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UT99 NW CTF bible by ginz I made this bible because I got really tiered of explaining so many things and I thought that this could be a good update and compilation of a lot of bibles and tutorials. The bible is made for less experienced players, but I recommend walking trough parts like ‘demomanager’. I know that there are more possible binds and tweaks, but I tried to make to only discus the really useful ones or must knows. There are no universal rules about how to use teamspeak. The examples I give you about how to use it show how I think that it is used in a very efficient and effective way. Abbreviations that are often used are:
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 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 Weapons | 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 Talking | 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>” | Left, up, down, right | 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 picture, left to your ‘1’). 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:
JoyZ=speech 4 12 0 | Teamsay <--- EFC!!! | Teamsay <%H> <%A> <%P>
| 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 2 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 | 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 I don’t have this, but you can bind a key for dropping the flag. You can also just teleport or E=Grab | onrelease Cap 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 | Hudsize | If you look at the ctf-lucius picture of my settings then you see that I have all my icons set very small. |
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.
Item | Respawn Time | Timing in secs | Timing in mins | Example | |
|
|
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| 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 | + 33/32 secs |
| 20:00 – 19:33 19:33 – 19:05 | Vi(t)als | 27,5 secs | + 33/32 secs |
| 20:00 – 19:33 19:33 – 19:05 | Boots | 27,5 secs | + 33/32 secs |
| 20:00 – 19:33 19:33 – 19:05 | Ammo | 27,5 secs | + 33/32 secs |
| 20:00 – 19:33 19:33 – 19:05 | Health (25 Health)
| 18,33 secs | + 42 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:
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.
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. Spammy vs hitscan 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 an instagib 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. Practicing your sniper aim is something which you do very well at sniper servers. 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. Aim for the head I still see so many players who walk around like they have their heads down. They have a aim pointed at someone’s body instead of the head. I really recommend having your standard aim at the level of your enemies head. This way you have a better overview over the map and you can easily switch to sniper to make an instant headshot. Weapon choice One of the first rules I learned when I joined my first clan is to pick to right weapon in every fight.
Very short range | Flak cannon | Rocket Launcher | Short range | Pulse | Mini | Long range | Shock | Sniper |
Now I do use sniper and shock in short range battles, but I’m also very sure about my aim. Play DM, LMS or RA to force yourself to learn to play with all weapons. Combo’s 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. Another smart tip is to stand still just a fraction of second before you want to hit your shock ball. It will give you the time and rest to aim and if you don’t stand still very long then you’re changes of getting hit are not that big. 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. Learn how to make an air jump or dodge right after you came out of your teleport. It takes some practice to learn this, but it’s very useful. You will be harder to hit; you can make it to places when you only just missed it by teleporting and you have more air time, which is good for having a quick look around. Use the boxes, obstacles or levels in a map to switch between weapons or hide for enemy fire. A golden rule is: when you’re at a higher position then your opponent, then you are harder to hit and he becomes an easier target. Camping and respawnkilling Camping and respawnkilling are not lame. They are both a tactical part of the game which you should learn how to deal with. If you defend on shock at ctf-revenge then you often sit at the same position (sniper) for 80% of the whole game. It is not lame because that’s the best way to keep your base clean and that’s your job as a defender. Respawnkilling is a very powerful tool to turn an organised defence (or team) into chaos. Let’s take ctf-revenge for an example. You kill the defender at shock / sniper and you start respawnkilling at the shock. At all the time it happens the complete shock entrance is open and everyone who gets killed by the spawnkilling is enable to do anything. Your fc can pass trough now that the shock entrance is clear and you’ve created a recipe for chaos at the enemy team since they don’t know what happened being to busy cleaning up the spawnkiller. A spawnkiller can also be very useless since he doesn’t walk with the (becoming) fc to cover. So he can be a great miss in the fights for the battle or covering the fc at other points then that shock entrance. You should not spawnkill if the rules don’t allow it or if you are at a situation (ffa) where your team has one member more. 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=0 Crosshair=1 [Botpack.ChallengeHUD] bUseTeamColor=True FavoriteHUDColor=(R=0,G=7,B=16,A=0) CrosshairColor=(R=16,G=16,B=4,A=0) HudScale=0.600000 Opacity=16 StatusScale=1.000000 WeaponScale=1.000000 bHideAllWeapons=False bHideStatus=False bHideAmmo=false bHideTeamInfo=False bHideFrags=False bHideHUD=False bHideNoviceMessages=false bHideFaces=True CrosshairCount=31 CrossHairs[0]=g1bhairz4.Static.X0 CrossHairs[1]=g1bhairz4.Static.X1 CrossHairs[2]=g1bhairz4.Static.X2 CrossHairs[3]=g1bhairz4.Static.X3 CrossHairs[4]=g1bhairz4.Static.X4 CrossHairs[5]=g1bhairz4.Static.X5 CrossHairs[6]=g1bhairz4.Static.X6 CrossHairs[7]=g1bhairz4.Static.X7 CrossHairs[8]=g1bhairz4.Static.x8 CrossHairs[9]=g1bhairz4.Static.n1 CrossHairs[10]=g1bhairz4.Static.n2 CrossHairs[11]=g1bhairz4.Static.n3 CrossHairs[12]=g1bhairz4.Static.n4 CrossHairs[13]=g1bhairz4.animated.1 CrossHairs[14]=Botpack.CHair1 CrossHairs[15]=Botpack.CHair2 CrossHairs[16]=Botpack.CHair3 CrossHairs[17]=Botpack.CHair4 CrossHairs[18]=Botpack.CHair5 CrossHairs[19]=Botpack.CHair6 CrossHairs[20]=Botpack.CHair7 CrossHairs[21]=Botpack.CHair8 CrossHairs[22]=Botpack.CHair9 CrossHairs[23]=CHair.CHair7 CrossHairs[24]=CHair.CHair8 CrossHairs[25]=CHair.CHair9 CrossHairs[26]=CHair.CHair10 CrossHairs[27]=CHair.CHair11 CrossHairs[28]=CHair.CHair12 CrossHairs[29]=CHair.CHair13 CrossHairs[30]=CHair.CHair14 CrossHairs[31]=CHair.CHair15 FontInfoClass=Botpack.FontInfo 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/redirect RedirectServers[7]=www.utctf.jolt.co.uk/downloads/redirect RedirectServers[8]=www.cpti.org/uz RedirectServers[9]=fragged.yerbox.org/UTfiles RedirectServers[10]=dma.no-ip.org/ut RedirectServers[11]=www.belgames.com/servers/utpackages RedirectServers[12]=www.i4games.net/download/ut/redirect RedirectServers[13]=www.organized-evolution.com/ucc RedirectServers[14]=66.28.180.9 RedirectServers[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\False Favorites[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\False Favorites[x]=-- {Çø£}`s Classic Deathmatch Deck-only --\82.165.40.92\9501\False Favorites[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 A pug channel for ctf sniper arena is: #sactf.pug 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
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