Introduction

 Basic Quake

 Advanced Techniques

 Artifacts

 1on1 Strategies

 E1M2 Guide
E1M2 Intro
Key to E1M2
Yellow Armor
YA Thieves
Running
Situations

 DM6 Guide

 DM6 Guide Part2

 DM3 Guide

 DM3 Guide Part2

 DM3 Guide Part3

 DM2 Guide

 DM2 Guide Part2
 


E1M2-Specific Situations
    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.

    Let him know you care Or get behind him


    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





Spawns and Hiding
Covering the Basics