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Run mode is a flat-out race which the objective is to finish line. In accuracy mode, map is completed defrag maps a certain number of targets have been hit with the railgun a Q3A sniper rifle. Level mode is similar to run, but map provide a number of alternative ways of reaching the finish line. In fast caps mode, the time is measured defrag maps the flag has been taken.

ModCompat/DeFRaG

defrag maps

Ws3sp strafes. All maps share the common objective of finishing in the fastest time possible, but there are variations on how this is achieved. Run mode is a flat-out race which the objective is to finish line. In accuracy mode, map is completed after a certain number of targets have been hit with the railgun a Q3A sniper rifle.

Level mode is similar to run, but map provide a number of alternative ways of reaching the finish line. In fast caps mode, the time is measured since the flag has been taken. Training mode usually requires the successful usage of a particular technique in order to complete the level. There also “freestyle” maps without primary objective, but where the player may practise particular techniques.

The type of map can usually be seen in its name, although some do not follow this convention. It provides a gamemode which includes physics allowing for better air-control, rebalanced weapons, fast weapon switching and improvements of jumping techniques. Techniques[ edit edit source ] The completion of a DeFRaG map requires the use of a variety of trickjumping techniques. Most Training maps involve only one or two methods, but some more complicated Run and Level maps can require any number.

Various map sections can require quick timing, combination, and flawless execution of several techniques. The most common techniques included in Q3A and DeFRaG itself includes bunny-hopping , air strafing, strafe-jumping , circle-jumping, ramp-jumping, etc. Bunny-hopping is the most basic method of fast movement in which player is jumping repeatedly instead of running in order to move faster. It is only possible because of a specificity of the game’s physics unintentionally allowing moving vectors to add up to greater acceleration.

Basically, no matter if the player’s character is moving on the ground running or is airborne jumping , the game engine always strives to limit its speed.

However, already in the original Quake it was discovered that by non-trivial timed sequences of striking the direction keys involving moving sideways, ” strafing ” in gamer language and movements of the mouse, this limitation of speed could be overcome. As the Quake engines are the basis of many games, the possibility of strafe jumping is existing within other games, too.

But Q3A’s trickjumping community has done the most thorough research on strafe-jumping, [21] and also developed several distinct sub-techniques including single-beat strafe-jumping, [nb 2] single-beat strafe-jumping with airchange, [nb 3] double-beat strafe-jumping, [nb 4] half-beat strafe-jumping, [nb 5] and inverted strafe-jumping. Circle-jumping CJ is based on the same principles as strafe-jumping; circle-jumping more often than not is used as the starting technique for a strafe-jumping run.

The gain in momentum can be used for vertical, horizontal, and diagonal movement. In Q3A four weapons makes self-splash damage and can be combined with each other—rocket and grenade launcher, BFG10K and plasma gun.

Depending on the size and topography of the map and proper synchronisation, two or larger number of rockets can be timed to impact on the very same spot a fraction of a second or n-th after the player arrives there. Thus the player can capitalize on the added momentum furnished by the detonation of multiple projectiles, accelerate substantially and travel long distances airborn.

When playing in DeFRaG’s multiplayer mode, projectiles fired by other players can be used as well. Grenade-jumping GJ is a technique which demands more exacting timing, because the grenade-launcher’s projectile ricochets after it is launched, and its detonation is delayed. Combining more than one grenade in order to make GJ is also possible but may require more players due to detonation delay. BFG -jumping is a technique kin to rocket-jumping, and only insofar different as the BFG has a higher rate of fire and makes more splash damage.

Plasma-jumping, also called plasma-hopping, is a technique in which plasma gives slight boost to the jump. Team tricking weapon-jumpings requires teamwork with minimum one additional player. In DeFRaG every weapon can be used in this technique; the other player’s weapon may deliver additional momentum. Most common team techniques includes gauntlet-, rocket-, grenade- and rail-jumping. The plasma gun can be used to climb along walls a technique called plasma-climbing.

The vertical climb is the most basic variant. The successive recoil of the gun’s rapid fire then lifts the player up the wall. By various combinations of direction-keys and mouselook horizontal and diagonal paths are possible as well. Expert performers can change the directions of travel en-route, climb down and up again, climb along curved walls, and hit high walls from mid-air to plasma-climb in any direction.

Techniques exploiting bugs[ edit edit source ] Techniques exploiting bugs capitalize on flaws in the game engine which in some maps lend special qualities to certain locations resulting in Q3A physics anomalies.

If at particular spots the player falls from a certain height to the ground, they will be catapulted up again, although no jumppad is present the technique is named overbounce. Overbounces can be combined with weapon techniques. The DeFRaG mod includes an “overbounce detector”, a tool helping the player to identify locations in maps where an overbounce is possible.

A variety of overbounce opportunities has been discovered, made into techniques, and have been named accordingly: This is a real anomaly as the player character does not move in gamespace, but the game engine ascribes ever higher speed to it. The player then can “unstick” from the wall by firing a splash damage weapon into it, and subsequently will move with the speed gained “on the spot”.

This technique is called “sticky wall” or “rebounce”. For further reading, see techniques section. The player runs forward, jumps off the ground, in addition to the forward key immediately presses and holds one of the sidestepping keys, and, by moving the mouse, looks into the same direction as the initiated sideways movement.

Very shortly before hitting the ground again, the player once more hits the jump button this way contact with the ground is minimized and friction cannot set in and immediately strafes and looks into the other direction. By flawlessly repeating this sequence, acceleration can be increased. But with gaining velocity, the angle of the mouselook has not only to be adjusted, but has also to be ever more precise, which makes strafe-jumping a demanding task.

After those first two jumps, the players usually do not apply this technique anymore. The basic idea of half-beat strafe-jumping is to reduce the mouse movement by starting with a normal strafe-jump and then continue by only pressing the sideway movement key of the other direction.

The vector and thus the place where to point the mouse is very close to the vector of the first normal strafe-jump. Hence the name half-beat. The idea is to only use the sideways movement keys, which will result in the exactly inverted movement of normal single-beat strafe-jumping. When facing into the intended direction she or he hits the jump button, keeps pressing forward and strafe, and goes on turning the mouselook.

It occurs when a player has 0 velocity in the XY components of the velocity vector no horizontal speed. It occurs when a player has more than 0 velocity in the XY components of the velocity vector horizontal speed exists. These height changes occasionally produce new overbounce heights.

Usually the sticky offset also produces an ob height to the ground the player is standing on, which can be used for small speed gains. There are two types of sticky overbounces—same height platforms and different height platforms. Same height platforms variation essentially cause the player to overbounce on the next jump, assuming that the landing will be on the same platform where the jump originates, or another platform that is at the same height.

Different height platforms variation may also create an overbounce height for a platform below, for a height that is not normally an OB height. Sticky overbounces for same height platforms are useful for small speed boosts. This will result in a propelling comparable to the DOB, but more efficient. DeFRaG 1. New Media? New Theories? New Methods?. DeFRaG official website. When was this mod first released?

Cyril “cgg” Gantin: Around October , in France, I think – maybe a month earlier. We moved to Planetquake and started publicizing the mod outside the French community some months later.

Package Details: quake3-defrag-maps 20091031-1

Git Clone URL: crack-best.com (read-only). Package Base: quake3-defrag-maps. Description: Map packs for. Defrag is addressed to players willing to improve themselves, to tricks-addicts desiring to train and monitor their abilities, compete, and.

VIDEO: Defrag Maps

Considering buying Q3A just for defrag, but I’ve been wondering if I need it or if I worldspawn defrag maps (runs, freestyle, fastcaps etc). DeFRaG is a free software modification for id Software’s first-person shooter computer game Players download custom-designed maps (more than DeFRaG maps are available) and aim to complete the map’s objectives in the shortest.

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