dm_runoff
Inspired
by the HLDM map Crossfire, Runoff will test not only your long range
combat skills, but your ability to duck and cover as well. Unfortunately
for you, this ducking and covering isn’t merely to avoid an onslaught
of bullets or rocket fire, but a nuclear holocaust from a Combine
bomber. As the old saying goes, by the time you see the flash it’s too
late.
Essentially, Runoff is divided into two distinct areas. The first is
the open swamplands, the drainage ditch surrounding them, and the
massive expanses in between. When doing battle out here, the magnum,
crossbow, and RPG will be your weapons of choice due to their efficient
long range stopping power. Luckily for you said weapons can also be
found just hanging about in the open. In fact, the RPG isn’t even
slightly concealed; it’s simply placed at a location easy for nearly
anybody to reach. Compared to the aforementioned weapons, however, the
RPG pickup isn’t protected by the walls of a trailer, meaning that any
halfway decent sniper can pick you off with a quick magnum or crossbow
round before you have the chance to react.
Speaking of the magnum and crossbow, learn their spawn points and
make sure you establish control of them at all times. The wide spaces of
the map lend themselves to long range firefights and with these weapons
in your inventory, and denied to the opposition, you’ve earned a
surefire ace up your sleeve. A neat trick to keep in mind is using the
magnum as a makeshift sniper rifle by using your "zoom” feature to
quickly draw a bead on your targets and snipe them from a distance.
While you can’t zoom and shoot at the same time, a little finger
dexterity and practice will pay off in dividends. Though the crossbow
has a built in scope and is far easier to shoot with, it can only load a
singe round at a time and takes quite a while to reload. In addition,
the bolt of the crossbow will loose it’s velocity after a while, so make
sure you aim slightly higher than normal for those headshots. A
possible trick is to use the crossbow as your "first strike” and then
quickly switch to the magnum after launching your initial volley, as the
bright orange bolt will distract and disorient the enemy, trick them
into thinking your reloading, and lure them right into your trap.
This outside area is also the only location on the map where it’s
possible to collect Combine balls. While these items are of limited use
in the outdoors, they are incredibly destructive when used inside the
base. Since you’ll probably be spending equal amounts of time both
inside and outside, it’ll serve you well to monitor players who attempt
to nab them. As luck would have it though, the trailer they’re stored in
can only be entered from one side, leaving a hapless player completely
vulnerable to your rocket and grenade attacks.
Though we’ve spent some time discussing the importance of dominating
the outside, one mustn’t forget about the importance of seizing control
of the bunker. While said bunker doesn’t offer much in the way of useful
items, as both the assault rifle and shotgun inside can be collected
outside the bunker as well, it does offer a devastating doomsday device.
The computer console in one of bunker’s sub-rooms can be used to
trigger nuclear holocaust as mentioned previously. When used, the red
alert alarm is raised, alarm lights go red, and the two passage ways to
the bunker seal shut, protecting anyone inside from the blast. Mining
the entrances with explosive SLAMs and clogging up the passage ways with
physics props are a surefire way of slowing down the opposition and
preventing them from surviving. It’s also important to make sure that
you monitor both entrances to the base and budget your time equally
between the two. While it may feel as though you need to be in two
places at once, it’s a necessary task if one wants to keep their
newfound home all to themselves. Keep in mind however, that explosion
earns you no points, it merely kills off the other players.
While these tips are fine and dandy for anyone who is inside the
base, what can one do when the alarm is raised an the inevitable mob
scene ensues? First, stay back a bit from the pack and don’t attempt to
base rush on the first alert. Hang back and let your fellow players
whittle down their numbers on their own. With some luck, a weaker player
may seize the base, leaving it ripe for a counter attack. Second, the
slowly closing blast doors can be blocked and propped open buy a heavy
physics object such as the green dumpsters. By placing these in between
the track and the door itself, you can give pry yourself a little
entrance into the base. Don’t worry about the blast, as it cannot kill
you so long as you’re in the base… regardless of the door’s status.
Finally, if you are killed simply do not respawn till the blast is over.
There’s no "forced respawn” after a certain time in HL2:DM, so play
dead till the shows over and come back for more punishment after.
Please click here to download the optional screenshots .zip that goes along with this strategy guide. (Coming Soon!)
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