| |
UT99
NW CTF bible Orignially by ginz updated by Xander
Ginz
made this bible because he got really tired of explaining so many
things and thought that this could be a good update and compilation
of a lot of bibles and tutorials.
You
can find the following at this bible:
- Keyboard and mouse settings
- UT settings:
- Timing:
- CTF Rules:
- Skillz:
- Conclusion:
- Links Page:
Keyboard and mouse settings
To
improve your game play a lot you need to have your ut keyboard and
mouse settings optimised.
If
you have your keyboard settings right then you can play a game and
you won’t have to move your hand only your fingers. It should
also enable you to switch fast between weapons and use teamsay binds
and other useful
commands.Your
mouse should have the right
settings for your playing style and it can also be used for getting
weapons (I’m not talking about scrolling to them though).
My
keyboard settings look like this:

Movement
-
| Key |
Movement |
| W |
Forward |
| A |
Left |
| S |
Backwards |
| D |
Right |
| Shift |
Duck |
| Control |
Walk |
| Space |
Jump |
-
-
I
think most people have the same movement keys. I have a walk key for
two reasons: I can move absolute silently, so I can hear what the
enemy is doing, but the most important reason is to make small jumps
even if you have the boots. If you hold control and you jump you make
a small jump (almost as high as the normal jump) and you won’t
waste your boots.
Weapons
-
| Key |
Weapon |
| Q |
Translocator |
| 1 |
Impact
hammer |
| 2 |
Enforcer |
| 3 |
Bio |
| 4 |
Shock
Rifle (also ASMD) |
| E |
Rocket
Launcher |
| R |
Sniper
rifle |
| F |
Pulse
gun |
| Mouse
Wheel up |
Flag
cannon |
| Mouse
Wheel down |
Minigun |
| 6 |
Ripper |
It’s
a must to have a key for every weapon. Using the Mouse Wheel to
switch between weapons just takes to much useless time. As you can
see I have all weapon are
easy accessible. Only the ripper requires me to really stretch a
finger, but you hardly use it anyways. The Translocator has its own
key because it’s not a weapon and now you won’t get the
impact hammer by accident.
Talking
-
| Key |
Action |
| Y |
Talk |
| U |
Teamsay |
| \,
Z, X, C |
Teamsay
binds:
(Example)
X = You say the taunt: “On my way” and at the same
time you say: “<100 Health> <100 Armor>
<Attacking>” |
| ←↑↓→ |
Teamsay
binds:
“Enemy
flag carrier
is going left / high / low / right” |
| Page
Down |
Teamsay
bind:
“Where
is the EFC???” |
Teamsay
binds are very useful in FFA games. To set a teamsay bind you need to
go to en
tweak your user.ini file (it’s at your system map
C:\UnrealTournament\System). If you open the file then you will see
all your key binds under the [Engine.Input] section. The file is
quite easy to understand. Take W=MoveForward for example, it means
that W is your key for moving forward. Now I’ll explain how I
have my Teamsay binds by explaining the following settings (this is
how I edited them in my user.ini):
“Enemy
flag carrier is here”
JoyZ=speech
4 12 0 | Teamsay <--- EFC!!! | Teamsay <%H> <%A> <%P>
JoyZ
is, unlike most things in the user.ini, a little hard to understand,
but it stands for the ‘\’ key (see the keyboard pick). If
I hit this key you will hear: “Enemy flag carrier is here”
see the following in the chat box:“(middle)<---
EFC!!!”“(middle)
<100 Health> <100 Armor> <Attacking>”“(middle)
Enemy flag carrier is here”
Now
if you look at the line above:
speech
4 12 0 This
part makes you say and here: “Enemy flag carrier is here”
You could first bind taunts to key in ut and then search for them in
your user.ini.
Teamsay
<--- EFC!!! Teamsay
means you will only say it to your team. So you will only say to
your team: “<--- EFC!!!” Whenever you teamsay you’ll
see the position from which you or your team does it. That’s
why my arrow points to the left. If you would change Teamsay en Say
then you tell it to both teams.
Teamsay
<%H> <%A> <%P> <%H> - Your Health
<%A>
- Your Armor
<%P> - Your Position
<%W> - Your
weapon (not needed for ctf)
These commands only work if the
server you play on has utpure on it, it won’t work on a
practice match.
| You
have to put these ‘|’ to add a new command to a new
line.
“Amp
Taken!”
Z=speech
0 1 0 | Teamsay AMP TAKEN!!! | Teamsay <%H> <%A> <%P>
speech 0
1 0 This part makes you say and here: “Roger that” Teamsay
AMP TAKEN!!! This
is important for timing the amp or noticing your team that you or
the enemy has it.
“On
my way”
X=speech
0 2 0 | Teamsay <%H> <%A> <%P>
speech 0
1 0 This part makes you say and here: “On my way”
“Shield
Belt”
C=speech
0 1 0 | Teamsay SHIELD BELT!!! | Teamsay <%H> <%A> <%P>
Teamsay SHIELD
BELT!!! Same as AMP.
“EFC
is going…”
Left=Teamsay
EFC is going LEFT!!! | Teamsay EFC is going LEFT!!!Up=Teamsay
EFC is going HIGH!!! | Teamsay EFC is going HIGH!!!Down=Teamsay
EFC is going LOW!!! | Teamsay EFC is going LOW!!!Right=Teamsay
EFC is going RIGHT!!! | Teamsay EFC is going RIGHT!!!PageDown=Teamsay
Where is the EFC??? | Teamsay Where is the EFC???
Teamsay EFC
is going LEFT!!! This is to help your team find the efc.
Useful
Keys
-
| Useful keys |
Action |
| Alt |
Throw |
| F1 |
Scoreboard
(hit
F1 to see it and hit it again to make it disappear) |
| Caps
Lock |
Scoreboard
(hold
the Caps Lock key to see it) |
| `
(~) |
Console |
| B |
Suicide |
| / |
Mapvote
menu |
You
can see that I have two keys for the scoreboard. The F1 key is the
normal one, but I also have the Caps Lock one. I use the last one a
lot more. You can look at the score or (e)fc a lot faster and easier.
In the early days you also needed the key to time. I have the
following command for this:
CapsLock=ShowScores
| onrelease Showscores
You
also see that I have a suicide key. If you fall off at face then it’s
a waste of time to wait until you are death or if you are a defender
and you just returned the flag in the enemy base, then it’s
often faster to just suicide and start over again with 100 health and
get new weapons in your own base then that you go all the way back,
which takes time, while getting your health and ammo back. I have the
following command for this:
B=Suicide
UT settings
Now
that we are done tweaking our keyboard and mouse settings we can work
on the UT settings. Having optimal settings does make a big
difference. Your goal is to run ut as efficient and effective as possible. UT
might look worse because of this, but you get a lot back of this.
Check the differences at the next two pics of ctf-lucius:
(Default
settings)
(My
settings)
Start
up ut and go to console. In console you type ‘preferences’
(without the ‘ of course). A small menu called ‘advanced
options’ will start.
Audio
All
of these settings can also be found and
tweaked in your unrealtournament.ini (also at
C:\UnrealTournament\System) at the [Galaxy.GalaxyAudioSubsystem]
section (or maybe you have it at [Audio.GenericAudioSubsystem]
section).
(My audio
settings)
MusicVolume Put this
at 0,
you don’t want ut’s music playing if you need to hear if
an enemy is incoming. This setting is irrelevant if you set UseDigitalMusic to False. SoundVolume Use
this to set the volume level for audio. 255
is the highest value that can be used. I’d recommend setting
this to the maximum value of 255 & independently adjust the volume levels for music & such. UseDigitalMusic Set
this to False to disable the in-game music from playing. UseReverb Set
this to True to enable reverb effects. You can improve performance by setting it to False (especially with A3D2 capable cards), this will disable the reverb effects. You can put this at False. UseFilter Set
this to True to enable audio filtering for improved audio quality, improve performance by
setting it to False.
You can put this on False.
Display
All
of these settings can also be found and tweaked in your unrealtournament.ini at the
[WinDrv.WindowsClient] section.
(My
display settings)
Brightness Put
the brightness very high. If have it on maximum in ut and I also have the brightness high at my monitor. High
settings will enable you to see a lot more and detect campers a lot
faster. CurvedSurfaces This
option makes ut more lagy, but more beautiful. You can put it off
(put it on False). Decals This
is for blood
splats, bullet holes, shell cases, etc. You can put it at False. MinDesiredFrame.. The
minimum desired framerate should be set to something unrealistically
high, for example 500 FPS (Frams Per Second). NoDynamicLights Controls
dynamic lighting effects from objects such as weapon fire
and explosions. Disabling this option can increase FPS on slower
systems, particularity in heavy fire fights. You can put this on True. NoFractalAnim Controls
the animation of game world objects such as water, flames etc. Can
help with increase FPS at a cost of making the game look less
dynamic and flat. Put can put this on True. NoLighting Controls
lightmaps and other lighting methods. Enabling this will give an FPS
boost albeit making the game look ugly. You can keep on False. ScreenFlashes Controls
screen colour when you take damage or are underwater. You can put
this on False. SkinDetail Why
to set skin detail to high is easily explained. If all the wall and
floor textures are blurred (low detail) then player, weapon and item
models will stick out more from the scenery if they are high detail.
If you can sacrifice those few fps for a better viewability, don’t
hesitate. Put this on High. SlowVideoBuffering Useless,
unless you are using Software
rendering.
Keep it on False. TextureDetail Controls
overall texture detail. Setting this to a lower value will help with
increasing FPS, but it will give a drop in visual quality. Put this
on Low.
Game
settings
All
of these settings can also be found and tweaked in your unrealtournament.ini at the
[Engine.GameInfo]section.
(My game
settings)
bLowGore Controls
the maximum amount of blood and gore in the game / server. Very
minor FPS increase for some low end systems. You shouldn´t use
gore level ultra low, because you won´t see if you hit with
the pulse gun if the blood is green. Put can put this on True.
Rendering
I
think most of you play this game with direct3D, unless you have a
sucky graphics card. If you don’t run this game by direct3d
then you should change the settings at one of the other options. All
of these settings can also be found and tweaked in your
unrealtournament.ini at the [D3DDrv.D3DRenderDevice] (this is for
direct3d) section.
(My rendering
settings)
Coronas This
is the haze of light that appears around light sources in the game,
such as lamps in the game. You should put it at False,
just look at the picture I showed you before of ctf-lucius. DescFlags This
option do not need to be modified and is determined based on the
Graphics card and / or Driver installed. Leave
it unmodified. ShinySurfaces Set
this to True for better visuals. Shiny surfaces are the reflective
surfaces in the game, e.g. in the training mission on some floors
you can see your reflection. Setting it to False will improve your
frame rate in such areas. You
can put this on False.
Other
settings
Change
the following things in ut:
Auto-Switch-Weapons Put
Auto-Switch-Weapons off.
I think you have that already. If you don’t then it’s a
must because you don’t want to suddenly switch to a weapon
when you’re teleporting. You can find this option under:
options
weapons
You can also edited it in your
user.ini:
[Engine.PlayerPawn]
bNeverAutoSwitch=True
[Engine.Pawn]
bNeverSwitchOnPickup=True Hidden
weapon You should play
without seeing your weapon,
it gives you a lot more view.
You can find this option under:
options
preferences
Game View
bob It should be on 0 otherwise you might get seasick.
You can find this option under:
options
preferences
Game Mouse
sensitivity The mouse sensitivity makes you move your mouse faster
or slower. Change just as long until you have it just right. The
value depends on the players. If you are a defender or a hitscan
player (enforcer, sniper, shock), then you’ll probably have a
low value, because it’s good for your aim. If you are a
attacker or a spammy player (flak cannon, rocket) then you’ll
probably have it a bit higher so that you can look around fast. A
low mouse sensitivity is perfect for long range, where a high one is
perfect for short combat. My mouse sensitivity is quite low at 1. If
you want to lower your mouse sensitivity then you should go down
slow. If you are use to playing with it at 3, then first change it
to 2,5 or 2. You will completely suck at first, because you are not
used to it. You feel like you have to move you mouse a meter to make
a 360° turn. It will take some time to master it, but it’s
worth it. An old roommate of mine plays Tactical Ops (TO) as
Sniper-xxl. He used to have a very high mouse sensitivity, I told
him to lower it and now he’s one of the best TO players in the
world with a great aim.
You can find this option under: options
preferences
Imput ForceDefaultModels Put
this on and some skins (like the warcow skin) change to default
onces, now they are easier to kill.
You can find this option
under: mods Fov This
setting how wide ut is. Making it bigger is good for spammy players
and making it smaller is good for snipers. Your default fov is 90. I
haven’t change this. If you do want to do this, then go to
your user.ini and edit
this:
[Engine.PlayerPawn]
DesiredFOV=90.000000 Dodgetime The
amount of time where you have to press the extra left, right, etc.
to make the dodge in can be changed. I changed it to 0.185000. If
you do want to do this, then go to your user.ini and edit this:
[Engine.PlayerPawn]
DodgeClickTime=0.250000
No
CityIntro You can remove the useless intro you get when you start
ut.
You
have to go to your unrealtournament.ini and edit
this:
[URL]
LocalMap=Entry.unr
Timing
Timing
is one of the keys of becoming an advanced player and clan. I
can give you a simple example: This (fun) match was played just after
I joined PmP, I was spectating blue on both matches. The first map
was a lot of chaos. There was hardly any control of the timing. PmP
won the map, but it wasn’t very convincing.
This
match I coached PmP in the timing and now this time they dominated
the match.
Timing
is a lot easier then you might think it is. Here are the (important)
respawn times and ways to time them.
<108>
<109>
<109>
<109>
<109>
| Item |
Respawn
Time |
Timing
in secs |
Timing
in mins |
Example |
| Amp |
110
secs |
+
10 secs |
-
2 mins |
20:00
– 18:10
18:10
– 16:20 |
| Health
Keg
(100
Health) |
90
secs |
+
30 secs |
-
1/2 mins |
20:00
– 18:30
18:30
– 17:00 |
| Shieldbelt |
55
secs |
+
5 secs |
-
1 min |
20:00
– 19:05
19:05
– 18:10 |
| Armor
(100
and 50) |
27,5
secs |
+
27/28 secs |
|
20:00
– 19:33
19:33 – 19:05 |
| Vi(t)als |
27,5
secs |
+
27/28
secs |
|
20:00
– 19:33
19:33 – 19:05 |
| Boots |
27,5
secs |
+ 27/28
secs |
|
20:00
– 19:33
19:33 – 19:05 |
| Ammo |
27,5
secs |
+ 27/28
secs |
|
20:00
– 19:33
19:33 – 19:05 |
| Health
(100
Health) |
18,33
secs |
+
18 secs |
|
20:00
– 19:42
19:42
– 19:24 |
The
top 3 (amp, keg and belt) are the most import ones and must haves. If
you look at the way to time them then you see that it’s
actually quite easy. Just add 10, 30 or 5 secs and you know the next
one. Don’t forget that as a attacker it’s often useful to
wait as the armor before you enter the base, it really doesn’t
take that long to respawn and it does make a big difference in
attack.
At
teamspeak you must
communicate about the item timing. If you take the top item or you
see or hear the enemy taking it, then you must communicate about the
time it will respawn again. You only have to say the second it will
come at again (your team can figure out the minutes by them selves).
You should also remind everyone about 10 to 5 secs before it respawns
again so that the mid and attackers have enough time to meet at (and
defend) the spawn point. If you lost control of the timing then you
should ask your teammates if they know it and / or guess yourself
when it will respawn.
I’ll
give you an example on how it should go with belt:
<124>
<461>
| Time |
Teamspeak |
| 20:00 |
Remind
eachother before the match to take the belt and amp if you are
close to it when the game starts |
| 19:55 |
Belt
Taken by me (attacker) |
| 19:54 |
Next
belt is at 0 secs |
| 18:10 |
Belt
in 10 secs |
| 18:00 |
Belts
up, you can take belt (mid player) |
| 17:58 |
Belt
taken by me (attacker) |
| 17:57 |
Next
belt is at 2 secs |
| 17:12 |
Belt
in 10 secs |
| 17:02 |
Enemy
took belt and he’s entering in base high (he has high
priority for the defs) |
| 17:01 |
Next
belt will be at 7 secs |
CTF Rules
In
CTF you have defenders, mid(s) and attackers. I’ll walk trough
all positions, a lot should be clear to you already, but you still
see it going wrong.
I’ll also discus some basic teamspeak rules. For all positions
the rule is that when you talk about a position, then you rather talk
about a weapon or item, then saying someone is going left or right,
because you that’s a lot more confusing and it’s a recipe
for mixing up positions. You should also point out if you are on our
or their flag, sniper, etc. The word “base” can have two
meanings: the complete red or blue base or the flag spot.
Defenders
Defenders
defend the flag and seal the base. If the flag is taken then they
return it. Defenders communication should be like this (example is on
ctf-orbital):
| Teamspeak |
Defender
1 (on flag) |
Defender
2 (on amp) |
| D1:
Incoming at sniper |
|
Do
nothing |
| D1:
Sniper is down |
|
Do
nothing |
D2:
Belt incoming low
(telling
that it’s belt increases the importance) |
Do
nothing |
|
| D2:
Belt is down |
Do
nothing |
|
| D1: Two
incoming at sniper |
|
Do
nothing |
| D1:
One is down |
|
Knows
that he would only have to kill one if he comes in to help. |
| D1:
One is in base |
|
Comes
to help on the flag |
| D1:
I’m down |
|
Comes
to help on the flag |
| D1:
He’s picking up
(Taking
our flag) |
|
Check
on the flag spot
(Red alert) |
| D2:
He’s still in base |
Goes
back to base if he got killed |
|
| D2:
He’s got 1 cover |
Knows
that he’s got to deal with the cover too. |
|
| D1:
He’s going high
(He’s
going there or he’s on high) |
|
Going
high |
| D1:
He’s going our bio |
|
Try
to backstab him at bio |
| D2:
He’s bio out
(He
already left the bio and is out of the base on mid) |
Going
mid |
|
| D1:
He’s low mid |
|
Goes
low |
| D1:
He’s entering their base low
(He’s
not yet in base, but he’s try to go there) |
|
Goes
to their amp |
| D1:
He’s on their amp |
|
Goes
to their amp |
| D2:
He’s in their base |
Goes
to their flag room |
|
D2:
Pick up
(You tell the attackers to hide or run like hell with
the flag, because he’s about to cap) |
|
|
| D1:
He’s almost down |
|
Knowing
this he takes mini (or smt) and kills him |
| D2:
I have him |
|
Efc
is down and he’s going to return the flag. |
Mid(s)
The
mid player is responsible for
getting backing up attackers and defenders. He’s also the first
one responsible for timing, because he can do it easier. When your fc
is about to pick up, then the mid should respawn kill or kill
defenders on mid to keep the road free for attackers. If there is no
fc, but there is (almost) an efc then he should back up defenders.
The basic rule is that if there is an fc and efc then mid should keep
to covering, but you can also make the mid more defensive giving
priority to recover.On
teamspeak mid should tell if one side is clear or not.
Attackers
Attackers
take the flag and
cover the fc. They don’t recover unless it’s a cap. There
are two ways of attacking:
Play
by the shield – Attackers wait for each other and the shield
before they enter the base. This means that the enemy defenders
don’t see to much assaults on the base, but if there is one,
then it’s a heavy one. Pressure
play
(or cap over cap) – Main focus is pressure on the defence. At
this method you’re trying to constantly have attackers in the
enemy killing defenders and picking up. The attackers don’t
focus on the belt here. Covering is also less important because
attackers also sometimes wait at the enemy flag spot to have the
flag being returned.
Every
attacker prefers its own style, but the enemy defence also prefers a
kind of attack. I remember one war very well, where I was ‘playing
by the shield’ and then my former clan leader Gast said that we
should change to ‘pressure play’ because they could not
handle that and that made us win the match.
Attackers
communication should be like this (example is on ctf-orbital):
| Teamspeak |
Attacker
1 (Belt) |
Attacker 2 |
| A1:
Belt’s up in 10 secs guys |
Go
and kill at belt spot |
Go
and kill at belt spot |
| A1:
I’ve got the belt |
Switch
to attack |
Switch
to attack |
| A1:
Next belt is 34 secs |
Now
he know the next belt is at 18:34 secs |
Now
he know the next belt is at 18:34 secs |
| A1:
I’m entering their base low |
|
He’s
going to attack from a different direction. |
| A2:
I’m entering their base at mini |
He
knows where he can expect back up from. |
|
| A1:
I’m waiting in their base, ready to pick up |
Waits
for attacker 2 |
Rushes
to attacker 1 |
| A2:
Pick it up |
Picks
up flag |
Ready
to back up coming from high. |
| A1:
I’ve picked up flag I’m going high (he’s going
or on high) |
|
Covers
high |
| A1:
I’m going to bio |
|
Covers
bio |
| A2:
Bio is clear keep going |
Going
to bio |
|
| A1:
I’m at bio, going to high mid (now he’s on or past
bio) |
|
Going
to mid |
| A1:
I’m on high mid, almost down |
|
Covers
high mid and get’s close to the fc to pick up the flag if he
goes down |
| A1:
I’m entering our base at amp. |
|
Cover
amp entrance. Now the defenders can also move forward there if the
base is clear. |
|
|
|
| A1:
I’m down |
|
Takes
the flag |
| A2:
I have it, I’m going in our base. |
Covers
at base |
Going
back to amp |
| A1:
Base is not clear |
Going
to amp |
Back
to amp |
| Defenders:
base is clear |
Going
to base |
Going
to base |
| A1:
I’m in base and I’m gonna cap |
Cover
flag spot |
Caping |
| A1
and A2: Next belt is at? |
|
|
Skillz
Here
are some useful tips on improving
your skills.
Kills
First
of all you should determine what kind of player you are. You should
set your mouse sensitivity to that too.If
you are a spammy player then you should aim for the body. With flag
your aim at full body and with rocketlauncher, mini and mini you aim
for the body.If
you are more of a sniper (hitscan) player then you should not aim for
the person, you should aim at a certain point. You don’t chase
someone with your aim, you wait until the enemy comes into the spot
you think he will come. With teleporting people often go from the
left to the right, so you either search the middle or you wait for
him at right when he comes back from left. It’s also about
aiming at items, like a dropped weapon, which the enemy intends to
pick up. Watch a insta demo and you’ll see that those players
don’t dodge a lot. They don’t do that because the place
you move to when you make a dodge is easy to predict.Crouching
at combo’s is also useful to kill someone.
You shoot the ball en then you sit still in crouching position and
make the primairy to finish it, 9/10 times your enemy will be in
front of you ball when you shoot. I don’t know why, I think
it’s because you think that you can kill him fast and easy.Try
to figure out the weaknesses of players. My weakness is that I’m
a bit of a assrunner, so you can trap me if you play smart.
Crosshairs
Play
with a custom crosshair. I’m playing with a custom crosshair
which is a golden
dot. It’s almost the same as the standard crosshair dot, but
this one is corrected. The standard crosshair dot is just a little of
centre. It’s yellow because it’s a nice collar that
stands out well. You can find crosshairs here:
http://www.accesswave.ca/~seburges/
I’m playing with “golddot” from this package
“g1bhairz5”. If you download one of the crosshair then
it’s readme or the site can explain you how to get it working.
In my user.ini I have these set now (I have several crosshair
packages):
[Engine.HUD]HudMode=0Crosshair=1
[Botpack.ChallengeHUD]bUseTeamColor=TrueFavoriteHUDColor=(R=0,G=7,B=16,A=0)CrosshairColor=(R=16,G=16,B=4,A=0)HudScale=0.600000Opacity=16StatusScale=1.000000WeaponScale=1.000000bHideAllWeapons=FalsebHideStatus=FalsebHideAmmo=falsebHideTeamInfo=FalsebHideFrags=FalsebHideHUD=FalsebHideNoviceMessages=falsebHideFaces=TrueCrosshairCount=31CrossHairs[0]=g1bhairz4.Static.X0CrossHairs[1]=g1bhairz4.Static.X1CrossHairs[2]=g1bhairz4.Static.X2CrossHairs[3]=g1bhairz4.Static.X3CrossHairs[4]=g1bhairz4.Static.X4CrossHairs[5]=g1bhairz4.Static.X5CrossHairs[6]=g1bhairz4.Static.X6CrossHairs[7]=g1bhairz4.Static.X7CrossHairs[8]=g1bhairz4.Static.x8CrossHairs[9]=g1bhairz4.Static.n1CrossHairs[10]=g1bhairz4.Static.n2CrossHairs[11]=g1bhairz4.Static.n3CrossHairs[12]=g1bhairz4.Static.n4CrossHairs[13]=g1bhairz4.animated.1CrossHairs[14]=Botpack.CHair1 CrossHairs[15]=Botpack.CHair2CrossHairs[16]=Botpack.CHair3CrossHairs[17]=Botpack.CHair4CrossHairs[18]=Botpack.CHair5CrossHairs[19]=Botpack.CHair6CrossHairs[20]=Botpack.CHair7CrossHairs[21]=Botpack.CHair8CrossHairs[22]=Botpack.CHair9CrossHairs[23]=CHair.CHair7CrossHairs[24]=CHair.CHair8CrossHairs[25]=CHair.CHair9CrossHairs[26]=CHair.CHair10CrossHairs[27]=CHair.CHair11CrossHairs[28]=CHair.CHair12CrossHairs[29]=CHair.CHair13CrossHairs[30]=CHair.CHair14CrossHairs[31]=CHair.CHair15FontInfoClass=Botpack.FontInfo
Movement
You
have to practice dodging a lot. It is good for movement in combat and
it makes you faster. Play DM, LMS or
RA
to force yourself to learn this. Also learn how to make a dodge or
jump in the air, just after you teleported.As
an attacker you should know all trick jumps on every map. It
compensates fragskills a lot. Also remember that defenders are often
snipers, so they are less good in short combat.
Demo’s
Watch
demo’s, utv and movies from skilled players and clans. They are
inspiring and they teach you a lot about how to play maps or how to
kill someone.You
can watch demo’s with
Demomanager
.
It’s a simple tool which always you to play demo’s or
auto record demo’s. I will also try to download cache files for
you, if you don’t have them. I’ve edited my udemo.ini
(which you get after installing demomanager) so that it’s able
to find more cache:
RedirectServers[0]=www.snakeservers-redirect.net/RedirectServers[1]=redirect.osg.cc/~osg12/ut99/RedirectServers[2]=ut.isp4p.net/redirected/RedirectServers[3]=www.clangos.com/redir/RedirectServers[4]=redir.serverox.fr/UT99/RedirectServers[5]=66.98.150.197/ut99/RedirectServers[6]=www.icequake.net/ut/redirectRedirectServers[7]=www.utctf.jolt.co.uk/downloads/redirectRedirectServers[8]=www.cpti.org/uzRedirectServers[9]=fragged.yerbox.org/UTfilesRedirectServers[10]=dma.no-ip.org/utRedirectServers[11]=www.belgames.com/servers/utpackagesRedirectServers[12]=www.i4games.net/download/ut/redirectRedirectServers[13]=www.organized-evolution.com/uccRedirectServers[14]=66.28.180.9RedirectServers[15]=69.56.133.239/Baiter/RedirectServers[16]=www.apollo3.com/~elouw/ut/RedirectServers[17]=www.thelatebar.com:16080/utfiles/ RedirectServers[18]=turkeyfiles.escapedturkey.net/ut/redirect/
You
can simply copy past this in your own udemo.ini. If demo manager
can’t find the cache then you can try find it at one of the
links at the end of this document (at links). If that still won’t
start the demo then you might be playing with an old
patch
.
If you want to keep the old version, just make a copy of you
unrealtournament and install it in the other map. If you still can’t
play them then check on one of the links if they know something about
it, or ask on irc.
UTV
UTV
is very nice tool to watch matches life. A lot of high skilled ctf
matches are on utv. They will probably be announced at clanbase or in
irc channels like: #ut.coverage
Movies
A
lot of ut99 movies have been made. They are very inspiring to watch.
Check
Own-age.com
or
Levitation
Gaming
to find them.
Servers
If
you want to get skills fast, then you should play at high skilled
servers. You’ll get owned bad at the beginning, but improving a
lot plays back. If you can’t play because the server is full,
then spectate a player you can you view by typing in console:
behindview 0 (inside view) or behindview 1 (3th person).High
skilled ctf
servers are (you can add these in your unrealtournament.ini by
placing them on a free numer. Don’t forget to increase you
FavoriteCount):[UBrowser.UBrowserFavoritesFact]Favorites[x]=.de
.:[old Friends]:. Publicserver by
Fast-GameServer.de\82.96.91.13\6201\FalseFavorites[x]=.de
iNzanE FFA by Fast-GameServer.de\82.96.91.3\6101\False
DM
and RA servers:Favorites[x]=Multiplay.co.uk
:: Rocket Arena Public\85.236.100.43\8860\FalseFavorites[x]=--
{Çø£}`s Classic Deathmatch Deck-only
--\82.165.40.92\9501\FalseFavorites[x]=jolt.co.uk
- Deck 16][ Only\195.149.21.71\7898\False
Pick
Up Games (pugs)
Playing
at lots pugs is also good for your skills, especially your teamplay
and teamspeak skills. There are two main pug channels:#ctfpug#ut994funpug
Conclusion
That
was about all I can think of which you should know to improve your
skills with this game. I really hope you liked this bible, because I
spent a lot of time working on it. If you just change lots of stuff
because of this bible, then remember that it will take time to get
used to them. GL with it :D
Links
Tutorials
Tweaking
and understanding your ini’s
-
Important
sites
-
Movies
Demo’s
Cache,
these are all different sites (if you can’t watch a demo)
UT files
UT
Misc
Misc
Server
Stats
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