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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

ITEMS

ARMOR
Sometimes beginning players ignore the value of armor, but it can save your life. Green armor can help you survive a gun blast to emerge with a frag, and blue armor can completely change the balance of a level, by making reducing the effectiveness of the super-shotgun.

GETTING ITEMS
Occasionally items up on platforms out of reach can be grabbed by running (or better, strafe-running) into the platform at just the right spot. This can often be a safer or quicker way to get an item than the "right" way. Examples of items that can be gotten pretty easily in this manner are the plasma gun that appears in a deathmatch on Map 01 of Doom2, and the megasphere and rocket launcher on the inside portion of Map 07.

ALTDEATH VERSUS "OLD" DEATHMATCH
In original deathmatch (often called 1.0) once an item other than a weapon is picked up, it is gone from the level, and no longer available though the match. Weapons in 1.0 remain on the level after players run over them , but each player can pick up each weapon only once per life.

In AltDeath (often called 2.0) all items except the invulnerables and invisibles respawn 30 seconds after being picked up. The weapons also respawn in the same way, and you can pick up a weapon until you have no more room for its ammo. If your opponent has a favorite weapon, try to keep him from it in an AltDeath game. He can't shoot with what he doesn't have.

Because ammo boxes are quickly depleted from a deathmatch level, and you can only grab a weapon once, the amount of ammo that each weapon starts with is greater in 1.0 than 2.0.

I would say a majority of hard-core deathmatchers prefer 1.0, but it is not as clear a general purpose rule as their tendency to prefer skill 5.

THE JUICE CYCLE
No, this has nothing to do with OJ. The Juice Cycle is the term the group I play with has given to the art of picking up items and weapons in an AltDeath game. it is key to time the respawn cycle of the juicier items (Juice Cycle, get it?). It takes some experience, but after playing AltDeath for a while most players develop a very reliable sense for when an item will respawn, provided, of course, they know when it was picked up. An example of an extreme Juice Cycle is playing Dead Simple (Doom2 Map 07) on AltDeath (BTW, because of the extreme nature of this level's juice cycle, it is not good for AltDeath). In a deathmatch, Dead Simple contains one BFG and two megaspheres, and if you play an opponent who can get the Juice Cycle down, it is possible to get shut out on this level. It is no fun suffering continual BFG fire from an opponent with 200 health and 200 armor. Playing AltDeath on any level that contains one or more of the Combat Armor, Soul Sphere, Megasphere, or BFG. can often degenerate into the battle for the juice.

Because invulnerable & invisibles do not respawn, if you know where they are on the level, try to grab them right away. Also, be a bastard. If there are four invisibles sitting there, unless you are positive (and I do not see how you could be) that your opponent is not going to find them, take all four of them. You will not remain invisible any longer than if you grabbed just one of them, but none remain for your opponent.

In an AltDeath game, you can use items to follow your opponent. When chasing, you can sometimes tell which fork in a hall your opponent took by which hall has items missing.

It is often helpful to set up a marker item to help time the return of a more difficult or dangerous to obtain item. For example, a level with a BFG on a pillar that needs to be lowered might have a green helmet in the same room. By picking up both items one after the other, you can leave the area to go engage in combat, and if you return around 30 seconds later, you can tell if the BFG is back by whether or not the helmet is back. A more sophisticated version of this is to this with an item remote from the item you're timing. This method becomes very unreliable when your marker item is something valuable enough for your opponent to bother picking up. Good items to use as markers are ammo clips, solitary blue health potions and solitary green helmets.

SKILL LEVEL
The amount of ammo carried by ammo boxes and weapons as well as the damage caused by weapons vary with the different skill levels. On Skill 5 (Nightmare), all the ammo counts are doubled, and weapons cause the maximum damage. Because it creates more carnage, most serious deathmatches take place on Skill 5.


CONTROLLER SETUP

CHOOSING A CONTROLLER
The best control method for Doom is the mouse. When the "mouse or keyboard" argument breaks out, one of the facts often overlooked by keyboard proponents is that mousers use the keyboard as well. The argument actually is "mouse & keyboard versus keyboard only."

The mouse's main advantage is it does not suffer from the keyboard's limited turn rate, giving you the ability to aim more rapidly and do (virtually) instantaneous 180 degree turns.

Conversely, there is no advantage to the keyboard over the mouse. Those who argue that greater precision is available to the keyboarder have not the experience with the mouse to make that claim. Put another way, many keyboarders who are trying to improve their skills, eventually switch to the mouse. Experienced mousers never switch back to the keyboard. Those who've used them say that trackballs can be as effective a controller as a mouse.

JOYSTICKS/GAMEPADS/CYBERMANS AND THE LIKE
The problem with all of the above controllers is the slow responsiveness. Changing direction with a joystick or CyberMan requires more hand movement than a mouse. It is possible to play well on a gamepad, but constantly holding a run button, and changing weapons on the keyboard while holding the gamepad in both hands is prohibitively awkward.

SPACEBALL AVENGER
I have not used one, nor have I received a reliable report on this controller. I've heard that using one will allow you to reach speeds that trigger the message to your opponent saying you're using turbo, but I don't know if this is true.

CHOOSING A MOUSE
To my knowledge, there are only two mice in common use by the hard-core deathmatch community: the Microsoft Mouse, and the LogiTech MouseMan. These are the weapons of choice due to sturdiness of construction, and reliability of operation. Which you choose should be what makes you most comfortable. I personally use a Microsoft Mouse, and am very happy with it. Once you find a mouse you like, get comfortable with it, and stick with it. I personally keep the disk with my copy of my favorite version of the Microsoft Mouse driver (9.01, no longer available) in a vault.

MOUSE SENSITIVITY
Many players make their mouse as sensitive as practicable, but there is no hard and fast rule other than to try to find what you like. There are two factors that affect your mouse sensitivity in Doom, your (DOS) mouse driver, and the mouse sensitivity slider found under the Options menu within the game. You should experiment with different settings on both in order to find out what makes you most comfortable. If you can't get your mouse sensitivity high enough, it is possible to boost it far beyond the game's normal level by editing the default.cfg file. Default.cfg is in your Doom2 directory, and you can edit it with any text editor. There is an entry in this file called mouse_sensitivity with a number next to it (this number changes as you slide the mouse sensitivity slider within the game). While the value of this number usually runs between 0 and 9, you can enter any number you wish by editing this file before you start Doom2. Be aware that accessing the options screen after entering a value above 31 will cause the game to try to draw the image of the slider bar off the screen, crashing the game. You can avoid this by keeping the value below 31, or by avoiding using the options screen if you set it over 31. You can also lower your sensitivity into the negative numbers which can be useful on dial-up networks (like DWANGO) where the network's use of extra gametics causes increased mouse movement. Setting the mouse_sensitivity to -4 is the slowest possible, setting it to -5 turns mouse movement off.

It a good idea to find a sensitivity you like and stick with it. I have personally suffered through a couple of playing slumps after messing with my mouse sensitivity. However, since modem games often vary widely from match to match you might need to move the slider up or down one notch just to get the feel you like.

VERTICAL SENSITIVITY
One option favored by many (most?) expert deathmatchers is to turn off their mouse's vertical sensitivity. This causes side to side mouse motions to turn you, but not move you. This makes it much easier to maneuver on ledges, etc. Let me strengthen that. It makes it easy to move on such areas, as opposed to how difficult it is with vertical sensitivity on. Using the Microsoft mouse driver you can turn off vertical sensitivity by editing the line in your mouse.ini file to read:

vertical sensitivity=0

If your mouse driver does not work in this manner, there is a shareware utility that can turn off vertical sensitivity called mouspeed (7 KB zipped).

You have to use what you are comfortable with, but I recommend turning vertical sensitivity off. If you find it uncomfortable at first, it will be worth it to suffer through the transition period, you will be glad you stuck with it.

MOUSE: CLEANLINESS IS NEXT TO DOOM-GODLINESS
Your mouse ball does a very nice job of constantly cleaning your mouse pad of dust, oils and gunk. Unfortunately, the place all this debris gets stored is all over the mouse's internal rollers. It is important to clean your mouse often, or these buildups will impede your play. To clean the mouse, first turn your computer off, then remove the plastic cover from the underside that holds the ball in place and remove the ball. Using a cotton swab and conservative applications of alcohol, clean the little internal rollers. When they are clean and dry, reassemble the mouse, and you're good to go.

SETTING UP YOUR KEYS
There are two key (no pun intended) things to keep in mind when assigning functions to keys. Set up separate right and left strafe keys, and set up your movement keys so that you can switch weapons easily (meaning somewhere on the left side of the keyboard). Any keyboard setup that does not address these two factors is a mistake.

Here is my keyboard setup, which is fairly typical:

Z = Strafe Left
X = Backwards
C = Strafe Right
S = Forward
SHIFT = Speed
SPACE = Use
Left Mouse Button = BOOM!
(Opponent screams, clutches throat)

Here is Abraxas' keyboard setup, which is similar to mine. Note the difference in movement key layout, which if you tilt your keyboard, is more symmetrical.

A = Strafe Left
Z = Backwards
X = Strafe Right
S = Forward
SHIFT = Speed
SPACE = Use
Left Mouse Button = BOOM!
(Opponent turns into sphere of spooge)

There is an ongoing debate between Abraxas and me as to whether it is a disadvantage to use the right mouse button for forward movement. Both of us have the right mouse button mapped to move forward, but I use mine, and Abraxas doesn't. He feels that separating his movement keys to his left hand, and his aiming and shooting to his right (mouse) hand, creates a setup that offers instinctive simplicity (left hand=feet, right hand=gun). I feel that using the right mouse button for forward gives an edge because I always have a finger on forward and back. (You must, of course, be careful no to press both, which results in no movement, and consequently, death.)

Repeating the important aspects of these setups; separate strafe keys and proximity to the weapon switch keys (to touch type weapon switches).

KEYS TO AVOID
When choosing a configuration, avoid using any of the following keys, Q, R, T, I, G, or B, as all of these keys serve other functions in a deathmatch. "T" is to talk, and "Q" quits if you are recording a demo, and "R, G, I, and B" are for talking to the Red, Green, Indigo, and Brown players respectively. So if you ever play in a four player game, or record a demo, you will not have to redefine your keys.

RUNNING ALL THE TIME WITHOUT BUSTING YOUR PINKIE
In the default controller setup, the shift key is your run modifier. Many players, preferring to run all the time, will jam the run key down, typically with a coin or wad of paper. This works, but bear this in mind; you must release and depress the shift key again at the start of each level. This means if you choose this method of running, after exiting a level you will need to un-jam and then re-jam your speed key before you can run. There is another method to run all the time, that requires none of this physical intervention. By editing your default.cfg file (in your doom2 directory) with a text editor, you can change certain settings that you otherwise would not be able to access. To run constantly, look for a line in your default.cfg called joyb_speed. Increase the value on this line to 30, and voila! Constant running. Of course, there is now way to turn running off at that point. I personally use the shift key to run, because I like to be able to stop running for the occasional fine maneuvering, but if you are willing to live without walking, this option is available.

All this having been said, I strongly recommend that you try to play using the shift key to run (which is not a pain at all, once you are comfortable with it). The advantage, in addition to the ability to be able to stop running for the occasional fine maneuvering, is that the pinkie resting on the shift key provides me with an anchor, or "home key." When I switch weapons, I reach up and hit the number key while keeping my pinkie on shift, which allows me to find my way back to my movement keys without looking. This is what I mean by touch typing weapon changes.

THE INSTANT RESPAWN
An option some players like to use is the "instant respawn." It can be a little disconcerting to kill your opponent, and have him respawn and start firing at you before his corpse finishes screaming. The instant respawn takes advantage of Doom's ability to map more than one function to the same key. Simply set up your "use" key (normally the spacebar) to be another key that you constantly use, like run or forward. Then after dying, you will respawn instantaneously since you are already pressing the use key. The downside to this is that you can lose the opportunity to scratch your nose, adjust your seat, or whatever that you usually have between dying and respawning. Additionally, some level designs make it so that you do not necessarily want to just start out running straight forward (where you might miss a weapon or immediately fall off a ledge).

Tony Fabris, author of the BFG FAQ points out another strong reason to avoid the instant respawn. If you fire rockets or BFG or plasma, you will not get credit for frags made by your projectiles if you die and have already respawned. The only way to get credit for an "after-death" frag is to stay dead until after the frag is registered. Players who use the "instant respawn" key are missing out on frags for which they would otherwise get credit.

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