities for attacking you.


Fighting an Overly Defensive Enemy
----------------------------------
Suppose you are fighting someone who is a "camper," or just someone scared of
your aim. This might intimidate you... after all, who wants to rush into an
area where someone is waiting to kill you? But remember the Fundamental
Theorem, Part A:

When you correctly guess what your opponent is going to do, you gain.

Thus, you are actually at an advantage! Every strategy has a weakness, and if
you know the strategy your enemy is using, then you are able to exploit his
vulnerabilities much easier. When someone is playing defensively against you,
remember that you have a number of inherent advantages:

1) The area that your enemy is occupying is less than half the map. There is
no possible way for him to occupy more than half the map and still stay in
control of "his turf." Therefore, you have positional advantage, because you
have more flexibility in where you can move, and where you can attack him
from.

2) Following from point 1, you also have access to more items. If your enemy
is camping at the lightning gun and RA area, then you have access to both
rocket launchers, the cell ledge, the mega, the yellow armor, grenade
launcher, and plenty of rockets and health. So, he keeps himself in his cage,
while you dominate everything else on the map!

3) The angles involved in shooting defensively, such as the situation at the
lg mentioned above, are complex and tense. It is much easier for you to spam
the exits of the camper's "base" than for him to predict and prevent you from
entering his territory. This means that you will have momentum carrying your
attack: both literally from bunnyhopping, and also from the surprises that you
can use to trick your opponent... he will lack the time and resources to
successfully counter your techniques, if you take him by surprise.

This is what you do:

1) Assess where your enemy has decided to claim territory.
2) Keep a checklist of the exits that he has: rocketjumping, walking silently
down stairs, and other sneaky methods are also included.
3) While he waits on his item(s) to spawn, take control of all other important
items on the map. Get "loaded" so that when the time comes, you can destroy
him.
4a) If he has a higher score, he will wait until you come to attack
him, in which case you must get as much health and armor as possible, quickly.
Set up distractions and sneaky methods to cause him confusion, such as
shooting into his territory and then running around to another entrance. At
this point, he will not know what you are doing, so you will be at an
advantage according to the Fundamental Theorem of Quakeworld. Sneak in or
speedily assault him, and he will be surprised and annihilated by your
superior strategy.
4b) If you have the higher score, wait him out! There is little use in risking
death when you already have a higher score. Especially if you have only a
small lead over him, do not risk getting fragged and having your opponent
steal the game from you! If you are sure you can kill him, then do it,
otherwise, be patient! A win is a win, whether it is by 2 or 20 frags.


Fighting an Overly Offensive Enemy
----------------------------------
If someone severely outaims you, he will most likely become careless and take
risks that are stupid. It is your responsibility to stay alive at all costs,
while keeping an eye on overall strategy and map control. You must play hide
and seek for almost the whole game when fighting this sort of player. Because
when you face him head-to-head, he _will_ severely hurt you, without him
taking much damage, you should prevent those situations. Instead, recognize
the value of splash damage: control ammo, and prevent him from getting
critical items by damaging him if he comes NEAR to them. In this way you can
mark off spots for yourself, by making them too dangerous for him to go!
Additionally, spam with the lightning gun if you can spare the ammo. It is a
powerful deterrent to see a lightning beam 10 meteres from your face, between
you and the item that you want. :)


A Little Trick
--------------
Most people don't do this... even I don't (yet). But FayD (the q3 pro)
suggested to me that I include a section about using weaker weapons to stop
momentum of enemies. It is a simple procedure: use the nailgun or the shotgun,
and spam a place where you think your opponent will bunnyhop out of. If he
hits the nails or the shotgun pellets, his inertia (heh) will be almost
completely eliminated! Its a very convenient way to use up those shells and
nails lying around, and can SERIOUSLY screw up your opponent. After
successfully executing this technique, combine with the LG or RL to quickly
finish him.


About the Red Armor Spawn
-------------------------
I have heard from a few people that aerowalk sucks because it has an RA spawn.
This may be true. However, many people still think this map is pretty damn
good, so I am not going to say either way about the "fairness" of this spawn.
One thing to note, though, is that if you are waiting for the RA to spawn, or
just a free moment to rocket jump to it, and you are about to kill your
opponent, DON'T KILL HIM! Unless there are spawn rules in place to prevent him
spawning at the ra (or he spawned there last time), your enemy might get that
favorite spawn, and possibly kill you. Keep his health low, go get that armor,
THEN kill him. If he spawns at RA, so what? You already took the armor there!
Thanks to Traxler for pointing this out to me.


Unknown Opponents
-----------------
Sometimes, you have no idea who your opponent is, or what he will do. In these
instances, you must assume that he will find ways to put you in the worst
situations possible. By being pessimistic early in the game, you will learn
about his playing style, and skill level, while minimizing damage to yourself.
After you find vulnerabilities in his game, then agress against him and destroy
your enemy.


Conceptualizing Items
---------------------
For the purposes of explaining the items on aerowalk, I will use numbers. The
idea is simple. Assign numerical values to each major item, and use that to
estimate their potential worth for gameplay dominance (much like the chess
point system, where each piece is 'worth' a certain amount). So:

Red Armor = 3
Yellow Armor = 1
Megahealth = 1.5

Thus, the RA is better than the MH and YA combined!

Why these numbers?
As any aerowalk player will tell you, it is harder to control the megahealth
AND the ya simultaneously, while still staying equal with the player
controlling the ra. The reasons are fairly obvious:

1) the megahealth spawns much more slowly than the armors, thus forcing a
slower regeneration of health for the "down" player, and

2) the YA and MH are _separate items_ with separate timings, thus forcing the
player without the red armor to time two items, who must also make separate
attempts to obtain each of them.

(A note here: timing the mega, if you consistently grab it, will not prove too
difficult. Nor will consistently timing the yellow armor. However, I am going
to argue that the RA location has more positional advantage, and that in most
games, you would rather have control of the RA than both the MH and YA.)

The added cost of the YA + MH combination is reflected in their numerical
values of 1 and 1.5, respectively. Of course, when you have full health and get
the YA and the MH, you will have 150/200 (armor/health), which if you do the
calculations regarding the armor absorption ratio, you find that the MH+YA is
actually stronger than the RA:

(health) / (1 - (armor absorption ratio)) = (total damage you can take before
death)
OR
(health) + (armor) = (total damage you can take before death)

...the game uses whichever number is lower.


So, for example, if you just got the megahealth and the yellow armor, which has
a damage absorption ratio of 0.5, you have 150/200:
Equation 1: 200 / (1 - 0.5) = 400
Equation 2: 150 + 200 = 350

...Thus, you can take 350 points of damage before you die with YA and mega
(because 350 < 400).

With a fresh red armor (having an absorption ratio of 0.8) and regular health,
you get:
Equation 1: 100 / (1 - 0.8) = 500
Equation 2: 100 + 200 = 300

...Thus, you can take 300 points of damage before you die with the RA and full
health.


"So what you doofus, get to your point!" you say? Well, hold on! I am showing
you two things:
1) A megahealth and a yellow armor allow you to take more damage than just a
red armor by itself. This allows you more breathing room, as far as your health
is concerned, to attack the player in control of the RA.
2) However, the tradeoff that comes due to the megahealth's longer respawn
time, and the difficulty in controlling 2 items, makes the collective value of
the megahealth and ya actually less than the red armor.

Lastly, the megahealth and the yellow armor are at a pretty crappy place in the
map... in the open, near the bottom. The red armor, on the other hand, is high,
much easier to defend, and much easier to camp (if you decide you want to do
that)... it just requires some skillful jumping or a rocket jump to get to it.

In conclusion, the red armor is good, the
megahealth and yellow armor are not so good. But because of their higher
(initial) "real health," the YA+MH is excellent for going head to head with
the RA player... Of course, if you need to find more health and armor, and did
not win the RA position, you will have to wait a while for the MH to respawn!
Lots of risk involved :)


Actual Tactics
--------------
Time for less abstraction. Hopefully, the theory here has been educational to
all of you. There are some who will benefit more with concrete examples, so I
will provide some. Of course, individual play styles emerge when someone
develops their own take on a theory, so I hope that these examples do not
become "law" for the learning players! I am going to share some things that I
have learned in my tenure on aerowalk.

Here are a list of rocket jumps that you should learn if you will ever be top
notch at this map (these include bunny hopping):

between ya/mh -> lower ra entrance (very important for running items)
MH -> upper-RL
bottom of RA stairs -> RA
top of RA stairs -> RA
upper-RL -> RA
upper-SNG -> RA
low-ramp -> upper-SNG
cells -> upper-RL
cells -> upper-SNG
grenade launcher -> above grenade launcher

Rocket jump from everywhere to the RA. Learn to do it well and quickly. This
will change who has control, because as was shown above, RA > YA + MH.


Places to be
------------
Advantageous places to shoot and to stand are:

Shoot
...the ceiling above lg for splash damage
...above the doorway at upper rl for spawn kill
...above the doorway at cells for splash damage
...above the ceiling just next to upper sng for splash damage on people coming
up the stairs from gl
...through the holes at ya, or in the other direction at the gl
...from cells through the column at ga, to the grenade launcher area
...from mega to the spot just next to the RA
...through the holes at wind tunnel
...at ceiling and walls surrounding exit at upper-rl
...at the wall at upper sng
...down to the wind spawn
...while bunnying from upper rl to upper sng, straight down to the ramp
...while doing the common trickjump at the teleporter at gl, shoot straight down
...grenades at all places where you have the height advantage (top of RA
stairs, gl to YA, etc)
...grenades around angles
...grenades down through the non-windy part of the "chute," at the megahealth
(visualize in your head what you are shooting at!)

Stand (or stay near)
...the cell ledge in middle
...the upper rl ledge (higher, and also easy spawnkills)
...at health at RA (easy wait for health because you can escape with ease)
...to hide, hug the bottom of the walls at the bottom of the "pit" with the 2
teleporters, if your enemy is high, he won't see you (probably)
...to hide, jump into the small hole at the high one-way teleporter. you won't
get telefragged!
...to hide, run up, down, and around the gl/upper-rl area. play cat-and-mouse
with your enemy (you are the mouse!)
...at upper sng, you can rj to ra or assault many places from here (beware of
teleporter surprises!)
...anywhere up high. Height = advantage


I could go on and on about stuff to learn, but instead I am just going to say
this:

Look for moves and tactics that you can use to attack faster and from more
varied directions, while respecting the Fundamental Theorem of Aerowalk.


Committal
---------
Do not force yourself into a win-or-lose situation unless you are SURE you will
win. Always leave yourself ways out of the battle. In this way, you can
minimize the damage you receive, and maximize the damage you give, allowing you
to probably gain control of the level.


Prediction Shots
----------------
You should know where your opponent is at all times. Because of this, you can
trap him! Shoot rockets where he WANTS to go, so he CAN'T go there. Then you
can keep him pinned down, or at least, cut down his options.


When you are down
-----------------
When you are down on health or armor, don't die. Period. That scoreboard will
haunt you later if you run too aggressively into a rocket, and lose the whole
match by one frag. For example, if you spawn at the grenade launcher / green
armor area, do NOT run straight out into the center of the map unless you are
SURE your opponent is not waiting for you! More than likely, your opponent is
either standing at the cells or the upper rl, waiting for you to show your
0/100 pre-corpse to him. Hide! Go grab the YA if you can, get the grenade
launcher, go upstairs and go get the rocket launcher that is through that
teleporter.... just like I said above, don't do what your opponent expects you
to do! In this way you can stay alive, and wage a war of attrition against your
enemy, so that he will be weaker when you do decide to attack him.


When you are even
-----------------
When you and your opponent are at a standoff, where one of you has RA, the
other has YA + MEGA, and lots of health, ammo, and weapons to go around, you
must maintain vigilance! Only those with the greater tenacity and DESIRE to win
will come out victorious in these situations. Be willing to wait out your
opponent. Strike him when he is vulnerable, and shield yourself when YOU are
vulnerable. Using these methods, an apparently even situation will tilt in your
favor.


When you have map control
-------------------------
Basically, you want to gain maplock: total control of spawns and items. This
will rarely happen, but it is the ideal situation, and is what both you and
your opponent are fighting to get.

Stand at the ledge with cells (where the Australian player reload loves to
sit!) and rape the RA and GA spawns behind you, the RL spawn to your top, the
spawn at the bottom of the wind tunnel, and
the GA spawn across the map. Obviously, you can see all the spawns on the map
from here. You are very vulnerable, but you have awesome power to get easy
frags. Fight for this position!

Additionally, as was pointed out to me by Kovaak, you must maintain map control
by "running" the items. Which is to say, diligently take the ra and mega
(timing is important here), and if possible, the ya as well. The ideal map lock
is one where you have the ya timed to spawn about 5-10 seconds before the red
armor, and you know exactly when the mega will spawn. The details of timing
won't be covered here, but it is basically where you have either a clock on
your screen, on your desk, or a very good one in your head, and can predict
exactly when the items will spawn. In any case, the key is to get as many
spawnkills as possible, while keeping the armors and megahealth out of your
opponent's grasp. After a while of successfully doing this, your opponent may
/quit... this means you have won ;) Of course, if he is smart, he will have a
similar understanding of the map, and will be able to counter your strategies.
Do not ever become lazy! 10 minutes is a long time, but tenacity is more a
virtue of winners than losers!


Examples
--------
A list of situations, and what to do!

1) The game starts. You spawn upper rl, and your opponent spawns lower rl (ga).
DO NOT GO FOR THE MEGAHEALTH BY JUST FALLING ON IT! If your opponent is
100/100, and you are 0/100, you WILL die, and he will get mega and YA. If you
are unlucky, he will even get ra, and you will have to play very coyly to win!
Instead, shoot between the MH and the stairs to lower rl, so that your opponent
will be hit and not get the MH. Alternatively, shoot at the doorway to the
lower RA stairs, if he tries to go for RA.

2) You are awaiting the megahealth, and you already have the yellow armor. Your
opponent is at RA stairs waiting for it to spawn. What do you do? From the
mega, you can spam rockets at the ra ledge, possibly causing splash damage to
your enemy, and more importantly, keeping him from coming out of that bottom
entrance to attack you! Wait for mega, then either go through the tele and
trick-jump to upper rl, or go to low rl and surprise your opponent as he comes
out of upper-rl or lower-wind tunnel, by firing prediction rockets at his
potential exits. Keep your opponent contained!

3) You have 50 health and a rocket launcher. You are at the top of the RA
stairs, looking at the RA. Your opponent is at yellow armor. What do you do? Do
a jump off the top of the stairs, then shoot straight down at the steps below
you. This will give you the height to land on RA ledge, but without the damage
that usually comes from "traditional" rocketjumping. If done correctly, you
will will have 200 armor and about 25 health. Plenty of breathing room ;)

4) You just spawned at upper rl, and your opponent has 200/200. What do you do?
HIDE! Obviously you will get destroyed if you face him out in the open. Use the
teleporters, ledges, anything to confuse and run from your enemy. If he tries
too hard to hunt you, punish him by going for the RA or MEGA! Again, predict
what he will do and how he will do it, then intercept and KILL.


Finale
------
Obey the Fundamental Theorem of Aerowalk!

Read it! Memorize it! USE IT!

That is all :)
Wednesday 17 May 2006, 03:39
#94:
break
I can see it now. Qcon05 I'm going to get there be walking around asking anyone seen def anyone seen def? Then when you dont show up everyone is going to know how much of a bitch you are. And everyone who didnt get to make it, be sure they will see a copy on chtv.gg. then you will quit quake for ever and I will be laffing.
Wednesday 17 May 2006, 03:40
#95:
PLZ
Quakeworld: Advanced Aerowalk Strategy



Introduction
------------
I have come to be known as a "one map wonder" on aerowalk. While in dm2/dm4/dm6
I am div3 or the very bottom of div2 in skill, in aerowalk I am able to fight
on equal ground with the lower members of div1, and even the upper ones on a
good day. My rapid skill advancement on aero has intrigued many, and I have
been asked many times for guidance on how to play the map. So, I decided to
ignore all those people individually and write a strategy guide for all ;)


The Fundamental Theorem of Quakeworld
-------------------------------------
If I had to sum up the grand and essential theory behind how to play qw, and
how to play aerowalk, it would be this:

A) When you correctly guess what your opponent is going to do, you gain.
B) When you incorrectly guess what your opponent is going to do, you lose.

The inverse is also true:

C) When your opponent incorrectly guesses what you are going to do, you gain.
D) When your opponent correctly guesses what you are going to do, you lose.

The implications of this theorem seem obvious, but make sure you take some time
to consider all the ramifications of these four statements.


Considering the Fundamental Theorem
-----------------------------------
The rest of this document will be a gradual discussion centered on theory,
which will change into a discussion on the actual practice of the theory.

First, you must learn the map. This is obvious, but take the time to get the
muscle reflexes learned so that you can execute your actions with the most
efficiency. Again, if you do something your opponent does not expect, you gain.
Speed and agility enable you to act faster and make tactical changes faster,
which increases your versatility and flexibility when countering your
opponent's strategy.

Secondly, get in your opponent's head! Like poker, this game is all about
psychology. If you can accurately and precisely predict what your opponent will
do, you have him beat (unless he outaims you to such an extreme extent that you
cannot stop him). If he seems to be a player that favors the high ground, find
a counterattack to that strategy. Essentially, this follows directly from the
Fundamental Theorem: figure out what your opponent is going to do, both in
battle and while staking out territory in the map, and make him PAY for it. All
strategies have weaknesses; it is the winner who knows how best to break down
his opponent's strategies!


Clarification
-------------
Strategies are the decisions you make about macroscopic events, such as what
items you focus on controlling or what part of the map you wish to dominate;
tactics are the smaller-scale actions you take to win or retreat from a
particular battle. The person with the superior tactics and strategies will win
the match.

There are four packs of cells on the map. When I say "cells" I mean the ledge
in the middle of the map with just 2 cell packs on it. When I say "LG," I mean
the lightning gun near the red armor.

Also, this is a dueling guide. The concepts can be applied to other maps and
team sizes, but I wrote this for 1on1 aerowalk.


Spawn Raping
------------
I say this about spawnraping:

"You want the control of the map, so that when your opponent dies, you can
maximize the number of spawnkills you get."

Many say that quakeworld is all about spawnkills; I would agree with them. The
strategy is this: You are fighting for the right to make spawnkills. If your
opponent spawns and grabs the nearest rocket launcher before you can attack
him, you can't kill him as easily. You have lost the right to kill him without
any penalty to yourself, because he is probably going to shoot at you to do
some damage. Kill before your opponent can fight back!

In short, controlling the places where you can get the most spawnkills is the
critical focus point of the map's strategy. In other words, in a game where you
know where your opponent is at all times, campers can't win because they don't
have anyone to kill! So you fight for the places where you can get "cheap" and
"easy" kills.


Hearing Enemy Movement
----------------------
You can hear alot on aerowalk. Listen for jumps. For example, when someone
rocket jumps from the RA with the intent of coming out at upper-RL, you will
hear three jumps right before he emerges from the hole. Shoot rockets at the
appropriate time. Of course, your opponent can know that he is making this
predictable noise, and could bunny for one jump, zigzag to the health, then
bunny out again to the RL, which messes up your timing.

Listen for item pickups! The single most vulnerable enemy is one who does not
disguise his actions.


Avoiding Being Predicted by Your Opponent
-----------------------------------------
Most of this guide deals with how to predict your opponent's thinking in a
nice, psychological sense. This is where I explain with some more concrete
details how you can avoid your enemy's prediction of your actions. You want to
confuse your opponent so that you can escape, or snatch an item, or catch him
off guard for a surprise kill.

One of my favorite "moves" is the switchback: go somewhere, pick up an item
near an exit, then turn around and go somewhere else. You will have your
opponent waiting for you to emerge, and you can stick a rocket in his face from
another direction!

For example, if you are trapped at GL-GA area, with your opponent at mega, go
up the stairs, pick up the health packs, and then quietly zigzag/run around to
the upper-RL. Not only have you gotten a health benefit, but now your opponent
thinks you are waiting for him to stick his head out where you can see him from
the upper-SNG ledge! Another example is if your opponent has more armor than
you, and would win a direct fight, you feint: when he comes up the RA stairs to
get RA, bunny from upper-RL, pick up the cells at the lightning gun and throw
some grenades or rockets, then bunny out of there through upper-RL. You will
escape with more ammo and more health (which means less for him) and a confused
enemy.

The list goes on and on. Adhere to the Fundamental Theorem and all will be well.


Limited Supply
--------------
Ammo respawns every 15 seconds. Armor respawns every 20 seconds. Megahealths
respawn 20 seconds after they run out (health returns to 100 or below).

It should be obvious, that to "stay in the game," you must control the ammo!
Armors and the megahealth are obvious focus points, but when you and your
opponent fight and both retreat, make sure to take all the health you can, so
that he does not recover as well! Additionally, if your opponent shafts twice
as well as you, remember to spam rockets at the cells, and get them for
yourself too. In this way, you can wage a war of attrition with your enemy, and
cause him to venture further and further out of his comfort zone. An
uncomfortable enemy equals a vulnerable one, and you can annihilate him easier
when he is lacking ammo, health, and opportunities for attacking you.


Fighting an Overly Defensive Enemy
----------------------------------
Suppose you are fighting someone who is a "camper," or just someone scared of
your aim. This might intimidate you... after all, who wants to rush into an
area where someone is waiting to kill you? But remember the Fundamental
Theorem, Part A:

When you correctly guess what your opponent is going to do, you gain.

Thus, you are actually at an advantage! Every strategy has a weakness, and if
you know the strategy your enemy is using, then you are able to exploit his
vulnerabilities much easier. When someone is playing defensively against you,
remember that you have a number of inherent advantages:

1) The area that your enemy is occupying is less than half the map. There is
no possible way for him to occupy more than half the map and still stay in
control of "his turf." Therefore, you have positional advantage, because you
have more flexibility in where you can move, and where you can attack him
from.

2) Following from point 1, you also have access to more items. If your enemy
is camping at the lightning gun and RA area, then you have access to both
rocket launchers, the cell ledge, the mega, the yellow armor, grenade
launcher, and plenty of rockets and health. So, he keeps himself in his cage,
while you dominate everything else on the map!

3) The angles involved in shooting defensively, such as the situation at the
lg mentioned above, are complex and tense. It is much easier for you to spam
the exits of the camper's "base" than for him to predict and prevent you from
entering his territory. This means that you will have momentum carrying your
attack: both literally from bunnyhopping, and also from the surprises that you
can use to trick your opponent... he will lack the time and resources to
successfully counter your techniques, if you take him by surprise.

This is what you do:

1) Assess where your enemy has decided to claim territory.
2) Keep a checklist of the exits that he has: rocketjumping, walking silently
down stairs, and other sneaky methods are also included.
3) While he waits on his item(s) to spawn, take control of all other important
items on the map. Get "loaded" so that when the time comes, you can destroy
him.
4a) If he has a higher score, he will wait until you come to attack
him, in which case you must get as much health and armor as possible, quickly.
Set up distractions and sneaky methods to cause him confusion, such as
shooting into his territory and then running around to another entrance. At
this point, he will not know what you are doing, so you will be at an
advantage according to the Fundamental Theorem of Quakeworld. Sneak in or
speedily assault him, and he will be surprised and annihilated by your
superior strategy.
4b) If you have the higher score, wait him out! There is little use in risking
death when you already have a higher score. Especially if you have only a
small lead over him, do not risk getting fragged and having your opponent
steal the game from you! If you are sure you can kill him, then do it,
otherwise, be patient! A win is a win, whether it is by 2 or 20 frags.


Fighting an Overly Offensive Enemy
----------------------------------
If someone severely outaims you, he will most likely become careless and take
risks that are stupid. It is your responsibility to stay alive at all costs,
while keeping an eye on overall strategy and map control. You must play hide
and seek for almost the whole game when fighting this sort of player. Because
when you face him head-to-head, he _will_ severely hurt you, without him
taking much damage, you should prevent those situations. Instead, recognize
the value of splash damage: control ammo, and prevent him from getting
critical items by damaging him if he comes NEAR to them. In this way you can
mark off spots for yourself, by making them too dangerous for him to go!
Additionally, spam with the lightning gun if you can spare the ammo. It is a
powerful deterrent to see a lightning beam 10 meteres from your face, between
you and the item that you want. :)


A Little Trick
--------------
Most people don't do this... even I don't (yet). But FayD (the q3 pro)
suggested to me that I include a section about using weaker weapons to stop
momentum of enemies. It is a simple procedure: use the nailgun or the shotgun,
and spam a place where you think your opponent will bunnyhop out of. If he
hits the nails or the shotgun pellets, his inertia (heh) will be almost
completely eliminated! Its a very convenient way to use up those shells and
nails lying around, and can SERIOUSLY screw up your opponent. After
successfully executing this technique, combine with the LG or RL to quickly
finish him.


About the Red Armor Spawn
-------------------------
I have heard from a few people that aerowalk sucks because it has an RA spawn.
This may be true. However, many people still think this map is pretty damn
good, so I am not going to say either way about the "fairness" of this spawn.
One thing to note, though, is that if you are waiting for the RA to spawn, or
just a free moment to rocket jump to it, and you are about to kill your
opponent, DON'T KILL HIM! Unless there are spawn rules in place to prevent him
spawning at the ra (or he spawned there last time), your enemy might get that
favorite spawn, and possibly kill you. Keep his health low, go get that armor,
THEN kill him. If he spawns at RA, so what? You already took the armor there!
Thanks to Traxler for pointing this out to me.


Unknown Opponents
-----------------
Sometimes, you have no idea who your opponent is, or what he will do. In these
instances, you must assume that he will find ways to put you in the worst
situations possible. By being pessimistic early in the game, you will learn
about his playing style, and skill level, while minimizing damage to yourself.
After you find vulnerabilities in his game, then agress against him and destroy
your enemy.


Conceptualizing Items
---------------------
For the purposes of explaining the items on aerowalk, I will use numbers. The
idea is simple. Assign numerical values to each major item, and use that to
estimate their potential worth for gameplay dominance (much like the chess
point system, where each piece is 'worth' a certain amount). So:

Red Armor = 3
Yellow Armor = 1
Megahealth = 1.5

Thus, the RA is better than the MH and YA combined!

Why these numbers?
As any aerowalk player will tell you, it is harder to control the megahealth
AND the ya simultaneously, while still staying equal with the player
controlling the ra. The reasons are fairly obvious:

1) the megahealth spawns much more slowly than the armors, thus forcing a
slower regeneration of health for the "down" player, and

2) the YA and MH are _separate items_ with separate timings, thus forcing the
player without the red armor to time two items, who must also make separate
attempts to obtain each of them.

(A note here: timing the mega, if you consistently grab it, will not prove too
difficult. Nor will consistently timing the yellow armor. However, I am going
to argue that the RA location has more positional advantage, and that in most
games, you would rather have control of the RA than both the MH and YA.)

The added cost of the YA + MH combination is reflected in their numerical
values of 1 and 1.5, respectively. Of course, when you have full health and get
the YA and the MH, you will have 150/200 (armor/health), which if you do the
calculations regarding the armor absorption ratio, you find that the MH+YA is
actually stronger than the RA:

(health) / (1 - (armor absorption ratio)) = (total damage you can take before
death)
OR
(health) + (armor) = (total damage you can take before death)

...the game uses whichever number is lower.


So, for example, if you just got the megahealth and the yellow armor, which has
a damage absorption ratio of 0.5, you have 150/200:
Equation 1: 200 / (1 - 0.5) = 400
Equation 2: 150 + 200 = 350

...Thus, you can take 350 points of damage before you die with YA and mega
(because 350 < 400).

With a fresh red armor (having an absorption ratio of 0.8) and regular health,
you get:
Equation 1: 100 / (1 - 0.8) = 500
Equation 2: 100 + 200 = 300

...Thus, you can take 300 points of damage before you die with the RA and full
health.


"So what you doofus, get to your point!" you say? Well, hold on! I am showing
you two things:
1) A megahealth and a yellow armor allow you to take more damage than just a
red armor by itself. This allows you more breathing room, as far as your health
is concerned, to attack the player in control of the RA.
2) However, the tradeoff that comes due to the megahealth's longer respawn
time, and the difficulty in controlling 2 items, makes the collective value of
the megahealth and ya actually less than the red armor.

Lastly, the megahealth and the yellow armor are at a pretty crappy place in the
map... in the open, near the bottom. The red armor, on the other hand, is high,
much easier to defend, and much easier to camp (if you decide you want to do
that)... it just requires some skillful jumping or a rocket jump to get to it.

In conclusion, the red armor is good, the
megahealth and yellow armor are not so good. But because of their higher
(initial) "real health," the YA+MH is excellent for going head to head with
the RA player... Of course, if you need to find more health and armor, and did
not win the RA position, you will have to wait a while for the MH to respawn!
Lots of risk involved :)


Actual Tactics
--------------
Time for less abstraction. Hopefully, the theory here has been educational to
all of you. There are some who will benefit more with concrete examples, so I
will provide some. Of course, individual play styles emerge when someone
develops their own take on a theory, so I hope that these examples do not
become "law" for the learning players! I am going to share some things that I
have learned in my tenure on aerowalk.

Here are a list of rocket jumps that you should learn if you will ever be top
notch at this map (these include bunny hopping):

between ya/mh -> lower ra entrance (very important for running items)
MH -> upper-RL
bottom of RA stairs -> RA
top of RA stairs -> RA
upper-RL -> RA
upper-SNG -> RA
low-ramp -> upper-SNG
cells -> upper-RL
cells -> upper-SNG
grenade launcher -> above grenade launcher

Rocket jump from everywhere to the RA. Learn to do it well and quickly. This
will change who has control, because as was shown above, RA > YA + MH.


Places to be
------------
Advantageous places to shoot and to stand are:

Shoot
...the ceiling above lg for splash damage
...above the doorway at upper rl for spawn kill
...above the doorway at cells for splash damage
...above the ceiling just next to upper sng for splash damage on people coming
up the stairs from gl
...through the holes at ya, or in the other direction at the gl
...from cells through the column at ga, to the grenade launcher area
...from mega to the spot just next to the RA
...through the holes at wind tunnel
...at ceiling and walls surrounding exit at upper-rl
...at the wall at upper sng
...down to the wind spawn
...while bunnying from upper rl to upper sng, straight down to the ramp
...while doing the common trickjump at the teleporter at gl, shoot straight down
...grenades at all places where you have the height advantage (top of RA
stairs, gl to YA, etc)
...grenades around angles
...grenades down through the non-windy part of the "chute," at the megahealth
(visualize in your head what you are shooting at!)

Stand (or stay near)
...the cell ledge in middle
...the upper rl ledge (higher, and also easy spawnkills)
...at health at RA (easy wait for health because you can escape with ease)
...to hide, hug the bottom of the walls at the bottom of the "pit" with the 2
teleporters, if your enemy is high, he won't see you (probably)
...to hide, jump into the small hole at the high one-way teleporter. you won't
get telefragged!
...to hide, run up, down, and around the gl/upper-rl area. play cat-and-mouse
with your enemy (you are the mouse!)
...at upper sng, you can rj to ra or assault many places from here (beware of
teleporter surprises!)
...anywhere up high. Height = advantage


I could go on and on about stuff to learn, but instead I am just going to say
this:

Look for moves and tactics that you can use to attack faster and from more
varied directions, while respecting the Fundamental Theorem of Aerowalk.


Committal
---------
Do not force yourself into a win-or-lose situation unless you are SURE you will
win. Always leave yourself ways out of the battle. In this way, you can
minimize the damage you receive, and maximize the damage you give, allowing you
to probably gain control of the level.


Prediction Shots
----------------
You should know where your opponent is at all times. Because of this, you can
trap him! Shoot rockets where he WANTS to go, so he CAN'T go there. Then you
can keep him pinned down, or at least, cut down his options.


When you are down
-----------------
When you are down on health or armor, don't die. Period. That scoreboard will
haunt you later if you run too aggressively into a rocket, and lose the whole
match by one frag. For example, if you spawn at the grenade launcher / green
armor area, do NOT run straight out into the center of the map unless you are
SURE your opponent is not waiting for you! More than likely, your opponent is
either standing at the cells or the upper rl, waiting for you to show your
0/100 pre-corpse to him. Hide! Go grab the YA if you can, get the grenade
launcher, go upstairs and go get the rocket launcher that is through that
teleporter.... just like I said above, don't do what your opponent expects you
to do! In this way you can stay alive, and wage a war of attrition against your
enemy, so that he will be weaker when you do decide to attack him.


When you are even
-----------------
When you and your opponent are at a standoff, where one of you has RA, the
other has YA + MEGA, and lots of health, ammo, and weapons to go around, you
must maintain vigilance! Only those with the greater tenacity and DESIRE to win
will come out victorious in these situations. Be willing to wait out your
opponent. Strike him when he is vulnerable, and shield yourself when YOU are
vulnerable. Using these methods, an apparently even situation will tilt in your
favor.


When you have map control
-------------------------
Basically, you want to gain maplock: total control of spawns and items. This
will rarely happen, but it is the ideal situation, and is what both you and
your opponent are fighting to get.

Stand at the ledge with cells (where the Australian player reload loves to
sit!) and rape the RA and GA spawns behind you, the RL spawn to your top, the
spawn at the bottom of the wind tunnel, and
the GA spawn across the map. Obviously, you can see all the spawns on the map
from here. You are very vulnerable, but you have awesome power to get easy
frags. Fight for this position!

Additionally, as was pointed out to me by Kovaak, you must maintain map control
by "running" the items. Which is to say, diligently take the ra and mega
(timing is important here), and if possible, the ya as well. The ideal map lock
is one where you have the ya timed to spawn about 5-10 seconds before the red
armor, and you know exactly when the mega will spawn. The details of timing
won't be covered here, but it is basically where you have either a clock on
your screen, on your desk, or a very good one in your head, and can predict
exactly when the items will spawn. In any case, the key is to get as many
spawnkills as possible, while keeping the armors and megahealth out of your
opponent's grasp. After a while of successfully doing this, your opponent may
/quit... this means you have won ;) Of course, if he is smart, he will have a
similar understanding of the map, and will be able to counter your strategies.
Do not ever become lazy! 10 minutes is a long time, but tenacity is more a
virtue of winners than losers!


Examples
--------
A list of situations, and what to do!

1) The game starts. You spawn upper rl, and your opponent spawns lower rl (ga).
DO NOT GO FOR THE MEGAHEALTH BY JUST FALLING ON IT! If your opponent is
100/100, and you are 0/100, you WILL die, and he will get mega and YA. If you
are unlucky, he will even get ra, and you will have to play very coyly to win!
Instead, shoot between the MH and the stairs to lower rl, so that your opponent
will be hit and not get the MH. Alternatively, shoot at the doorway to the
lower RA stairs, if he tries to go for RA.

2) You are awaiting the megahealth, and you already have the yellow armor. Your
opponent is at RA stairs waiting for it to spawn. What do you do? From the
mega, you can spam rockets at the ra ledge, possibly causing splash damage to
your enemy, and more importantly, keeping him from coming out of that bottom
entrance to attack you! Wait for mega, then either go through the tele and
trick-jump to upper rl, or go to low rl and surprise your opponent as he comes
out of upper-rl or lower-wind tunnel, by firing prediction rockets at his
potential exits. Keep your opponent contained!

3) You have 50 health and a rocket launcher. You are at the top of the RA
stairs, looking at the RA. Your opponent is at yellow armor. What do you do? Do
a jump off the top of the stairs, then shoot straight down at the steps below
you. This will give you the height to land on RA ledge, but without the damage
that usually comes from "traditional" rocketjumping. If done correctly, you
will will have 200 armor and about 25 health. Plenty of breathing room ;)

4) You just spawned at upper rl, and your opponent has 200/200. What do you do?
HIDE! Obviously you will get destroyed if you face him out in the open. Use the
teleporters, ledges, anything to confuse and run from your enemy. If he tries
too hard to hunt you, punish him by going for the RA or MEGA! Again, predict
what he will do and how he will do it, then intercept and KILL.


Finale
------
Obey the Fundamental Theorem of Aerowalk!

Read it! Memorize it! USE IT!

That is all :)
Wednesday 17 May 2006, 03:47
#96:
break
I can see it now. Qcon05 I'm going to get there be walking around asking anyone seen def anyone seen def? Then when you dont show up everyone is going to know how much of a bitch you are. And everyone who didnt get to make it, be sure they will see a copy on chtv.gg. then you will quit quake for ever and I will be laffing.
Wednesday 17 May 2006, 03:49
#97:
break
anyone want to make bets he dont show?
Wednesday 17 May 2006, 04:56
#98:
oneshotflinch
bd:

Keep acting like that and you're nothing more than a walking timer with a short expiration date. This isn't fucking WWE or some sort of Gang lands where we go to QCon to be all gansta and settle our differences by being violent. I can tell you right now if you are reported, there's no way in hell QCon is going to let you in the doors. If you plan on sneaking your way in by buying a ticket with a fake alias, as soon as you start creating trouble or in some way be made known, you're gonna have some security or even law enforcement to contend with.

As for belittling Kovaak and Def's skill because of the progress you feel you've made in QW, you simply cannot compare. To elaborate, in QW you start off gaining ground very rapidly. There's lots to learn, mistakes get corrected and you learn from a multitude of strategies. Then you get to a plateau where you establish your own unique approach to playing. It's all gradual fine-tuning and tweaking from there. Slight improvements to your game could take months and may be hardly noticable to other players.

Many players get big-headed because of the early rapid progress they make and they begin to convince themselves that they will continue to improve at that pace for as long as they play. This opinion I believe to be very much not the case.

Telling the world that you're going to be the biggest thing since Lakerman or Thresh means nothing at all. We've all heard it before, most recently from Adr3n4l1n who you are being likened to.

If you want to make your case, do it by winning games and not pretentious hype. What's even more impressive is when you not only win games but win the respect of players and they are the ones who upload your games.
Wednesday 17 May 2006, 06:08
#99:
Anonymous
The game is largely psychology, someone with a fucked mind like bd will never be a top player.
Balance is your friend.
Wednesday 17 May 2006, 07:04
#100:
Anonymous
i'd disagree with that and say those with confidence have a higher chanche of getting somewhere
Wednesday 17 May 2006, 11:39
#101:
break
why dont you let def fight his own battles?
Wednesday 17 May 2006, 13:24
#102:
break
Son you smell that? What's that?
I smell pussy. is that you def?
I smell pussy. is that you myth?
I smell pussy. is that you phil?
I smell pussy. is that you nate?
Y'all niggas is pussy
I'm ballin' now nigga now watch me (watch me)
Ain't nothin' you can do to stop me (stop Me)
You niggas get so emotional (emotional)
You remind me of my bitch.
Wednesday 17 May 2006, 13:25
#103:
break
You niggas get so emotional (emotional)
You remind me of my bitch.

You niggas get so emotional (emotional)
You remind me of my bitch.

You niggas get so emotional (emotional)
You remind me of my bitch.

You niggas get so emotional (emotional)
You remind me of my bitch.

You niggas get so emotional (emotional)
You remind me of my bitch.

You niggas get so emotional (emotional)
You remind me of my bitch.

You niggas get so emotional (emotional)
You remind me of my bitch.

You niggas get so emotional (emotional)
You remind me of my bitch.

You niggas get so emotional (emotional)
You remind me of my bitch.

You niggas get so emotional (emotional)
You remind me of my bitch.

You niggas get so emotional (emotional)
You remind me of my bitch.

You niggas get so emotional (emotional)
You remind me of my bitch.

Wednesday 17 May 2006, 14:27
#104:
phil
http://quakeworld.us/phil/wtf/qw_arm_wrestlers.wmv

breakdown. you dont want to get jumped by those guys. trust me.
Wednesday 17 May 2006, 14:28
#105:
Anonymous
From what i see youre the one who gets too emotional Break its only a qw demo (not a good one to be honest) :|
Wednesday 17 May 2006, 17:33
#106:
break
oh its like that? cant fight a fare fight so you will have someone jump me? ok. thanks for the warning. dumb son of a bitch. when i got to qcon its going to look the bloodz is throwing a blood party with some white fools in the mix. dont try to threaten me with that shit. This shit is gettin to far out of hand. Ill box with with gloves so noone gets arrested. If he wants do throw fists then we will go somewhere else.
Wednesday 17 May 2006, 17:34
#107:
break
oh its like that? cant fight a fare fight so you will have someone jump me? ok. thanks for the warning. dumb son of a bitch. when i got to qcon its going to look like the bloodz is throwing a blood party with some white fools in the mix. dont try to threaten me with that shit. This shit is gettin to far out of hand. Ill box with with gloves so noone gets arrested. If he wants do throw fists then we will go somewhere else.
Wednesday 17 May 2006, 17:37
#108:
break
and kahn got my back before myth or anyone u know.
Wednesday 17 May 2006, 17:43
#109:
break
oh and did i call you a dumb son of a bitch? I mean u dumb son of a snitch. I'd hit u to but you'd go running off crying, snitchin. Noone respects a snitch. Not where I'm from atleast.
Wednesday 17 May 2006, 21:01
#110:
oneshotflinch
The only person snitching here is you. You're the one broadcasting to the gaming world your intention to taunt and possibly attack def. People connected with this site are also connected to the gaming world. Obviously that's going to cause people to talk and if people see your name on the list they're going to talk about it and probably take defensive action. QCon is a big business, and they're not about to put up with some bullshit nonsense. You're snitching on yourself smart guy.

Quite frankly you're starting to piss me off because QCon has been more than good enough to host QW, a game which is more than 10 years old and you get some jackass who is threatening to go cause shit. As if they're going bother continuing hosting QW when you get a bunch of fucked up losers from some antiquated non-profit generating game creating a disturbance.

What point are you going to make anyways? 75% of gamers are not that big. Most exercise their intellect over their physical strength. Look at Lakerman, he'd practically snap in two if you slapped him on the back.

You think knowing that and being a tough guy, bullying a bunch of guys you play quake with because they're smarter than you is going to mean something. I'm sure 95% of the QW scene already thinks you're a loser. Just think if you actually did go to QCon and bullied people around, how cool they'd think you are. You'd be the laughing stock of the entire gaming scene. People would probably make cartoons of you and publish them on web sites. I mean if you're really that starved for attention go for it. Don't be surprised if you get your arsed kicked in the process there tough guy.
Wednesday 17 May 2006, 21:42
#111:
break
did u read my fuckin message fagget? i said this is gettin out of hand and i dont want anyone to get arrested, why do u have to have an opinion for everything??? why dont u just stfu???? whats the big deal about boxing? dont use taunt and attack. thats words comming from someone who is about to call the cops. def agreed to box its no big deal, dont make it a bigger deal then it is.. quit comming to this page im gettin sick of ur comments. if im pissing you off dont read my shit, FUCK. Then how are u going to say lakerman will beat my ass? are u taunting me? haha ur fuckin dumb. Have u ever seen me? or know how big I am or how well i know how to fight? u dont know shit about shit. STFU.
yeah well u think im going to go there by myself and shit.. ur dumb. its going to be a 1on1 boxing match if anything. leave it, if anyone tryes to jump in then my homies will fuck anyone up at qcon. trust me. and like i said i dont care to start shit at qcon we can go somewhere else, dont even matter.
Wednesday 17 May 2006, 21:46
#112:
oneshotflinch
Check again smart guy, I said "Look at Lakerman, he'd practically snap in two if you slapped him on the back."

Yes, I have seen your picture, big fucking deal.
Wednesday 17 May 2006, 22:09
#113:
break
noone can snap me in half. and anyone big enuf is going to be to slow to fight me. win, win situation for me, gg.
Wednesday 17 May 2006, 22:11
#114:
Anonymous
*yawn* internet threats are zzzzz
Wednesday 17 May 2006, 22:38
#115:
oneshotflich
Break,

Possibly I misunderstood the situation. Maybe you and def and a couple of the other guys have a thing going where you are just goofing off and messing around with one another. Breaking each others balls so to speak. If that's the case, my bad. From my point-of-you you were the only one talking and you seemed to have a big chip on your shoulder. If you read over your posts you gotta admit anyone who didn't know the full situation would have believed you were being over-the-top hostile and aggressive. In light of just fucking around it does make more sense.

I will assure you one thing, I'm no snitch, and suggesting that I am is bullshit. I may try and talk people out of getting themselves into a unfavorable situation but I don't rat out anyonoe who confides in me. The point I was trying to make is if you were up to no good, you already incriminated yourself beyond belief on this site which is heavily tied to the gaming world especially QCon by many people.
Wednesday 17 May 2006, 22:59
#116:
break
if i go to qcon, ill even play some quake, im not some dick that will fuck shit up for everyone u know...
Wednesday 17 May 2006, 23:12
#117:
break
yeah people dont know the situation, I dont know why people started running there mouth like they know me and shit.. but whatever it is what it is.
Wednesday 17 May 2006, 23:24
#118:
oneshotflinch
Well I heard about you having some situations like this when you played netquake that were less than friendly, which is why I got my back up. So I did have a little history on you. But whatever, that was then, this is now. If you were just busting the guys balls, then fine, we'll leave it at that.
Thursday 18 May 2006, 04:17
#119:
ClouD9
what teh what the? I just saw that movie... somone gave me it.. you did not fuckin call me out myth... arm wrestling in 06? Im gonna give that serious thought, you actually look like a worthy challenge. Your body structure is similar to mine, thick arms, lil to large for body. I to find it easy to beat larger guys at armwrestling, Its all about the forearm strength tbh. *twist it *twist it

p.s def dont go to qc06 pls, youve raged breakdown, and hes not the typical fake no lifer behind a monitor your used to. He will hurt you.
Thursday 18 May 2006, 17:59
#120:
lol
TRUE GANGSTAS FLAME ON CHTV,CHALLENGE PEOPLE INTO FIGHTS VIA ONLINE AND ROCK IN QW

WORD YO!
Thursday 18 May 2006, 23:53
#121:
Shaftmetwisted
Shit, i might just show up to quakecon just so i can wreck you, and make you look stupid..

who talks shit ONLINE about beating somone's ass?? ROFL...

I like kids like you.. Im not gonna say ill beat your ass, but i do know if you show up running your mouth, ill get in your face, and well see if your about it..

it's like this Breakdown... Play pussy, and get fuked..

From your posts i assume your a gangster black dude, i know tons of the gangsters that play quake online 24/7.. you should drown yourself in a mud puddle and do the world a favor ;>>>>
Thursday 18 May 2006, 23:55
#122:
Shaftmetwisted
i love everyone,


and lol @ #121...


it's true, what the world is coming too, it's spreading to chtv and quake now =/.. its like the virus in the matrix ';<<<
Friday 19 May 2006, 00:15
#123:
Anonymous
breakdown is actually white
Friday 19 May 2006, 00:29
#124:
Anonymous
black/white, he's a fucking space monkey and personally I think a human pile of waste.
Friday 19 May 2006, 00:55
#125:
Anonymous
How old is breakdown anyway? he acts like he's 14...
Friday 19 May 2006, 03:34
#126:
break
blah blah blah
Friday 19 May 2006, 05:08
#127:
YOYOYOYOYOYOYO
Break is what they call a WIGGER

Anyone watch Prison Break - is it just me or is the charachter 'Tweeny' - a carbon copy of break.

bahahaha
Friday 19 May 2006, 15:23
#128:
lib
this is officially the most ridicilous chtv thread ever
Friday 19 May 2006, 16:55
#129:
Anonymous
breakdown is actually white
Friday 19 May 2006, 22:48
#130:
LOL and LOL Damn wiggers
http://quakeworld.us/phil/wtf/

Claw 1-4.
If these clips were made for a joke,congrats guys, a comedy masterpiece. If not, real fkin scary!(and no pussy)

#120, that single comment made you seem a bigger asswipe than bd, something I didnt think possible at #119
Friday 19 May 2006, 23:10
#131:
sane
stfuuuu all i know is break will fck u guys up all i gotta say :{{
Saturday 20 May 2006, 01:13
#132:
break
end this shit. Noone even cares anyone. yeah u hate me, i hate u. fuckin shut up. deal with this shit at qcon.
Saturday 20 May 2006, 03:23
#133:
Anonymous
So the fight is on at qcon?
Saturday 20 May 2006, 03:25
#134:
Anonymous
down the street or some shit. noone tryin to get arrested or cause problems.
Saturday 20 May 2006, 03:30
#135:
Anonymous
Good to hear. respekt yo
Saturday 20 May 2006, 04:12
#136:
fb
http://www.myspace.com/dubcity909
ha he is 14
Saturday 20 May 2006, 05:17
#137:
b
are u dumb or stupid? called so no fgts like u look at my shit.
Saturday 20 May 2006, 05:35
#138:
Anonymous
yall really into me huh, downloading my demo damn near 500 times, going to my myspace, saving my pics and shit.. want to hold my dick why i piss too? fuck.
Saturday 20 May 2006, 08:19
#139:
Anonymous
Can we all see that Breakdown gangsta pic now ?B(
Saturday 20 May 2006, 10:44
#140:
Anonymous
ja same here
Sunday 21 May 2006, 21:03
#141:
rofl
the funny thing is that someone picks the name "breakdown" and then has one.
Sunday 21 May 2006, 22:14
#142:
Anonymous
^^ not only that but hes a little bitch ROFL!
Tuesday 23 May 2006, 20:16
#143:
seanos
is that really his myspace?
hahaha

man.. no wonder everyone hates america.
Friday 26 May 2006, 03:10
#144:
da iLL kahn
ill be at qcon06 with bells on, a blunt in muh mouf, a bottle of rum in muh other paw, and a stripped referee shirt on... NO ONE HAS ALLREADY TOOK THE REF POSITION YET HAVE THEY????
Tuesday 30 May 2006, 19:48
#145:
Nissim Miojo!
all nerd
Wednesday 31 May 2006, 10:50
#146:
slash $
omfg LOL
first off let me say that sane u r the biggest faggot going you lil pimple faced ass wipe. Break i think you r the biggest pussy going and i feel like kicking you straight up in ur nut sack you bitch ass motherfucker.

DEf my advice to you since ur proballu some weak ass white canadian or whatever the fuck you are is to hire ANM as your trainer and learn BJJ.

DEF BY ARMBAR!!!!!! my prediction
Wednesday 31 May 2006, 15:39
#147:
Anonymous
slash vs breakdown
Saturday 03 Jun 2006, 17:55
#148:
bd
u want to kick me in my nuts and u call me a bitch? rofl. go to qcon and try fgt.
Saturday 03 Jun 2006, 18:00
#149:
hahah
slash stfu u prob the biggest pussy out of all bitch asSS
Monday 05 Jun 2006, 11:43
#150:
slash $
^^^^IS A TOOL
Monday 05 Jun 2006, 11:45
#151:
slash $
break im not a fkn nerd like you are, i dont attend gaming conventions, your fkn geeked out. I would wreck you and submit you with a rear naked choke ez. Stand up fighting is kinda LOL
Saturday 10 Jun 2006, 09:04
#152:
break
been watchin a lil to much ufc have we.
Monday 28 Aug 2006, 18:01
#153:
Anonymous
^ you are only 14.
shut it.
Saturday 16 Sep 2006, 15:07
#154:
BullDozer
I just noticed my nick came up here. Don't know why it would. Break you bug me man. When we first started playing you bet me like 100 bucks you would beat me in 6 mo. 6 mo later we added another 6 mo cuz I am a nice guy. I am not even close to top tier, nor do I play nearly enough time for beating me to mean anything.

What I am hoping is that all your posts are your sense of humor or something, cuz otherwise I would be totally embarassed if I was you.

I will tell you why I respect def. He don't shit talk. If he plays a game and gets screwed he won't say shit except gg. I myself have a horrible temper so I respect anyone who can do that.

True strength consists in controlling yourself, not in letting yourself rant and rave. Any 2 yr old has that ability.

I enjoy good games, so just play some duels against top players, post them and let them talk for you. Stop the silly talk, it is way childish man.

Peace
Wednesday 04 Oct 2006, 03:26
#155:
bd
ok well first i asked u if u wanted to bet and u said no. cause i could beat u.. dont try to lie. and the only reason i started talkin shit was cause def was running his mouth,, if u dont know what ur talking about keep your mouth shut. kthx
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