Every level has its own specific characteristics which makes it generally good
or bad for deathmatch, and E1M2's open-endedness and balance is what makes it a
great 1 on 1 level. However, no level is perfect, and E1M2 has its share of
sticky situations. The two most troublesome situations trapping your opponent in
the 100 health room, and getting trapped by a smart opponent in the rocket launcher
room, are discussed here.
Camper in the 100% Health Room
If he sits on the top ledge shooting down through the corner, shoot back through
the same corner up to the ledge. If you hear the dropping sound (of him falling
down the ledge), get ready for him to come out and attack. Shoot rockets at the
floor of the doorway. If you can keep him in there long enough, he will
eventually run low on rockets. When he is, go in for the attack. If he manages
to hurt you before then, drop some grenades at the doorway. Run and get health,
the rocket pack, the grenade launcher, and the yellow armor. You'll be fully
loaded, healed, and armored up. Listen for where he is… if he stayed in that
100% health room, he should be an easy target - go finish him off. If not,
you'll still have the advantage. You might want to go get the 100% health, or
go back and cover the YA.
If he's determined to sit on the ledge, keep him occupied by shooting rockets up
through the corner slot. You can back him up all the way (near the 100% health)
if you shoot the rockets correctly. When he backs up, he won't be able to see
down to the outside. Sneak in by hugging the wall underneath him. Sneak up past
him or at least perpendicular to him. Then, back up and shoot him. If executed
properly, he will be on the ledge looking through the corner slot to the outside -
He'll have no idea you are behind him. That should be it for him.
Held Hostage at RL
It's quite common on this level to be trapped in the rocket launcher room
by your opponent. He is waiting somewhere outside and you're not sure how
to sneak out. There are a few things you can do to trick your opponent and
sneak out. When you are trapped in the room, you want to keep your ears
peeled to what sounds your opponent is making. If you hear something that
tells you he is near one of the exits, go out the other.
Sneaky Method 1
Exiting through the back to the start area. A lot of people don't expect you
to come out of the start area. It's actually a really good place to come out,
as you have many options if you make it there. You can drop back into the water
if your opponent is waiting, you can jump across the bridges towards the spikes
areas, or you could always back up and go back to the start area or rocket
launcher room.
Sneaky Method 2
Drop into the water and hang outside, for instance below the green armor or
middle bridge, and listen closely to determine whether or not your opponent
has left the area. If he has, come out of the water. Remember that sounds
are of paramount importance in 1-on-1 matches. Using the elevator to get
out of water is a dead giveaway to your location, so generally it's a good
idea to avoid it. However, if you use the sounds to your advantage and
activate the lift without coming out of the water, you may be able to draw
your opponent to that location, while you escape underwater to the YA or up
the ramp leading to the 100 health room. You should be able to hear your
opponent either open the door or run through the spikes to intercept you.
Be aware that activating the elevator still gives away your general location
whether you go up or not; a smart opponent may just position himself
strategically, such as waiting on top of the stairs leading to the Quad, and
then run to cover YA from above if you don't walk through the door.
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Let him know you care
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Or get behind him
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Not-So-Sneaky Method 3
Drop into water and head up the ramp up leading to the 100 health room. Since
water slows you down considerably in NetQuake, many players expedite their
escape by jumping off the ledge in the rocket room, which allows them to just
barely wet their toes in the water before running out up the ramp.
Unfortunately, this also has the side effect of creating a very distinctive
sound - jump, enter water splash, exit water splash. Any player experienced
with E1M2 will know this sound, and know exactly where you are coming from.
Unfortunately, falling into the water and then running up the ramp from
underwater also gives away your location, and it may slow you down enough for
your opponent to line up an even better shot as you emerge. As you can see,
this is a VERY dangerous route and should only be taken if you know for certain
that your opponent is not in the area. It should ideally be your last possible
option.
Next:
Covering the Basics