Quake II Official Strategies and Secrets

Overview

Quake was an enormous hit--but Quake II is the game Quake should have been. Built on the awesome Quake II engine and designed to give gamers maximum game play value, this is a hands-down winner. Sybex has the only official book, written with the support of the game's development team. Readers get complete walkthroughs, maps, and strategies--but that's not all. World champion Quake player Dennis Fong, AKA "Thresh," and the Gamers eXtreme team provide their strategies for winning ...
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Overview

Quake was an enormous hit--but Quake II is the game Quake should have been. Built on the awesome Quake II engine and designed to give gamers maximum game play value, this is a hands-down winner. Sybex has the only official book, written with the support of the game's development team. Readers get complete walkthroughs, maps, and strategies--but that's not all. World champion Quake player Dennis Fong, AKA "Thresh," and the Gamers eXtreme team provide their strategies for winning multiplayer deathmatches. Another Sybex exclusive!

Here`s a great resource for any hard-core Quake fan, providing top-notch tips that will help keep you alive through all 30 adrenaline-pumping levels. Is a sluggish system bringing down your Quake experience? Advice from the experts will help you boost both your system`s performance and get you playing at your optimal level. Official Quake II Strategies & Secrets is a high-quality production and will provide you with a heaping helping of DeathMatch tested tips and strategies. The devoted Quake player should also check out Authorized Guide to Quake II.

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Product Details

  • ISBN-13: 9780782122121
  • Publisher: Wiley, John & Sons, Incorporated
  • Publication date: 1/1/1998
  • Pages: 288
  • Product dimensions: 7.50 (w) x 8.97 (h) x 0.82 (d)

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Here's some tips straight from the book. Hope it helps!!

affect the trajectory, height, and distance of the jump.

Damage Inflicted

A rocket jump takes off about 50 health points, give or take a few health points depending on what height you were at when you fired the rocket. Generally, it is not a good idea to rocket jump unless you have some armor or full health.

Physics

The physics in Quake II do not allow you to change direction in mid-air. Thus, you should calculate your rocket jumps accordingly lest you undershoot or overshoot your intended destination.

Effects of Different Hand Positions

With "hand 0" (right-handed), the weapons fire from a slightly off-centered trajectory from the right towards the center. "Hand 1" (left-handed) fires from a similar trajectory, but from the left towards the center. "Hand 2" (center-view) fires straight from the middle. The minor differences in trajectory have little affect on the overall gameplay; however, they do have a noticeable affect on rocket jumping. Using "hand 0" when rocket jumping will shift your player slightly towards the left, and "hand 1" will shift the player slightly towards the right. (See Chapter 14 for more information on this console command.)

Basic Rocket Jump

If you are new to rocket jumping, the basic rocket jump is a good way to learn the simple steps. To execute this rocket jump, make sure you have rockets and enough health and armor to survive a rocket blast. Go into an open area with a high ceiling and walk into the center of the room. Look down at your feet and when you're ready, press jump and fire simultaneously. Remember that the time between when you hit jump and fire will effect the height of your jump. After you've practiced that several times, try to look back up to eye level while you're in mid-air. When you no longer have to think about the chronology of the keys, you can move on to the running rocket jump.

Running Rocket Jump (Forward)

The running rocket jump is the most standard and common rocket jump used by players. The sequence of keys is the same as the basic rocket jump, except that while you are going through the regular steps, you also want to hold down the forward key. There is a lot more timing and coordination involved when executing this rocket jump, so you should definitely put more time into practicing it. Find spots on the level where you normally would not be able to jump to and try rocket jumping up them. Use the same tip stated at the end of the basic rocket jump section to practice (Figure 13.8).

Backward Rocket Jump

The backward rocket jump is used if you wish to propel yourself further or faster horizontally. Using the same technique as that of the running rocket jump, substitute the forward key with the backward key. By adjusting the angle at which you are pointing the rocket launcher to the ground, you can change the velocity and angle at which you are propelled horizontally and vertically. The more perpendicular you point your rocket launcher to the ground, the higher vertically but the less horizontally you will be propelled.

Strafing Rocket Jump

The strafing rocket jump is basically the same as the forward rocket jump, except instead of using forward, you use strafe. The outcome is more or less the same, though you do tend to be propelled more horizontally than you would with a forward rocket jump.

Grenade-Rocket Jump

This jump is basically designed to double your rocket jump height. The jump is achieved by rocket jumping at the exact same time as the grenade explodes on the ground. The easiest way to time the explosion of the grenade with the rocket jump is to switch to the grenade launcher, aim up towards the sky (do not aim totally up or else the grenade will fly behind you), and fire the grenade. Let the grenade bounce twice on the ground. On the second bounce, do a rocket jump on top of the grenade. This should propel you two times higher than a regular rocket jump (Figure 13.10).

BARREL JUMPING AND BARREL-ROCKET JUMPING

Barrel jumping can be accomplished with any weapon and a barrel. The barrel jump inflicts about the same damage as a rocket jump and propels you to approximately the same height. However, the timing on a barrel jump is a little bit different than that of a rocket jump. In order to do a perfect barrel jump, you must fire before you jump. It takes about a quarter of a second for This should effectively make you a very hard target to hit, as you're bobbing up and down this ladder taking potshots at the enemy. Here's a good tactic to use if someone is below or behind you when you're going up the ladder. Turn around, take a shot at them, and then turn back around to face the ladder. If you do it fast enough, you will not slip more than a couple rungs. If you are holding down jump while performing this maneuver, it will seem as if you never slipped at all. Also, if you are on the way up the ladder and see someone camping at the top, you can get out of his line of fire by pushing off the ladder–hit backward and jump simultaneously to do this.

Example: There is a ladder that leads up to the super shotgun (in the corridors between the quad damage and the environmental suit) on Base3 that you can practice these ladder tactics on.

That's it for now. For more info, buy the book!

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Table of Contents


Introduction

Part I: Boot Camp
Chapter 1: Implements of War
Chapter 2: Know Your Enemy

Part II: The Struggle with the Strogg
Chapter 3: Quaking In Your TCM Boots: Single-Player Strategy
Chapter 4: Unit 1
Chapter 5: Unit 2
Chapter 6: Unit 3
Chapter 7: Unit 4
Chapter 8: Unit 5
Chapter 9: Unit 6
Chapter 10: Unit 7
Chapter 11: Unit 8
Chapter 12: The Boss Levels

Part III: No Holds Barred
Chapter 13: Thresh's Multiplayer Strategy Guide
Chapter 14: Customizing Quake II with the Console

Appendix: System Performance
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