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Q2DM1 - The Edge Deathmatch 
The Edge is easily one of the best maps in the game but there are a couple of design problems that lead to problems with deathmatches. The arena area is wide open and the floor area is always busy with rocket fire and hyperblaster fire. When you're in the arena you should keep your eye on the lower rocket launcher tunnel and be ready to fire at the lift if you see people trying to flee. You have to have your wits about you at all times as you're so exposed in the arena. There could be spam pouring from the top of the lift, super shotgun fire or rail shots from the balcony or rocket maniacs rushing out from the tunnel. Try to get up high as soon as possible. I usually head for the yellow armour then up to the hyperblaster and head along to the top rocket launcher. The rocket launcher tunnel is one of the map's design flaws in my opinion. The fact that it's a dead-end corridor means that it's always full of players trying to get in and out, which usually results in some very scrappy play. Some players grab the grenade launcher and spam down the lift or even from above the rocket launcher through the hole so watch out for this. On your way out from the tunnel remember you can do a left strafe jump as you go up the slope to jump onto the steps. If you jump while climbing any slope you'll have extra momentum. It's a vital shortcut to master. I've marked it above with a crude red arrow, hehe. 
The lift is a very common camping area because it's so well equipped with a handy grenade launcher. Personally I don't recommend standing there and spamming in deathmatch but it's certainly worth lobbing a couple either down the lift or into the arena. Grab the grey armour then head into the Megahealth room. The Megahealth room must be the most famous room in any Quake 2 map. It's so well equipped with yellow armour, a megahealth and the chaingun and on top of that it's a brilliant vantage point over both the waterside and the arena. It's vital to visit this room several times during the course of your game. The Edge features a load of trick jumps but you should certainly master the double-jump to the megahealth, at the very least. 
The waterside is a good area to pick people off. There are two spawn points so there are frequently very vulnerable players about and then there are those trying to get out of the water. From your high vantage point on the balcony or maybe on the platform with the two rockets you're in a dominant position to be able to attack people. It's a vital thing in deathmatch to recognise positions that give you the advantage. Generally, you're looking at the higher positions or those with several exits or health. This comes with experience. If you're fighting then try to maintain this advantage. Don't jump down until you have to. Another design flaw is the water pool to the railgun. Railing is extremely easy in the water because players can't dodge properly. This leads to a lot of good players taking advantage and just hanging around in the water. Personally I don't think this is very sporting and it's as much camping as the guy who sits in the railgun room itself. On that note, remember to be cautious when you surface in the railgun room. If you have a rocket launcher then fire some shots up first to clear out or disturb any campers. With the railgun you're well equipped to move to other areas and snipe. The only problem is the scarcity of slugs on the map. The only ammo is available near the shotgun, above the lower rocket launcher. Make that your first port of call, then head to a nice high point in the arena and snipe at people. That's about it for deathmatching. Keep on the move, take advantage of people's camping of the main areas, the pool and lower rocket launcher tunnel in particular and try to get hold of the armour. Teamplay The crux of effective teamplay on this map is the domination of the Megahealth room. I would certainly recommend trying to station two players in here. The best way for the opposition to attack is from the lift so because of this it is common practice to station a player at the top of the lift. I have seen some teams play this position where the guy also times the lower rocket launcher then heads straight back up the lift. Other teams have a permanent guy on the rocket launcher who scouts the arena, super shotgun, slugs, grenades and yellow armour before returning for the rocket launcher spawn. Teams that use the latter method are trying to stop players going up at all so they only need one of their megahealth guys to come and check it every now and again. With the right player the second method is better because you clear more weapons off the map and give the opposition less material to come back at you with. The guys in the megahealth have to check the exits, sniping down on the waterside or into the arena. The fourth position is the waterside. Top teams generally place one guy with a railgun on the platform with the two rocket packs. The clear advantage of this is that you can spawn kill the enemy spawning at the two visible pads and jump in the water after anyone who attempts to swim for the railgun. You're also in a good position to warn your teammates of incoming attacks to the megahealth room. One thing to look out for are attacks from the top rocket launcher. However, attacks of that sort are usually pretty useless. If the people in the megahealth do a good job then you'll be sitting sweet at the waterside, but if they lose it you'll be very vulnerable to rocket/chainer attacks from above. Make sure that there is a lot of communication. It is vital to know when anyone loses position. Personally I recommend using very simple binds limited to messages about the location of the enemy. 
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