Here I’ve come up with a rocketjump from the Red Armour room on QZDM13 I’m not sure if this has been done before as I’ve not seen anyone do it, but then that doesn’t mean it hasn’t never been done by someone else but I’ve just personally not seen anyone do it, but I just wanted to see if it was possible to be made and it actually was to my surprise. I doubt it’d ever be effective in-game, because of how hard it is to do and you may fail it most of the time so would be risky to do this mid-game or especially in an important match, but for fun if you pull it off versus someone then it’d be great and would be better to rocketjump out that high instead of just going up one level as everyone else does to avoid going through teleporter, but read on to see the video of this rocketjump, thanks.
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This is my second major tutorial and the one that seems to be the one that most people I’ve spoken to are the most interested in so hopefully I’ll do my best in being able to break down into words and explain about the positioning and control of each duel map that is used in the Pro Scene. This is also just my opinion and my version of positioning and control and not saying my way is the best way or so on, but after 10+ years within the game and after being in countless professional tournaments, I can confidently say that I do have experience within Quake and hopefully my knowledge can transcend into text for those of you who are interested in reading this tutorial, thanks.
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Last video of trick jumps, rocket jumps and movement before my second part of the tutorial kicks off where I’ll be focusing on positioning, item controlling and timing. So before I go on to write a lengthy yet hopefully interesting post on such topics here’s another video of me doing some rocket jumps on QzTourney9. Hopefully it’ll be to your liking and even more so you’ll end up performing some of them yourself mid-game versus a friend or a decent opponent and feeling good whilst doing it. I’d say one of these rocket jumps you’ll no doubt end up using in some duels versus people who like to plus back on QzTourney9.
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And some more of my favourite rocket jumps on qzdm6. Some of these I would only use if you’re in full control of the game and feel the need for showboating a bit, or in my case to get around the map that little bit faster. I like to play fast paced, if I’m allowed to by my opponent, and this is the way and style of which I’d like to play all my games, just it’s missing one element for me, the infamous Quake 4 Slide, now if that was ever introduced to Quake Live then we could be looking at some pretty nice trick jumps and moves, but for now I’ll settle with some good old fashioned rocket jumping.
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Here is another example of the wall push I was talking about previously on ZTN. You can see how you must clip the wall to gain speed and for it to push you along, if you can time it right and got enough run up beforehand you can do this with most walls and corners of any of your favourite maps you like playing on, it’s not just limited to ZTN for example, but watch the video and then from there you can hopefully learn the move yourself or begin to understand how to hit these corners to gain more momentum throughout the map without being restricted with predictable movement.
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Here is an example of getting the Red Armour, Railgun and Yellow Armour in quick succession on qzdm6. I use it several times throughout duels depending on the situations within the game itself, if I’m fully stacked and in control then this can be used to take advantage of positioning of your enemies. I.E. If your enemy has recently been killed and Red Armour is up on it’s platform then I take Red Armour and quickly rocket assist to railgun and again to Yellow Armour to cut off my opponent…
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Here is the Plasma Wall Climb to the Red Armour on Ztntourney1. I was on the server the other day where a few new quakers with several months experience were having difficulty in mastering this move, so I’ve created this little video in attempt to help them master it. Hopefully this video along with a little paragraph on how to do it will be enough but if you want me to elaborate on it a bit more then just let me know and I can do that also, but hopefully you can understand the basics from just the video alone, simply by watching how I do it.
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Here we go again a jump that was requested personally and this is leaping from one end of the spectrum to the other but there’s no harm in attempting it if you’re new to Quake or even old, but this is a bit harder than the previous two videos I’ve uploaded recently, and this one is based purely on timing, precise timing of the plasma shot and jump to get you the speed you need to get to the rail platform.
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As requested this is a brief summary and video on how to do the Ztn Wall Push as I’d like to call it from the teleporter down to grenade launcher and to rocket launcher in an attempt to pursue an elusive +backer, with this move it adds to speed and surprise, but be careful because if you hit the wall wrong then you’ll just stop dead and look a bit of an idiot.
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This was recently requested to me so I quickly went and did this for a fellow friend who wants to help one of his friends and hopefully this video will be able to do that. But also I’ll go step by step in how to do this jump that many people (new starters especially) find difficult to master, as previously stated I’m hoping you’ll be able to pick up the basics on how to do this move purely from the video below, but if you require me to elaborate more on it then I can do that also.
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