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 Quake2 / Duel / ztn2dm2

ztn2dm2 - is one of the most interesting duel maps. The primary weapon in use is Rocket Launcher, and if you have the control over this weapon on the map, you have lots of chances to win the duel. There were some situations on ztn2dm2 where one of the players didn't let the enemy to take the RL completely.
The second place of importance is the HyperBlaster. Third ones are Chaingun and Railgun.
As for respawn points there are only 6 places where player can respawn, so try to remember all of them exactly where they are placed.

 

Respawn at red armorRed armor respawn is very usual. The characteristic sounds after player's respawn are sounds of picking up a weapon, two packs of ammo and pickup of armor. Alternative respawn (see q2dm1 duel strategy) - RL, Railgun, Double Shotgun.

Respawn on top of red armor near two grenade packsRespawn on top of red armor and two grenade packs - a very good respawn, which is closest to Rocket Launcher, and affords a fast eat-up of armor and munitions. There is no characteristic sound after respawn, since they completely depend on player's decisions. Alternative respawn - Railgun, Double Shotgun.

Double Shotgun respawnDouble Shotgun respawn is also a quite good respawn point, since it gives an oppotunity to take control of the map and make a first frag. Characteristic sound - weapon and weapon packs are simultaneously picked up, and the respawn sound itself is very clear. Alternative respawn - Railgun, Yellow Armor (Megahealth), Red Armor.

Yellow armor respawn at MegahealthYellow armor respawn at Megahealth - the very best respawn point which gives a very good chance to take a complete control of the map. Characteristic sounds are - sound of armor picked up, and then Megahealth and a weapon. Alternative respawn - Railgun, Double Shotgun, Red Armor.

Lift respawn under the RailgunRespawn near platform under the Railgun - not a very good place to respawn, but, you can make it worth enough if you can fire Railgun very well. Characteristic sounds depends of future plot - either the player goes to pick up Red Armor, or takes the trip on the platform to pick up a Railgun. Alternative respawn - Double Shotgun, RL.

Railgun respawnRailgun respawn - very similar to the respawn described above, but this one gives a little more time to cut an enemy's attempt of taking a complete control over the map. Characteristic sound - an armor and a weapon are picked up simultaneously. Alternative respawn - any, but you can be sure that the first Rocket Launcher will not be yours.

It is very important that you remember correctly all respawn points and associated sounds on ztn2dm2, and making right decisions based on that information.

There are three types of play tactics on this map:

  1. Controlling the Rocket Launcher completely, counting the pickup times and picking it up all the time. Thus you'll be able to play an arcade against an unequipped enemy - without RL he will have very hard times. But some gamers just simply keep control of the RL, but do not use the possibility to arcade.
  2. Having a loose focus on RL, taking all armors and other types of weapon. This is very dangerous because it can yield in losing control of RL, and thus later losing control of the map completely.
  3. Counting the seconds of RL's respawn, plus controlling the Red Armor, but having a priority focus on Armor rather than RL. This tactic can give exceptionally great results when you'll combine this with picking up an Adrenaline and Megahealth... This is what is so called 'full map control'. If you've managed to set up this control type, you can be sure that the game is won.

Also, an important place on ztn2dm2 is taken by "control shots" with Rocket Launcher. If you'll listen, and visualise enemy's movement around the map, you will be able to shoot him out only using these "control shots".

>> Find demos at ztn2dm2 <<

By Polosatiy

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