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Q2DM6 - Lava Pool

Deathmatch

This is another of my favourite deathmatch maps because it's so action-packed. Even the fact that it has a BFG doesn't ruin it ;). The outside area is very dangerous for the newly spawned player so you need to move quickly to secure the machinegun. There are frequently BFG attacks in this area and if you see the cells make sure you collect them so that the opposition will have fewer BFG shots. Another risk comes from railers at the top. Some top players tend to camp this area because that high vantage point covers both spawn points. For some reason these spawn points seem more active than the others and it can be tempting to stay there fragging but I try to avoid camping too much ;).

The main corridor can be a nightmare as well. Not only do you get BFG'ers coming up from behind but there are also enemy quad runners bombing down the corridor at you. Added to this is the threat from rocket launcher camper in the alcove. One thing I do to amuse myself sometimes is to stand right outside the rocket launcher room on the edge of the third stepstone. Newer enemies will just run at you and have nothing to step on and just fall in the lava. Amuses me anyway :). The rocket launcher is a good weapon to secure but there are much better weapons on this map to be honest. I tend to use it to attack the sliding quad door if I'm too late for the quad to try and get the enemy as he comes out with it.

It should go without saying by now that you should be timing the quad! Both in deathmatch and in teamplay, the guy/team that dominates the quad will definitely win. Get the quad then jump up the steps to the chainer, jump down and top up the bullets with the two packs near the rocket launcher. There are usually easy targets in this main corridor. I then head outside and mop up anyone else before filling up my bullets at the machinegun and either heading back to the RL or heading for the BFG, whatever takes my fancy at the time. When you're outside remember the two big healths up at the top. I frequently need these because you tend to get BFG'ed.

My favourite weapon when not quadding is the railgun. It's pretty easy to get frags with it because the corridors are narrow and this encourages people to walk in straight lines! Sniping people in the back as they hop along the collapsing platforms to the BFG is a personal favourite :). I always go here anyway to get the slugs and yellow armour in the secret room. Don't be afraid to chase people across the platforms as they don't collapse immediately. Another thing I tend to do is if I see someone duck into the secret yellow armour room is jump to the middle column and then go in the far secret door and blast them as they come through, preferably with a super shotgun. They don't tend to expect to meet anyone on their way out :).

Make sure you get the red armour and also don't be afraid to use the BFG if other people are doing. Most players tend to fire it outside or down the rocket launcher corridor but personally I find I get more kills by going to the grenade launcher and firing down at it from above. There are plenty of people in this area and they aren't ready for BFG attacks in the same way as they are in the RL corridor.

Teamplay

This map is all about the quad. The best tactic is to have the whole team timing the quad with one main quad guy. He should have a bind that tells the team if he's not going to make it so the others can step in. The player on the railgun should make his way round to the steps up to the chainer to be ready to rail the enemy if they get the quad.

The main fixed positions are pretty obvious on this map. You have one guy on the BFG who runs outside to collect the cells and helps in the RL corridor before bombing back for the next spawn. Another player should definitely be on the railgun. And they should also be timing the red armour (20 seconds). There's a timer for this in my resources section. The third player should be stationed in the rocket launcher corridor, timing the RL and providing vital quad support and cover for the main quad guy come the time for the spawn.

The quad guy can pretty much do as he choses but it's highly recommended for him to pay a visit to the red armour between quad runs, he should also keep his supply of bullets or shells topped up. The quad run itself should be dictated by how other players are doing on the map. This is why it is so vital to communicate when you lose position. When he hears this he knows which area to clear out. If he gets no such message he should just do a run that feels comfortable. Chainer to rail to RA to SS to RL for example.

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