Doom training centre

Hail to the king baby

Training to be a soldier

Hey guys, Here you will find training tips that helped me and others develop our game. Some of these techniques have been passed on by some great players so check them out!Each technique has a demo in place, you think you can do a better demo, then send it in and i'll put it up. Can't find what you're looking for here? Try the forums or alternatively, click contact me on the navbar if you have any questions or suggestions. You will find an explanation of how to run the demos for each technique in the intro to DOOM section. Goodluck. Ok, i'll start with the setup that i use on zdaemon

w Forward
s Backward
a Strafe left
d Strafe right
q Previous weapon
e Next weapon shift walk ( always run on)

mouse 1 Fire

mouse 2 turn on mouse look

space jump

ctrl use/open

Mouse turning speed, and strafe speed, and overall sensitivity turned up as far as you feel you can handle, you should be able to easily perform a 360 with a small mouse movement.

Forward/backward speed turned right down 

Brightness turned up to allow better vision Gamma correction turned up for same

Music turned off, actually done some experiments on this at Uni, music increases your reaction time and therefore affects your game.

Increase your resolution to what your computer allows, this increases aim from a distance.

Strafe running

Strafe running is the quickest way to move in doom (besides wall running but we'll get to that later). In order to strafe run, you must hold down the strafe (right or left) button and the forward button at the same time. You will notice that you move ALOT faster than if you only used the forward button. If you have not already tried this it may take a little practice to get used to moving without bumping into things. If you use the mouse as i do for turning, then simply keep adjusting your direction with the mouse as you strafe run. You may also use this technique to go backwards with a strafe key and the backwards key.

Using Uroburos Iwad map01

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Circling

Circling is one of the most important tactics in 1 on 1 dm. This involves using the strafe run that i previously mentioned and, as the name suggests, moving in a continuous circle around your opponent. The important thing to remember here is to keep your aim constantly on your opponent as you move, this can be ticky at first. Once this is accomplished, it is a good idea to practice certain other moves. The most important of these is to try and make sure that you do not cross your opponents line of fire as much as possible. In other words if your opponent is moving towards your left, you do not want to move right as you will cross his line of sight and can score a hit. The next stage is to understand that sometimes you may have to cross this line of fire with more advanced opponents who work out your movement patterns. However this is only when you feel you can get away with it.Its almost like boxing, try and weave around and make your movement as unpredictable as possible while still maintaining your circle.

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Using the pistol

The pistol is one of the least used weapons in doom. It fires out 1 pellet, so is very accurate, however it does not do much damage. The pistol can be used however against weapons such as the BFG and SSG. This is best accomplished by focussing on dodging while the weapon is being fired, and as the weapon reloads use the pistol to fire as many shots as possible. Requires very advanced movement ability to achieve this.


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Using the Shotgun

The SG is often abandoned for the SSG, however it really has its advantages. It is a far better weapon from long range as it fires fewer pellets; as a result of this these pellets spread out over a smaller area and have a far greater chance of hitting their target. There is little loading time, so it is especially good if you have a high ping. Use at long or medium distance, excellent against BFG as you can get off more shots while the BFG loads.

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Using the SSG

The SSG is probably the most used weapon in DOOM. It fires more pellets, 12 i think, these spread out farther so it doesn't do alot of damage at long distance. Medium, and especially short distance is where the SSG comes into its own. It can frag an opponent in one shot, and if not 2 or 3. The SSG has a long reload which makes it unsuitable for high ping use, and can be vulnerable to the chaingun.


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Using the Chaingun

The chaingun is an excellent weapon for use in coop as it kills slow moving targets easily. It is often ignored by dm players, however it can be an excellent weapon here to. The important thing to remember here is that the first 2 pellets that the chaingun fires go in a straight line. Therefore, by pressing the fire button for a second will gain a hit. This is hard to do in the thick of battle when most people just hold down the fire button continuously, but it proves advantageous if you can keep your cool, pressing, stopping,pressing, like that. It is the best long range weapon in the game and can be great against BFG, Plasma, and SSG.


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Using the Rocket Launcher

The rocket launcher is a strange weapon. It is often used initially by beginners, then rarely by intermediate players, and then used often by advanced players. The advantage is one hit kills. To use this weapon it is good to strafe side to side as with the plasma gun covering a greater distance in rockets. This gives you a higher chance of hitting your target. Aiming for objects near to your target can also prove beneficial as the rockets have a large blast range. If you want to see a master use these, go and play bazooka. One tactic advanced players use in ffa is to fire a rocket in one direction, then turn 90 degrees and fire again, then turn another 90 degress and fire, and so on. This is effectice in covering a large number of entrances and exits as opposed to covering large distances. It fires relatively quicky and is good against nearly every weapon, but it weak against a quick SSG movement.


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Using the plasma gun

The plasma gun is excellent, especially in FFA. It can frag an opponent in seconds. It relies upon movement heavily. The faster you move forward the closer together the plasma bolts become, and therefore more concentrated. An important movement is moving from side to side to cover a large area in plasma, this results in the opponent being hit no matter where they move. The disadvantage of this weapon is that it can be hard to see in front of you as it fires. This leaves it open to quick movement SSG and Rocket Launcher attacks.


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Using the BFG

The BFG is probably the most maligned weapon on DOOM. Some people believe it shouldnt even be used. Some DMG members are of this opinion, however, to play against some of the best players you had better atleast have the option of using it, because they certainly will. Some people believe there is no skill in using it, simply because they do not understand its properties. Imagine that when a shot is fired that a triangle is attached to the shot like so
___________    ----------- BFG hit
\                /   
  \            /
   \         /
     \     /
     You


 Or something like that lol. Once the shot hits its target anything within this triangle will be damaged and most probably fragged. If you fire a shot and then turn in the opposite direction the triangle will not change and continue in the direction the shot was fired. If you move as the shot hits a target , the shape of the triangle will change. So if you fire a shot and then move so that your opponent is in between your position and where the shot impacts they will be fragged. It can take time to get used to this weapon as it has a long reload and is susceptible to quicker weapons such as chaingun, plasma, SSG etc. aslong as this is combined with quick movement. Dodging a BFG shot is the key. So when a shot is fired, try and stay out of this triangle that is created in between your opponent and the BFG shot.

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Spawn points, Armour + Health, Routes, and playing a better shot

Here's a run down of some general DM tips for anyone who feels it may help

1) Spawn point: Spawn points are where a player starts at the beginning of a match or after they have been fragged. It is important to memorize these on maps as it will give you a better idea of where an opponent will roughly be.

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2) Health and armour: If the server has respawn armour and health, go for these as much as possible. If not, try and get the available armour first, and use the med kits available. This may be the difference between winning and losing by one frag.

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3) Routes: There are usually a few different way around a map, memorize the shortest ones and change the routes you take around a map, so an opponent will not be able to guess where you are.

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4) Playing a better shot: Sometimes if you are playing someone who is a better aim than you it is good to play in a stealth way. This means hiding and timing your movement so you can jump out on a player that would win if you were just facing each other out in the open.


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Backpedaling and rushing

1)Backpedaling: This is often used the more advanced a player becomes. Backpedaling is simply to move backwards while firing. It can be great with the SSG, buying some extra time for your reload and minimizing the amount of damage an opponents hit will do due to increased distance. Useless against BFG and chaingun.

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2) Rushing: This is when moving towards an opponent while firing. This is used often by beginners, however with good timing it is also used by advanced players. Best used while an opponent is reloading a BFG or SSG. Wait for the opponent to fire and then rush them with an SSG and frag them quickly.

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Masking a jump and masking the BFG

Advanced players will hear the noise that an opponent makes when falling off of a height. They can use this to their advantage by knowing where you could be on a map(wherever there is a drop). To hide this a player can use the use key or a weapon. Time it just right and all they will here is a distant shot that could have came from anywhere on the map. The same can be applied to masking the sound of a BFG starting up with a jump itself. This is used left but can be advantageous to hide the fact that you possess the BFG.


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Bluffing, waiting for a shot, and the double take

1) Bluffing: This is when a player tries to get an opponent to think they have a weak weapon when they actually have something much stronger. This would involve using a hand gun perhaps, the opponent would hear this and come out into the open with their SSG thinking they'd get an easy kill when in fact you have a BFG, hehe. You can also use this to bring someone out who is playing a stealth game and can be used with any weapon of a decent strength.

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2) Waiting for a shot: Simply waiting for a long reload weapon to fire and coming out, perhaps from around a corner where your opponent is hiding, and getting a shot in, similar to rushing.


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3) The double take: If an opponent has been chasing you around a corner or behind an object, stop turn around, and fire the opponent may not expect this thinking you will still be running. Another version of this is for example while dueling around a pillar. If you are circling around the pillar to your right, the opponent will think you are going to keep going in that direction and come out the other side. Stop, and change direction, this may take your opponent by surprise as they will think you were going to come out of the opposite side.

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Here's a chat page if anyone is around to answer questions.....

Game types and strategies

There are a number of different multiplayer game types available to a doomer, when i have more time i will go into each in more depth and cover other multiplayer ports, for now here i will deal with the current available game types in Zdaemon.


FFA


This Free For All involves every man (or woman) for himself/herself.  You are basically facing off against 2 - 16 players, who are in turn facaing off against each other. This game mode can be alot of fun except for some camping issues. The main strategy here is to KNOW the map as much as possible, find out where all the spawn points are, find out where all the weapons and power-ups are in relation to these spawn points and KEEP moving!It is important to know all the different ROUTES on the map!Very frantic, very rewarding, yet it is important to realise that, in my opinion, skills learned from FFA do not transfer over to 1 on 1, however skills from 1 on1 DO make you a better FFA player, something to think about


CTF

Capture The Flag involves being part of a team where your team has a FLAG at a certain point of the map. Your objective as a team is to get the opposing teams flag (just run into it and you will automatically pick it up) and carry it to your flag to score a point (just run into your flag while carrying the opponent's). Therefore this also involves defending your flag from the opposing team's attempts to steal it. If when carrying an opponent's flag, you are fragged, you will respawn somewhere on the map, usually near your team's flag, the flag you were carrying will be dropped and can be picked up by any member of your team, however, if any of the opposing team members get there first, as soon as they touch it, the flag will teleport back at it's point of origin. This also applies to your team. Strategie include

Defending  :  Does exaclty what it says on the tin, defend your flag from the opposing team

Covering    :  While one member either has the flag, or attempts to get it, cover your opponent and attack anyone who attacks him/her. Best done in pairs

Taking point  :  This involves heading up an attack on a flag by having someone "take point" or rather run in and take the fire, as the opposing team are busy with you, it allows members behind you to sneak in and snatch the flag.



TEAM DM

Team Deathmatch involves a simple shootout between to teams, whoever gets the top score, wins. Basic strategies involve most of the techniques used in 1 on 1, however "covering" and "taking point" as explained in the CTF section can both be altered slightly and used for TEAM DM. Covering being self explanatory, however, this way the covering is mutual and not just for one player. "Taking point" can be modified into a "Kamakaze" in which a player takes the fire of another team, running around and dodging while the opposing team's members are chasing the Kamakaze player, your team members pick them off from a distance.



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