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Thresh (the guy who won J.carmack's ferrari)

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OR3.lagman!

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Jun 29, 1997, 3:00:00 AM6/29/97
to

Hello all!

Does anybody know how to contact him?

I am very curious if he is using a special controlle for quake and
also i like to have his quake config files and key bindings.
I just saw his first person vieuw demo where he won J. carmack's
ferrari.
After the demo was over i really felt sick because this guy turns and
spins so fast in quake!

He turns so fast in quake and also makes 180 degree spins i don't
think you can't do that with a mouse
I think he has bound some definitions to his keys for rocketjumping
and 180 degree spins.

You can download the thresh demo at Blue's
http://www.bluesnews.com

Here is the direct link
http://www.bluesnews.com/files/demos/threshopy2.zip

Greetings,

OR3.lagman! on quake server
lagman on irc
OR3.homie at www.xs4all.nl/~boonster
Greetings,

OR3.lagman! on quake servers
lagman on irc
OR3.homie at www.xs4all.nl/~boonster

Slithey Tove

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Jun 30, 1997, 3:00:00 AM6/30/97
to

On Sun, 29 Jun 1997 22:13:47 GMT, eri...@xs4all.nl (OR3.lagman!)
wrote:

>Hello all!
>
>Does anybody know how to contact him?
>
>I am very curious if he is using a special controlle for quake and
>also i like to have his quake config files and key bindings.
>I just saw his first person vieuw demo where he won J. carmack's
>ferrari.
>After the demo was over i really felt sick because this guy turns and
>spins so fast in quake!
>
>He turns so fast in quake and also makes 180 degree spins i don't
>think you can't do that with a mouse
>I think he has bound some definitions to his keys for rocketjumping
>and 180 degree spins.

Wasn't Thresh awesome?

Some thoughts:

You know, I think the most awesome thing about his performance
wasn't his moves, it was his strategy and logic. I watched both the
Thresh-side and the Entropy-side demos sequentially last night, and
the differences are interesting, and instructive.

Thresh demonstrates the old saw that offense thrills the fans,
but defense wins the games. Whenever his armor or health would drop
even a little below max, he'd be off to grab that yellow armor or some
health. He also tried to to keep the armor away from Entropy: once he
deliberately injured himself by rocket splash, just so he could grab
the armor. More than once on the Entropy-side demo, poor ole Entropy
would go for the armor or the RL, and find it gone.

Thresh rapidly learned Entropy's moves. He picked up that Entropy
liked to go for the 100 health box, and then would stand on the ledge,
watching the down staircase. So there was Thresh, taking a rocket shot
at that ledge, ducking up the stair, coming down to take another shot,
and back and forth, and so on. He killed or seriously weakened Entropy
a couple of times doing this. With Entropy weakened, and no source of
armor in the room, Thresh would move in for the kill. Entropy never
seemed to learn that this strategy wasn't working.

In general, Thresh seemed to have an almost preternatural sense
of where Entropy was going to be. Was this his picking up on subtle
sounds, or rapid learning of his opponent's psychology? Or both?

Neither bothered with any weapon except the RL. 'Nuff said. Yo,
id! Better weapons balance in Q2!

Entropy spent a lot of time doing useless things, like traveling
under the metal walkway in the water. What on earth was he up to?
There's no point to being there, there's no health, armor, or ammo
there. Then he'd rocket jump his way up to the walkway by the yellow
armor, with brings up...

Rocket jumping: just say 'No'! This match confirmed my belief
that rocket jumping is a cool technique that requires great skill, and
has almost no usefulness in serious deathmatch. Whenever Entropy did
it, he'd lose armor and health, and get back the armor when he grabbed
the yellow armor -- if Thresh didn't kill him first -- but not be able
to get back all the health without going up the stairs, and usually
getting into a rocket battle with Thresh -- in a weakened condition.
He should have gone over the bridge instead. I suppose he was
concerned that the nail shooters would alert Thresh to his position,
but hell, he's done that when when he fires the RL anyway.

One other interesting point about RL usage: neither player did
the 'firing at the floor' thing. All shots, that I could tell, were
directly at the opponent, although some surely had the benefit of wall
splash. Firing at the floor rather than at the opponent works, I can
tell you. But I've never played on a LAN. I speculate that on a
low-latency LAN, aiming may be so much better that you stand a decent
chance of actually hitting your opponent if you fire directly at him
:-) and splash effects are less important.

Location, location, location: Thresh was able to grab the yellow
armor and health because he 'captured' the territory that contains the
armor, lots of health, and lots of ammo, by the early part of the
match, and never let them go. Any time Entropy tried to get into this
territory, he died. Whenever Thresh left, he returned quickly, and
grabbed up respawned ammo, weapons and armor. Entropy was left with
the rest of the map, which has much less valuable stuff, except for
the RL -- but because Thresh never died, he never lost the RL...

Whenever Thresh was approaching a junction, he'd let go with a
couple of quick rockets, just to clear the way. Hit Entropy a couple
of times, too, although I don't recall that any of these led to a
kill. Good technique: prevents a nasty surprise when you round the
corner. Entropy got one of these suprises late in the game, but by
that time his play was a lot looser, as he must have realized he was
going down, and began taking large chances.

Finally: Thresh planned his work, and worked his plan. I saw
almost no false moves: everything he did served a purpose. I saw
nothing that might be considered impulsive. Keeping your head in a DM
when your adrenaline is pumping, is tough. I blow this rule
constantly, and chase after an enemy in a weakened condition, only to
get my damn fool head handed to me. Thresh never did. Entropy did only
rarely.

Anyway, this was a very cool match to watch: exciting,
interesting, instructive. Any serious DM'er ought to watch it, and
take its lessons to heart.

-- Tove/Denshi on QW servers

Ian Liotta

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Jun 30, 1997, 3:00:00 AM6/30/97
to

On Sun, 29 Jun 1997 22:13:47 GMT, eri...@xs4all.nl (OR3.lagman!)
wrote:

>Hello all!
>
>Does anybody know how to contact him?
>
>I am very curious if he is using a special controlle for quake and
>also i like to have his quake config files and key bindings.
>I just saw his first person vieuw demo where he won J. carmack's
>ferrari.
>After the demo was over i really felt sick because this guy turns and
>spins so fast in quake!
>
>He turns so fast in quake and also makes 180 degree spins i don't
>think you can't do that with a mouse
>I think he has bound some definitions to his keys for rocketjumping
>and 180 degree spins.

It is very possible to pull off 180 degree spins with a mouse, Just
set the Mouse speed slider all the way up, or use the console
commands(That I can not think of right now).

Philip Epstein

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Jul 1, 1997, 3:00:00 AM7/1/97
to

eri...@xs4all.nl (OR3.lagman!) wrote:

>He turns so fast in quake and also makes 180 degree spins i don't
>think you can't do that with a mouse
>I think he has bound some definitions to his keys for rocketjumping
>and 180 degree spins.

Uhh you can turn 180 degrees just fine with mouse. In fact that's the
ONLY way to do it. You can't write an alias to make you turn 180
degrees (unless you modify the server). As for rocketjumping I doubt
he has an alias, but he might.

Phil Epstein


Allan L. Chu

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Jul 2, 1997, 3:00:00 AM7/2/97
to

He uses the mouse and keyboard. if you want high speed turning, you
turn your sensitivity up. like try sensitivity 20 or something. (ive
heard of pple w/ sensitivity 40 and higher) to do this, just put the line

sensitivity xx

in your autoexec.cfg. (xx being some number) you do NOT achieve maximum
mouse sensitivity by pushing the sensitivity bar in "options" all the
way to the right.

I doubt he has any rj aliases or 180 turns.

jester


OR3.lagman! (eri...@xs4all.nl) wrote:
: Hello all!

: Does anybody know how to contact him?

: I am very curious if he is using a special controlle for quake and
: also i like to have his quake config files and key bindings.
: I just saw his first person vieuw demo where he won J. carmack's
: ferrari.
: After the demo was over i really felt sick because this guy turns and
: spins so fast in quake!

: He turns so fast in quake and also makes 180 degree spins i don't

Mark White

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Jul 2, 1997, 3:00:00 AM7/2/97
to

In article <33bbb220...@news.erols.com>, p...@po.cwru.edu (Philip
Epstein) wrote:

> You can't write an alias to make you turn 180
> degrees (unless you modify the server). As for rocketjumping I doubt
> he has an alias, but he might.

I've got an alias for both of these, but I can't say that the 180 turn is
any better than doing it with a mouse, and it can take up a valuable key
that can be used for something much better :)

The rocket jump is bound to a key, but I must admit that the only thing I
use it for is jumping out of lava if you fall^H^Hget shot into it ;)


Mark...

Mark White

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Jul 2, 1997, 3:00:00 AM7/2/97
to

In article <33b7a9f3....@news.pond.com>, sli...@pond.com (Slithey
Tove) wrote:

> Anyway, this was a very cool match to watch: exciting,
> interesting, instructive. Any serious DM'er ought to watch it, and
> take its lessons to heart.

Nice post mate.

Where is the Thresh demo available from (and size too)?


Mark...

Philip Epstein

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Jul 2, 1997, 3:00:00 AM7/2/97
to

mwh...@cix.co.uk (Mark White) wrote:

>> You can't write an alias to make you turn 180
>> degrees (unless you modify the server). As for rocketjumping I doubt
>> he has an alias, but he might.
>
>I've got an alias for both of these, but I can't say that the 180 turn is
>any better than doing it with a mouse, and it can take up a valuable key
>that can be used for something much better :)

And you can this 180 turn on public un-modified deathmatch servers,
not just on your computer? If so, please post it as many people have
asked for one.

Phil Epstein


Prox

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Jul 3, 1997, 3:00:00 AM7/3/97
to

Mark White wrote:
>
> In article <33bbb220...@news.erols.com>, p...@po.cwru.edu (Philip
> Epstein) wrote:
>
> > You can't write an alias to make you turn 180
> > degrees (unless you modify the server). As for rocketjumping I doubt
> > he has an alias, but he might.
>
> I've got an alias for both of these, but I can't say that the 180 turn is
> any better than doing it with a mouse, and it can take up a valuable key
> that can be used for something much better :)
>
> The rocket jump is bound to a key, but I must admit that the only thing I
> use it for is jumping out of lava if you fall^H^Hget shot into it ;)
>
> Mark...

Besides that, how often does someone get so disoriented that he needs to
do a complete 180 degree turn? You should never allow the enemy to get
behind you where he can shoot a rocket at your ass.

Mark White

unread,
Jul 3, 1997, 3:00:00 AM7/3/97
to

In article <33bfb001....@news.erols.com>, p...@po.cwru.edu (Philip
Epstein) wrote:

> mwh...@cix.co.uk (Mark White) wrote:

> And you can this 180 turn on public un-modified deathmatch servers,
> not just on your computer? If so, please post it as many people have
> asked for one.

Well I'm not sure where it is usuable as I've not tested it myself. It's
from a QuakeFAQ and I believe it can be attributed to ZerO.

alias snap180 "cl_yawspeed
2900;wait;+left;wait;wait;wait;-left;cl_yawspeed 140"

Hope it's of use :)


Mark...

Adam Williamson

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Jul 3, 1997, 3:00:00 AM7/3/97
to

On Sun, 29 Jun 1997 22:13:47 GMT, eri...@xs4all.nl (OR3.lagman!)
wrote:

>Hello all!
>
>Does anybody know how to contact him?
>
>I am very curious if he is using a special controlle for quake and
>also i like to have his quake config files and key bindings.
>I just saw his first person vieuw demo where he won J. carmack's
>ferrari.
>After the demo was over i really felt sick because this guy turns and
>spins so fast in quake!

He hung around in the Doom groups a while back. He uses a Logitech
mouse, IIRC, with a pretty normal key layout (four arrow-formation
keys etc).

>
>He turns so fast in quake and also makes 180 degree spins i don't
>think you can't do that with a mouse

Haha. That's the _reason_ to use a mouse. I think you need to increase
your sensitivity a bit.

>I think he has bound some definitions to his keys for rocketjumping
>and 180 degree spins.

Nah. With a bit of practice anyone can do a 180 easily. Don't know if
he uses an alias for rj, but you certainly don't need to - i'm not
laying claim to greatness, i'm sure Thresh would beat me by an
embarassing margin, but I can do an rj without an alias. It's simple,
especially if you have mlook on all the time, and fire and jump on
mouse buttons - just drag the mouse downward and whack both buttons.
--
Adam Williamson
Real Mail: adam "at" scss.demon.co.uk
88.3% of statistics are made up on the spot.

Adam Williamson

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Jul 3, 1997, 3:00:00 AM7/3/97
to

On Mon, 30 Jun 1997 13:26:49 GMT, sli...@pond.com (Slithey Tove)
wrote:

>of where Entropy was going to be. Was this his picking up on subtle
>sounds, or rapid learning of his opponent's psychology? Or both?

Very probably both. I'd lay a rather large amount of money both
competitors used headphones - it's uncomfortable, but it sure as hell
helps with the sounds.

>
> Neither bothered with any weapon except the RL. 'Nuff said. Yo,
>id! Better weapons balance in Q2!

Well, they both fired the odd grenade.

>
> Entropy spent a lot of time doing useless things, like traveling
>under the metal walkway in the water. What on earth was he up to?
>There's no point to being there, there's no health, armor, or ammo
>there. Then he'd rocket jump his way up to the walkway by the yellow
>armor, with brings up...

Probably just fell in. Also, it is a teleport out to the only other
armour on the level.

>
> Rocket jumping: just say 'No'! This match confirmed my belief
>that rocket jumping is a cool technique that requires great skill, and
>has almost no usefulness in serious deathmatch. Whenever Entropy did

I'd agree - *FOR THAT LEVEL*. It can be an incredibly useful tactic in
some situations. Playing 2fort4 in TF? Rocket jump onto the balcony
and dodge your opponents' defences. Playing DM2 and someone's just
nipped down to teleport to the quad? Rocket jump to it and wait for
them :). Playing dm3 and someone's escaping from you in the water
area? Rocket jump up and meet them halfway. Rocket jumping: say yes if
you need the speed, but don't do it for the sake of it.

> One other interesting point about RL usage: neither player did
>the 'firing at the floor' thing. All shots, that I could tell, were
>directly at the opponent, although some surely had the benefit of wall
>splash. Firing at the floor rather than at the opponent works, I can
>tell you. But I've never played on a LAN. I speculate that on a
>low-latency LAN, aiming may be so much better that you stand a decent
>chance of actually hitting your opponent if you fire directly at him
>:-) and splash effects are less important.

Not true - but on a lan dodging rockets is a lot easier. If someone's
aiming a rocket at the floor you have the time just to shuffle
backwards and negate the effect.

>
> Location, location, location: Thresh was able to grab the yellow
>armor and health because he 'captured' the territory that contains the
>armor, lots of health, and lots of ammo, by the early part of the
>match, and never let them go. Any time Entropy tried to get into this
>territory, he died. Whenever Thresh left, he returned quickly, and

Not really. He got in a lot - but for some inexplicable reason
*didn't* hang around the armour but hung around the 100 health ledge.
A very bad tactic, for four reasons - the 100 respawns less often, it
runs down gradually, you get more benefit in yellow armour (150) than
in 100 health (100) and finally it's a nastily vulnerable position
(lotsa splash damage).

Nick Darlington

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Jul 4, 1997, 3:00:00 AM7/4/97
to

Prox <gt9...@prism.gatech.edu> wrote in article
<33BB24...@prism.gatech.edu>...
[snip]

> Besides that, how often does someone get so disoriented that he needs
to
> do a complete 180 degree turn? You should never allow the enemy to get
> behind you where he can shoot a rocket at your ass.

I don't think it's to do with disorientation at all...

Say for example, you are in the rocket/100 health room in DM4, as you are
running across the bridge over the lava, you hear someone teleport in
behind you (no rockets admittedly) just how many degrees should you turn,
and wouldn't a consistent, 1 press, 180 degree alias probably be the best
thing at that current time?

Curious to see what makes you think it's such a questionable requirement.

Regards,
Nick


can't remember

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Jul 6, 1997, 3:00:00 AM7/6/97
to

I wonder if he is using just a mouse; keyboard only or a combination of
the two
I think most players would agree that the best players use a combination
configuration


Mark White

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Jul 6, 1997, 3:00:00 AM7/6/97
to

In article <33b6ddec...@news.xs4all.nl>, eri...@xs4all.nl (OR3.lagman!)
wrote:

> He turns so fast in quake and also makes 180 degree spins i don't
> think you can't do that with a mouse

Why not?

I've got sensitivity at 9.0 and a horizontal movement of the mouse of about an
inch gives a nice 180 turn.

That said, I can't say I've seen the demo file, but an "instant" 180 isn't
that tricky.


Mark...

ROBO

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Jul 6, 1997, 3:00:00 AM7/6/97
to

After sucking down a flaxseed-contaminated Designer Protein mwh...@cix.co.uk
(Mark White) spewed the following multicolored chunks:

heck, I've only been playing about 2 months now, and this is a skill I learned
REAL fast. Great way to zap fiends (yes, I play single player) run like hell,
then do a 180 and plant a rocket in their guts. Uglysumbitches

Rob

beare at mindspring dot com

giblets and bits taste good with root beer

Nick Darlington

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Jul 6, 1997, 3:00:00 AM7/6/97
to

Mark White <mwh...@cix.co.uk> wrote in article
<memo.1997070...@mwhiteb.compulink.co.uk>...
[...]

> That said, I can't say I've seen the demo file, but an "instant" 180
isn't
> that tricky.
>
>
> Mark...

I know this one has been asked/answered before, but where are some of the
tourney demos again?

Thanks,
Nick


Albert Dewey

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Jul 7, 1997, 3:00:00 AM7/7/97
to

>>Neither bothered with any weapon except the RL. 'Nuff said. Yo,
>>id! Better weapons balance in Q2!

Actually there was a lot of use for the grenade launcher. It was more of
a distractor used by Thresh to keep Entropy at bay just long enough so
he could get at the gold armor with relative safety. If Entropy had
caught on to this he would have had several opportunities to nail Thresh
while he was vulnerable - ie. while hopping up to get the armor. Entropy
could have caused Thresh a lot of grief by repeatedly blasting Thresh
off of that stairstep to the armor and then grabbing the armor for
himself.

Thresh did win this one by proactive defense and anticipatory moves
based on where he felt that Entropy was. Entropy seemed preoccupied with
getting ammo most of the time and had to settle for the blue armor more
often than not. Another observation was that Thresh would look first for
the 100% health bonus before going after it. Entropy wasted a lot of
teleports by going to where it should be only to discover that it wasn't
there yet.

Regarding the comment that there was not any firing at the floor of
rockets, I will have to go back and look again, but I seem to recall
that there was a lot of this going on. I will see. I personally use this
strategy a lot as my ping times are usually in the 300 - 400 range (that
is when I am not looking at the stupid phone jack icon!) and it works
quite well for me.

One last comment on the demos of Thresh and Entropy. I did notice that
Thresh deliberately set off the nail launchers that are in the walls
that are on the way to the yellow armor. Then he would turn back the
other way. This one tactic was VERY important because it effectively
made Entropy move in the direction that he wanted and set him up for the
next kill and more importantly caused Entropy to hesitate about going
for the armor because he may have felt that Thresh would have gotton it
first. As result Entropy would backtrack to the room that teleports up
to the 100% health bonus and get trapped there with no way out. Thresh
never allowed himself to get stuck in a room with only 1 exit. Once he
got the 100% health bonus, he was out of that room in short order.
Entropy, on the other hand, would linger there which allowed Thresh to
whittle away at him to the point where he was low on health and armor
and ripe for the kill.

Personally I don't play DM a lot - only to practice for my favorite, and
that is CTF. After watching these 2 demos with Thresh and Entropy it
reminded me of some of the single player stuff I used to do with Doom2.
I have made many demos of my stuff such as taking out a Cyber Demon
face-on in open space and nowhere to hide with nothing but a Super
Shotgun or another level with 2 Barons and 100+ imps in it and me with
nothing but a berserk pack and my fists to finish them all off. I am
currently practicing with the Reaper Bot on my home system in pure DM
mode as I think I would like to get into this DM thing a bit more.

WATCH OUT!
EvilDog

Philip Epstein

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Jul 7, 1997, 3:00:00 AM7/7/97
to

"Nick Darlington" <ne...@nickd.demon.co.uk> wrote:

>I know this one has been asked/answered before, but where are some of the
>tourney demos again?

http://www.mpog.com/clanring

Phil Epstein


Adam Williamson

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Jul 7, 1997, 3:00:00 AM7/7/97
to

The cl_yawspeed is the problem. I don't think servers will allow you
to put it up that high.

Adam Williamson

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Jul 7, 1997, 3:00:00 AM7/7/97
to

On Thu, 03 Jul 1997 00:01:52 -0400, Prox <gt9...@prism.gatech.edu>
wrote:

>
>Besides that, how often does someone get so disoriented that he needs to
>do a complete 180 degree turn? You should never allow the enemy to get
>behind you where he can shoot a rocket at your ass.

What if you're on, say, DM4, in a five player game, and someone
happens to drop right behind you from a higher level? Then a 180 turn
is rather handy :)

Adam Williamson

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Jul 7, 1997, 3:00:00 AM7/7/97
to

On Mon, 07 Jul 1997 16:10:25 -0400, Albert Dewey
<time...@shentel.net> wrote:

>he could get at the gold armor with relative safety. If Entropy had
>

>getting ammo most of the time and had to settle for the blue armor more

Eh? Most people would call it yellow and green armour. Maybe we should
start referring to 'em by Pantone numbers? :)

Lance C Burton

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Jul 7, 1997, 3:00:00 AM7/7/97
to

Adam Williamson (ad...@spamfree.org) wrote:
: >
: >alias snap180 "cl_yawspeed

: >2900;wait;+left;wait;wait;wait;-left;cl_yawspeed 140"
: >
: The cl_yawspeed is the problem. I don't think servers will allow you
: to put it up that high.

the cl_ means its a client side setting, so the server has nothing
to do with it... the client can set an arbitrary orientation, hence
the effectiveness of the stooge bot...

lance c burton
lc...@ra.msstate.edu


luxor

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Jul 7, 1997, 3:00:00 AM7/7/97
to

>
> Eh? Most people would call it yellow and green armour. Maybe we should
> start referring to 'em by Pantone numbers? :)
> --
> Adam Williamson
nope, it's blue....time for a visit to Specsavers, methinks

Luxor
lu...@easynet.co.uk

Mark White

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Jul 7, 1997, 3:00:00 AM7/7/97
to

In article <01bc8b08$ccecc700$LocalHost@luxor>, lu...@easynet.co.uk (luxor)
wrote:

> nope, it's blue....time for a visit to Specsavers, methinks

Blue???

I know I'm supposed to be colour blind, but this is the best one that I've
come across so far!?!

Surely they're green/yellow/red?

Which one's blue? Presumably the green one?


Mark...

Johannes Weiman

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Jul 7, 1997, 3:00:00 AM7/7/97
to

ROBO wrote:
>
> After sucking down a flaxseed-contaminated Designer Protein mwh...@cix.co.uk
> (Mark White) spewed the following multicolored chunks:
>

Umm.. what happened to good old "wrote"?

-=|=-=|=-=|=-=|=-=|=-=|=-=|=-=|=-=|=-=|=-=|=-=|=-=|=-=|=-=|=-=|=-=|=-
_ /| JOHANNES WEIMAN | f94...@dd.chalmers.se | +46-(0)31 188681
\`o.O' Engineering Physics, Chalmers University of Technology
=(___)= Homepage: http://www.dd.chalmers.se/~f94jowe/
U QUAKE: http://www.dd.chalmers.se/~f94jowe/Quake/

Nick Darlington

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Jul 8, 1997, 3:00:00 AM7/8/97
to

Philip Epstein <p...@po.cwru.edu> wrote in article
<33c4800b...@news.erols.com>...

Thanks for the reply (to legion also who sent me an email).

I have them now.

It's a shame though that the proxy bot (I understand it was 're-rendered'
from it's original 3rd-person perspective, and it was done via proxy and
not direct client recording) couldn't maintain all of the
lookup/lookdowns issued by Thresh..

When you watch, it looks like he has serious autoaim on (like when he
sometimes appeared to shoot round the corner that leads the
silverkey-locked door, or when he was outside this room shooting up at
Entropy on the ledge).

Very good quality demos though, I certainly either need an eyetest or a
lot more practice against faster players because there were times when he
fired against what I thought was empty space, when he mostly certainly
got the area his opponent was in, if he didn't hit them as well.

Regards,
Nick


Nick Darlington

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Jul 8, 1997, 3:00:00 AM7/8/97
to

Mark White <mwh...@cix.co.uk> wrote in article
<memo.19970707...@mwhiteb.compulink.co.uk>...

Ok, RTFM guys :)))) (I love saying that over something so trivial.. but
a debate's a debate..).

It's green. Says so on page 15. Naaa-nah-nah-naaah-nah(?!?!). :)
Nick


Nick Darlington

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Jul 8, 1997, 3:00:00 AM7/8/97
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Lance C Burton <lc...@Ra.MsState.Edu> wrote in article
<5pr7d6$557$1...@NNTP.MsState.Edu>...

You can set a cl_forwardspeed 1000000000 too, doesn't mean the server
gives a monkey's testicle about it though (figureatively speaking ;) ).
A similar constraint may be applied also to yawspeed, though I've not
experimented.

> lance c burton
> lc...@ra.msstate.edu

Regards,
Nick


James E. Boswell

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Jul 8, 1997, 3:00:00 AM7/8/97
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Lance C Burton wrote in article <5pr7d6$557$1...@NNTP.MsState.Edu>...


>Adam Williamson (ad...@spamfree.org) wrote:
>: >
>: >alias snap180 "cl_yawspeed
>: >2900;wait;+left;wait;wait;wait;-left;cl_yawspeed 140"
>: >
>: The cl_yawspeed is the problem. I don't think servers will allow you
>: to put it up that high.
>
> the cl_ means its a client side setting, so the server has nothing
> to do with it... the client can set an arbitrary orientation, hence
> the effectiveness of the stooge bot...

sv_maxyaw (That isn't the actual command, but I can't remember it's real
name)

-_-_-_
James Boswell | Ja...@Hillbanks.demon.co.uk
WWW: http://www.hillbanks.demon.co.uk/
ICQ: 1653327 | Wing Commander-Quake TC team head coder
"Yeah, but can you get one with 16 megs and a Blaupunkt? :)" - William
Lowe

Adam Williamson

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Jul 9, 1997, 3:00:00 AM7/9/97
to

On 7 Jul 1997 19:09:31 GMT, "luxor" <lu...@easynet.co.uk> wrote:

>>
>> Eh? Most people would call it yellow and green armour. Maybe we should
>> start referring to 'em by Pantone numbers? :)
>> --
>> Adam Williamson

>nope, it's blue....time for a visit to Specsavers, methinks
>

Er, no. Shall we have a vote on it? There's no blue armour in Quake.
At all. Green is 100, yellow 150, red 200. Check the manual.

Adam Williamson

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Jul 9, 1997, 3:00:00 AM7/9/97
to

On Tue, 8 Jul 1997 00:30:13 +0100, "James E. Boswell"
<Ja...@hillbanks.demon.co.uk> wrote:

>
> Lance C Burton wrote in article <5pr7d6$557$1...@NNTP.MsState.Edu>...
>>Adam Williamson (ad...@spamfree.org) wrote:
>>: >
>>: >alias snap180 "cl_yawspeed
>>: >2900;wait;+left;wait;wait;wait;-left;cl_yawspeed 140"
>>: >
>>: The cl_yawspeed is the problem. I don't think servers will allow you
>>: to put it up that high.
>>
>> the cl_ means its a client side setting, so the server has nothing
>> to do with it... the client can set an arbitrary orientation, hence
>> the effectiveness of the stooge bot...
>sv_maxyaw (That isn't the actual command, but I can't remember it's real
>name)
>

Yeah. It's like cl_forwardspeed - it's a client setting, so you can
set it to whatever you want, but there's sv_maxspeed and you will
never actually go faster than that. If you have cl_forwardspeed set to
67538 and sv_maxspeed is 400, you'll go at 400. Same with cl_yawspeed.

Adam Williamson

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Jul 9, 1997, 3:00:00 AM7/9/97
to

On Tue, 08 Jul 1997 18:22:08 GMT, "Nick Darlington"
<ne...@nickd.demon.co.uk> wrote:

>Very good quality demos though, I certainly either need an eyetest or a
>lot more practice against faster players because there were times when he
>fired against what I thought was empty space, when he mostly certainly
>got the area his opponent was in, if he didn't hit them as well.
>

Put up the res - it'll help. But also, there's blind shots - when I
have enough rockets i'll fire into certain places on any level whether
I can see an opponent there or not. One of my favourite blind shots is
on DM2. When you teleport up to the quad area, as you come down from
the teleport destination, jump the lift (to stop it triggering and
giving away your position...I learnt this one off the KillCreek/Romero
demo) and while still in the air snap 90 degrees right and fire a
blind shot downwards to the floor below where the quad is. I've done
quite a bit of damage that way, although often of course there's
no-one there at all - but then all i've lost is a rocket, and if
you've got quite a few it's not a problem.

Lance C Burton

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Jul 9, 1997, 3:00:00 AM7/9/97
to

Adam Williamson (ad...@spamfree.org) wrote:
: >>
: >> the cl_ means its a client side setting, so the server has nothing

: >> to do with it... the client can set an arbitrary orientation, hence
: >> the effectiveness of the stooge bot...
: >sv_maxyaw (That isn't the actual command, but I can't remember it's real
: >name)
: >
: Yeah. It's like cl_forwardspeed - it's a client setting, so you can
: set it to whatever you want, but there's sv_maxspeed and you will
: never actually go faster than that. If you have cl_forwardspeed set to
: 67538 and sv_maxspeed is 400, you'll go at 400. Same with cl_yawspeed.

according to The Console on www.stomped.com, no such server command
exists.... jack your cl_yawspeed up to 5000 and watch your view spin...

if i understand the network protocol correctly, motion and orientation
do not behave the same - the updates the client sends to the server
are "i am moving X direction at Y speed" and "i am facing Z", where Y
is capped on the server side to sv_maxspeed, and both X and Y are
altered according to the environment (walls, slopes, explosives, etc.)

again, i refer you to the stooge bot, which can fire in any arbitrary
direction while moving in a perfect straight line (although to the other
players, it looks like he is the understudy from The Exorcist)...

lance c burton
lc...@ra.msstate.edu


Nick Darlington

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Jul 9, 1997, 3:00:00 AM7/9/97
to

Adam Williamson <ad...@spamfree.org> wrote in article
<33c34cec...@news.demon.co.uk>...
[...]

> Put up the res - it'll help.

3DFX.. 17" monitor.. maybe it's my reflexes, but a lot of the time in the
Thresh demo (and you see more when you are watching a demo than when you
are playing) I saw nobody there, but you heard them or saw them a few
seconds later exactly there! ;)

> But also, there's blind shots - when I
> have enough rockets i'll fire into certain places on any level whether
> I can see an opponent there or not. One of my favourite blind shots is
> on DM2. When you teleport up to the quad area, as you come down from
> the teleport destination, jump the lift (to stop it triggering and
> giving away your position...I learnt this one off the KillCreek/Romero
> demo) and while still in the air snap 90 degrees right and fire a
> blind shot downwards to the floor below where the quad is. I've done
> quite a bit of damage that way, although often of course there's
> no-one there at all - but then all i've lost is a rocket, and if
> you've got quite a few it's not a problem.

[...]

Hmm a conflict of tactics.. well not really I suppose, but if I'm going
'stealthily', I tend not to fire stray 'hoping' shots either.. but then,
if the sole purpose of going stealthily at that point is to catch anybody
lurking there unawares, it would work nicely. Entirely feasible, but I
didn't get the reasoning immediately myself. :)

Regards,
Nick


Christian Diego Alcocer

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Jul 10, 1997, 3:00:00 AM7/10/97
to

Prox wrote:
>
> Mark White wrote:
> >
> > In article <33bbb220...@news.erols.com>, p...@po.cwru.edu (Philip
> > Epstein) wrote:
> >
> > > You can't write an alias to make you turn 180
> > > degrees (unless you modify the server). As for rocketjumping I doubt
> > > he has an alias, but he might.
> >
> > I've got an alias for both of these, but I can't say that the 180 turn is
> > any better than doing it with a mouse, and it can take up a valuable key
> > that can be used for something much better :)
> >
> > The rocket jump is bound to a key, but I must admit that the only thing I
> > use it for is jumping out of lava if you fall^H^Hget shot into it ;)
> >
> > Mark...

>
> Besides that, how often does someone get so disoriented that he needs to
> do a complete 180 degree turn? You should never allow the enemy to get
> behind you where he can shoot a rocket at your ass.

Also, who would need an exact-180 turn? If somebody is on your back you
can't know exactly where it is, so you'll need the presicion of a mouse
turn.

Christian Alcocer

Mark White

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Jul 11, 1997, 3:00:00 AM7/11/97
to

In article <33C156...@dd.chalmers.se>, f94...@dd.chalmers.se (Johannes
Weiman) wrote:

> ROBO wrote:
> Umm.. what happened to good old "wrote"?

Well actually I *did* suck down a flaxseed-contaminated Designer Protein.

;-)


Mark...

doudou

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Jul 11, 1997, 3:00:00 AM7/11/97
to Christian Diego Alcocer
Yes but it can't make you grab the quad in DM4 in 1/100 sec. for
instance.
Check out my own flawless 180) alias in this NG.

Doudou.

ROBO

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Jul 12, 1997, 3:00:00 AM7/12/97
to

mwh...@cix.co.uk (Mark White) said:

that explains EVERYTHING!!
yumyumyum ;->

Mark White

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Jul 12, 1997, 3:00:00 AM7/12/97
to

In article <01bc8ca0$2aaf0360$767a...@nickd.demon.co.uk>,
ne...@nickd.demon.co.uk (Nick Darlington) wrote:

>'stealthily', I tend not to fire stray 'hoping' shots either.. but then,

That's one of my key (and extrmemly annoying for the opponent ;) ) tactics on
Doom deathmatch :)


Mark...

Mark White

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Jul 12, 1997, 3:00:00 AM7/12/97
to

In article <01bc8bd1$b2e97000$767a...@nickd.demon.co.uk>,

ne...@nickd.demon.co.uk (Nick Darlington) wrote:

> It's green. Says so on page 15. Naaa-nah-nah-naaah-nah(?!?!). :)
> Nick

So I'm not blind after all?

Woo-hoo!!


Mark...

Philip Epstein

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Jul 13, 1997, 3:00:00 AM7/13/97
to

ad...@spamfree.org (Adam Williamson) wrote:

>demo) and while still in the air snap 90 degrees right and fire a
>blind shot downwards to the floor below where the quad is. I've done
>quite a bit of damage that way, although often of course there's
>no-one there at all - but then all i've lost is a rocket, and if
>you've got quite a few it's not a problem.

But of course then you've obviated the jumping over the teleport,
because that rocket you just fired just gave away your position :)

Phil Epstein


Mark White

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Jul 14, 1997, 3:00:00 AM7/14/97
to

In article <33cc2829...@news.erols.com>, p...@po.cwru.edu (Philip Epstein)
wrote:

> because that rocket you just fired just gave away your position :)

What's so wrong with that? Personally I'm much more a "get in there and have a
good scrap" player, though the campers and snipers out there might disagree ;)


Mark...

Nick Darlington

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Jul 14, 1997, 3:00:00 AM7/14/97
to

Philip Epstein <p...@po.cwru.edu> wrote in article
<33cc2829...@news.erols.com>...
[...]

> But of course then you've obviated the jumping over the teleport,
> because that rocket you just fired just gave away your position :)
>
> Phil Epstein

True, but any rocket/quad hog hiding on that part of DM2 wouldn't here
Adam leaping over the lift, so his rocket would have had the surprise
effect he desired on any camper there, not necessarily worrying about
anybody else (tho, I personally think I'd have preferred to keep quiet
until I saw someone myself too).

Regards,
Nick


Adam Williamson

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Jul 15, 1997, 3:00:00 AM7/15/97
to

On 14 Jul 1997 19:08:06 GMT, mwh...@cix.co.uk (Mark White) wrote:

>In article <33cc2829...@news.erols.com>, p...@po.cwru.edu (Philip Epstein)
>wrote:
>

>> because that rocket you just fired just gave away your position :)
>

>What's so wrong with that? Personally I'm much more a "get in there and have a
>good scrap" player, though the campers and snipers out there might disagree ;)
>

Hahahaha. If I was playing, say, KillCreek, or Goober or someone, i'd
be very worried about giving away my position if I didn't have 30 rox,
red armour and 200 health :)

Adam Williamson

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Jul 15, 1997, 3:00:00 AM7/15/97
to

On Mon, 14 Jul 1997 19:28:57 GMT, "Nick Darlington"
<ne...@nickd.demon.co.uk> wrote:

>Philip Epstein <p...@po.cwru.edu> wrote in article
><33cc2829...@news.erols.com>...
>[...]
>> But of course then you've obviated the jumping over the teleport,

>> because that rocket you just fired just gave away your position :)
>>

>> Phil Epstein
>
>True, but any rocket/quad hog hiding on that part of DM2 wouldn't here
>Adam leaping over the lift, so his rocket would have had the surprise
>effect he desired on any camper there, not necessarily worrying about

And, as I mentioned, if you get it just right it can sound very like a
rocket jump - which could mean you're going for the quad, but then
again it could mean you're being careful over by the 100 health/red
armour.

Gary Figg

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Jul 15, 1997, 3:00:00 AM7/15/97
to

On 7 Jul 1997 20:59:44 GMT, mwh...@cix.co.uk (Mark White) wrote:

>In article <01bc8b08$ccecc700$LocalHost@luxor>, lu...@easynet.co.uk (luxor)
>wrote:
>

>> nope, it's blue....time for a visit to Specsavers, methinks
>

>Blue???
>
>I know I'm supposed to be colour blind, but this is the best one that I've
>come across so far!?!
>
>Surely they're green/yellow/red?
>
>Which one's blue? Presumably the green one?

The "green" armour looks light blue to me.

g

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