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Blue's Doom Deathmatch Guide

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The best guide to Doom deathmatch ever written. There, I said it.
June 5, 1996
by Stephen "Blue" Heaslip

WEAPONS

WEAPON USAGE
There are eight weapons in Doom. A ninth, the double-barreled shotgun (AKA Super Shotgun, Combat Shotgun, SSG), is found only in Doom2. Almost all have situations where strengths or weaknesses are enhanced, providing an advantage to one of the combatants. Knowing how and when to exploit weapon match-ups is another key to deathmatch success.

FIST--The weapon of last resort. A non-berserk punch kill is the rarest accomplishment of the deathmatcher. If you have used a berserk pack then the fist becomes more effective, with the ability to kill with one punch. Even then, getting close enough to punch someone when they have longer-range weapons with which to keep you at bay tends to be a losing proposition. If you can pull one off though, a fist kill does have enormous psychological value. Two more notes about the berserk pack; first, do not overlook that although the way grabbing a berserk disarms you is a pain, it also restores your health to 100%. Second, even though your screen loses the (annoying) red tint after a short time, the deadliness of your punch when you're berserk actually lasts until you die, or the level ends, even after your screen stops being red. Apparently, the closer you are when you punch someone after using the berserk, the more damage you will do.

Defending: Step away and shoot the moron.

PISTOL--Generally another last resort weapon. However, an aspect of the pistol that you should not overlook is the coup de grace. This can occur after a gunfight where both marines suffer wounds and the loser of the skirmish respawns in the same area. The newly respawned marine, knowing the condition of his enemy, can finish him off with the pistol. When playing original deathmatch, or AltDeath in a level without a lot of health or armor, remember that having a pistol does not mean you are weapon-less. A few well-placed pistol shots can cause damage, so let fly as you go for a bigger weapon.

Defending: Shoot the moron.

CHAINSAW--Deadlier than the non-berserk fist, the chainsaw kill has the same psychological value as the fist kill. Due to the close range required, it's more than a bit humiliating being chainsawed to death.

Perhaps the chainsaw's most effective use in deathmatch is to call out the camper/lurker (i.e. "Warriors come out to play-ay!!!!"). Heh.

Also, it seems that revving the chainsaw causes choppiness over a modem connection, perhaps due to the constantly overlapping sound samples it generates. If you're being chased by a well armed opponent while all you have is a chainsaw, what the Hell, fire it up! Maybe his view will start hitching and spoil his aim. You never know...

Defending: Same as the fist.

SHOTGUN--Now we're getting somewhere. The shotgun packs a nice punch--two good shots at an unarmored opponent can result in a kill. Since the advent of Doom II, many neglect the old single-barrel in favor of the more powerful SSG. The shotgun has two significant advantages over its big brother, though, and it's valuable to keep them in mind. Those advantages are tighter pellet grouping, and a shorter reload cycle. The tighter pellet grouping means the shotgun's pellets do not spread as far as the super shotgun's, when shooting over a great distance. A well placed single barrel shot will do a lot more damage than the double-barrel from across a large level. The shorter reload cycle means the shotgun ready to fire a second time much sooner than the SSG.

SUPER SHOTGUN--The main weapon of the deathmatch. The SSG's ability to drop an opponent at short range with one shot makes it invaluable (it is probably impossible to become an elite deathmatcher without this skill). Key to being a good deathmatcher is versatility with all the weapons, but if you could only be good with one, the super shotgun would be it.

One of the most important aspects of the operation of both shotguns is their "instant strike" capability. When you fire a shotgun, there is no point at which your "pellets" are in the air, in contrast to the rocket launcher, for instance (where you can actually see a rocket after firing). The game simply calculates where the shots will strike, and instantaneously applies the damage.

Defending: It is very tough to defend yourself against a shotgun wielding opponent because the instant strike of the shotgun makes dodging difficult.. The way to defend against the shotgun is by moving unpredictably, hopefully, right before your opponent fires, to spoil his aim. Because knowing exactly when your opponent will fire helps this defense enormously, take advantage of the predictability of players who rapid fire the SSG by holding down the fire button.

CHAINGUN--Though a bit under-powered compared to most of the game's other weapons, in skilled hands the chaingun can still be an effective weapon. Ongoing chaingun damage accumulates quickly, and while being hit with chaingun fire, your own movement and aiming become more difficult to control.

Defending: If you can drop him immediately, obviously, you should. Remember that it will be harder to aim while being struck by chaingun fire. If you fail to kill him with a shotgun shot, it is essential to get under cover while your gun reloads. That principle is the same for whichever weapon you use to bring the chaingunner down; his advantage is the continuous stream of fire.

ROCKET LAUNCHER--Bear in mind, rockets are dangerous to both you and your opponent. The area damage when a rocket hits the wall near you is quite effective, regardless of who fired it, so be careful of nearby walls as you fire rockets. If your opponent is standing near a wall while you are firing rocket, you can certainly use that to your advantage. A skill you want to achieve is the ability to send off salvos of rockets in tight spaces without killing yourself, because it is in smaller rooms, corridors, etc., that rockets are most effective. In open areas, skilled opponents are surprisingly good at dodging rocket barrages; at the higher levels of deathmatching, it takes skill and cunning to use rockets effectively. One rocket technique is simple leading; anticipating where the target will be when the rocket arrives. Another is bracketing, where you take advantage of your opponent's rocket dodging ability by firing a decoy rocket (or six), and then firing off follow-up shots towards the direction you anticipate them dodging.

Rockets are often most effective in bunches (though the surprise "surgical" rocket has its moments), and the best way to bunch them together is to fire them in front of you as you run forward. This adds your speed to the rocket's (you can learn so much about physics from this game). This technique becomes even more effective if you fire the rockets ahead of you as you strafe run, creating a wall of rockets.

More physics: Possibly the single most effective use of the rocket launcher is when you whip around and, while running backwards, fire a rocket at an opponent who's chasing you. The high closing speed of the rocket and your opponent will leave him very little reaction time.

Be willing to pop off a random rocket here and there, especially towards camping spots or down likely corridors, etc. You'll be pleasantly surprised by the occasional luck frag (even if it is cheap).

A rather crude, but effective, rocket technique is when you are nice and healthy (like 200% health 200% armor after picking up a megasphere), run around with the rocket launcher, even in dangerously tight spaces. If you run face-to-face with your opponent, let fly with the rocket at point blank range, which will probably kill him, while just badly wounding you. Not something you would plan, but it's a frag. Similarly there are occasions, disarming a BFG wielder in an AltDeath game, for instance, when the suicide frag is in order. This is the same as described above without the neat 200/200 part that allows you to survive. Killing him counts as a frag, while killing yourself counts as a negative frag, so the frag count stays even, but he no longer has the BFG, so you are ahead of the game. Obviously, the point-blank rocket technique is perfect if you are lucky enough to pick up an invulnerable.

Defending: DON'T PANIC! Dodging rockets just requires nerve and some practice, just keep your eye on the rockets and strafe. Once you get it down pat, you can become comfortable letting the rockets virtually pass over your shoulders as you maneuver. Luckily, rocket-dodging is one deathmatch skill that you can practice in solo play, thanks to our friend the Cyberdemon. Find one of the dozens of add-in Doom wads that have some manner of Cyberdemon encounter in which to practice. E2M8 of the original Doom will serve quite well for this purpose. After a few hours of going one-on-one (or one on many) with these rocket machines, you will have a much better feel for rocket dodging.

Until you can dodge rockets in your sleep, it is probably best to concentrate on defense, rather than offense, while under rocket attack. The Abraxas technique: "Concentrating almost exclusively on defense while trying to close the gap has had much better success for me than trying to drop the rocket firing mofo."

A method for eliminating a rocket firing enemy is to strafe run inside the stream of rockets to close for a shotgun kill. Inside meaning if you initially dodge the rockets to the left, strafe run to the left, hopefully staying inside the rocket path (that is, the rockets are passing to your right). It's often difficult for the shooter to adjust his aim (in this case to the right) quickly enough, and you can also sometimes cause an over-adjustment, which can result in a wall suicide.

PLASMA GUN--The plasma gun takes more skill to effectively use than it first appears. Because of how blinded you can be firing it, it's easy to think you are hitting a target that you are missing. Meanwhile, your stream of plasma makes it easy for your opponent to know where you are. The most effective use of plasma is when you can make a straight on run at your opponent firing a stream ahead of you. Just as described in the rocket section, this will significantly increase the speed of the plasma you've fired. If you work it right, by the time you reach him, the whole stream will arrive virtually at once, leaving him no options but death.

Defending: Plasma defense is similar to rocket defense. Rockets make an excellent anti-plasma weapon, because the blinding effect of firing the plasma can hinder the shooter's ability to see and dodge the rocket.

BFG 9000--The operation of the BFG is unique in the world of gaming. No other device in any game that I know of has the complexity of the BFG, which is why it's the only weapon in the game with its own FAQ. Get the FAQ, read it, learn it, live it. Think you don't need to? Well, if you think you need to see the BFG blast or your opponent (or any other of the common mistaken impressions of the BFG's operation) to get a kill then read the BFG FAQ.

Defending: A point about BFG defense not covered in the BFG FAQ is the preemptive strike. The best BFG defense in an AltDeath game is to repeatedly pick up the BFG so you opponent can't. The best BFG defense in a deathmatch 1.0 game is to kill your opponent before he gets it.

THE SILENT BFG
This is also covered in the BFG FAQ, but I want to touch on this to hold to my promise of revealing the tricks of the game. A limitation in the sound code in Doom means that your marine can only emit a single sound at a time. This means that by timing your BFG shot to coincide with landing from a height or pushing a wall (either of which will cause a grunt) you can effectively silence the BFG. Reducing or eliminating the warm-up sound that serves as a warning for a wary opponent makes this weapon considerably more effective. Practice firing the BFG as you fall from a ledge, this one is pretty easy. Then practice pushing a wall just after you fire it. Because of the long BFG warm-up (that so often can be a disadvantage), you should be able to fire, push the wall, and still have time to turn and find your target.

THE TELEFRAG--One other way of collecting a frag does not really involve a weapon, but a technique. Passing through a teleporter immediately after your opponent causes you to materialize in the same spot as he did. Since basic physics (or billiards) demonstrates that two bodies cannot occupy the same point, something has to give. In this case, it's the first one through the teleport, who, upon the arrival of the second player, becomes V-8 (wow, I coulda had a...). It's considered very embarrassing to be telefragged.

Defending: Avoid teleporting while being closely chased, and always depart teleport exit spots as quickly as you can. Be careful before teleporting that someone isn't lurking near the teleporter ready to do you in.

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