Duke Nukem 3D

Duke Nukem 3D

05.10.2013 00:51:26

~B
DUKEMATCH STRATEGIES by BOOMER@DBEACH.COM

ANYTHING YOU CAN ADD? SEND IT TO ME AT, BOOMER@DBEACH.COM
------------------------------------------------------------------------------------------------------------------------

GENERIC DEATH MATCH STRATEGIES VERSION 1.0

-ITS A GOOD IDEA TO ALWAYS USE YOUR RUN BUTTON, GET USED TO IT ! YOU
CAN TRAVEL MORE GROUND FASTER.

-TRY THIS WHEN YOUR OPPONENT AND YOU ARE FIGHTING AND YOUR BOTH
ARMED WITH RPG'S. NEVER STAY IN ONE SPOT ANY LONGER THAN YOU HAVE
TO. FIRE OFF A FEW ROUNDS AND MOVE (LATERAL) A WAYS OFF. THEN FIRE OFF
A FEW MORE ROUNDS AND MOVE AGAIN.

-GO TO AN OPEN AREA. HOLD DOWN YOUR RUN KEY,YOUR FORWARD KEY AND
YOUR LEFT (OR RIGHT) KEY. YOU WILL TRAVEL IN BIG CIRCLES (AROUND YOUR
OPPONENT) VERY FAST. THIS TACTIC TAKES PRACTICE, BUT WHEN MASTERED,
GIVES YOU A HUGE ADVANTAGE OVER YOUR OPPONENT. YOU'LL TAKE LESS HITS
AND DELIVER MORE HITS ON YOUR OPPONENT. THIS TACTIC IS ALSO VERY
EFFECTIVE WHEN YOU ARE OUT GUNNED.

-THE FIRST TWO THINGS YOU SHOULD DO AT THE BEGINING OF A DUKEMATCH
GAME IS TO TURN ON (HIT THE I KEY) YOUR CROSS HAIR AND TURN ON THE (HIT
THE W KEY) WEAPONS DISPLAY KEY. THE CROSS HAIR IS MANDATORY. DUKE'S
EYES SUFFER FROM PARTY DAMAGE AND CAN USE ALL THE HELP YOU CAN GIVE
THEM. SELECTING THE WEAPONS DISPLAY MODE GIVES YOU TWO ADVANTAGES.
ONE, WHEN YOU MEET UP (OR SEE) WITH YOUR OPPONENT, YOU SEE THE WEAPON
HE IS CURRENTLY WIELDING ABOVE HIS HEAD. TWO, IF HE IS DUCKING BEHIND
OR IN SOMETHING (LIKE A DUMPSTER) YOU'LL SEE THE WEAPON FLOATING
ABOVE HIS POSITION.

-EVERYBODY KNOWS WHAT DUKE LOOKS LIKE, AND WHEN YOUR PLAYING DEATH-
MATCH YOU INVOLUNTARILY FIRE WHEN YOU SEE YOUR OPPONENT. TRY
CROUCHING. THATS RIGHT,HIT THE Z BUTTON AND DUKE IT OUT. YOU HAVE A
GOOD CHANCE THAT YOUR OPPONENT WON'T RECOGNIZE YOU IN A CROUCHED
POSITION AND WHEN THEY DON'T, THEY WILL USUALLY RUN IN CRAZY CIRCLES
LOOKING FOR YOU OR JUST RUN AWAY AND REGROUP. WHILE THERE BUGING
OUT, YOUR FILLING THIER ASS WITH BUCKSHOT. TRY IT, IT WORKS.

-FROM YOUR DUKE DIRECTORY, TYPE SETUP, THEN SELECT "CONTROLER SETUP"
AND THEN SELECT "SETUP KEYBOARD". SCROLL DOWN TO MEDKIT AND IN THE
RIGHT COLUMN TYPE IN THE KEY (I USE" LCTRL") THAT YOU USE FOR YOUR FIRE
BUTTON, EXIT AND SAVE. SO YOUR IN THE MIDDLE OF A FIRE FIGHT, AND YOUR
HEALTH DROPS BELOW 100%. AS YOUR TAPPING YOUR FIRE BUTTON, YOUR
HEALTH KEEPS COMING BACK TO 100%. OF COURSE YOU HAVE TO HAVE A MED
KIT IN YOUR INVENTORY FOR THIS TO WORK. ITS A GREAT ADVANTAGE HAVING
AN EXTRA 100% HEALTH IN RESERVE AND I CAN'T THINK OF ANY OTHER SINGLE
TACTIC THATS MORE IMPORTANT THAN THIS ONE.

-YOU CAN JUMP OVER YOUR OPPONENT. IF HE'S GOT YOUR BUTT UP AGAINST
THE WALL AND YOU WANT OUT...JUMP. ANOTHER VARIATION OF THIS, JUMP
AND IN MID AIR EXECUTE A 180 DEGREE TURN (BACKSPACE KEY) AND START
POPPING AWAY AT HIM AGAIN.

-LEARN AND USE THE 180 DEGREE TURN BY HITTING THE BACKSPACE KEY. ITS A
LOT FASTER THAN TURNING CIRCLES AND IT'LL PUT YOU ON TARGET IN LESS
TIME.

-LEARN HOW TO STRAFE WHILE STAYING ON TARGET. HOLD DOWN YOUR LEFT OR
RIGHT ARROW BUTTON AND TAP YOUR ALT BUTTON. PRACTICE MAKES PERFECT !

-IF YOUR BELOW 100% HEALTH YOU CAN DRINK WATER OR USE THE FACILITIES
(BATHROOM) TO BRING YOUR HEALTH BACK UP TO 100%.

-USE THE MONITORS TO FIND YOUR OPPONENTS. BE CAREFUL NOT TO LET YOUR
OPPONENT CATCH YOU WHILE VIEWING THEM.

-I HAVE NEVER TRIED IT, BUT, I HAVE BEEN TOLD BY OTHER PLAYERS THAT YOU
CAN STAND ON YOUR OPPONENTS HEAD. GOOD PLACE TO HIDE...I GUESS.

-FIRE EXTINGUISHERS AND YELLOW TANKS CREATE A LETHAL EXPLOSION WHEN
SHOT. IF YOU CAN CATCH YOUR OPPONENT NEXT TO ONE...YOU KNOW THE REST.

-HIGH SPOTS (ROOFTOPS, LEDGES, ETC.) MAKE THE BEST SNIPER SPOTS.

-IF YOU HAVE TO TRAVEL THROUGH LAVA WITHOUT BOOTS, KEEP JUMPING.
YOU'LL TAKE LESS THAN HALF THE DAMAGE AND COVER THE SAME DISTANCE.

-AFTER YOU'VE SHRUNK YOUR OPPONENT AND YOUR TRYING TO SMASH THE
LITTLE BUGGER,CROUCH DOWN. WHEN YOUR IN THE CROUCH (Z KEY) POSITION
YOU TAKE UP MORE SPACE AND IT MAKES IT EASY TO SQUISH HIM. IF HE'S
CROUCHING DOWN IN A HOLE AND YOUR HAVING TROUBLE SMASHING HIM,
JUST STAND OVER HIM. WHEN HE STARTS TO GROW BACK TO SIZE, HE'LL
DIE, AS NO TWO PLAYERS CAN OCCUPY THE SAME SPACE.

-OF COURSE EVERYONE KNOWS THAT WHEN YOUR SHRUNK YOU CAN REGAIN
YOUR SIZE BY TAKING STEROIDS AND AFTER READING THIS, I KNOW THAT YOU
ARE PLAYING WITH THE WEAPONS DISPLAY MODE ON. SO WHEN YOU SEE YOUR
OPPONENT IS ARMED WITH A SHRINKER, SELECT STEROIDS AND TAKE HIS ASS
OUT.

-ONE TACTIC THAT A FRIEND (H20) USES WHEN SHRUNK IS TO RUN IN CIRCLES. IT
MAKES IT MORE DIFFICULT TO KILL HIM. I FACE MY OPPONENT AND RUN
BACKWARDS AND JUST BEFORE HE REACHES ME I TURN 90 DEGREES LEFT OR
RIGHT AND REPEAT IT AGAIN AND AGAIN UNTILL I GROW BACK TO SIZE.
ANOTHER GOOD WAY TO SURVIVE IS TO SELECT YOUR JETPACK AND FLY AWAY.
BUT OF COURSE THE BEST WAY IS TO HAVE YOUR STEROIDS READY.

-ONE OF YOUR BEST WEAPONS IN DUKEMATCH ARE YOUR EARS. LISTEN AND TAKE
NOTICE TO WHAT YOU HEAR IN THE GAME. DOORS OPENING AND CLOSING, THE
SOUND OF DUKE WHEN HE LANDS ON THE GROUND FROM A JUMP, TREADING
WATER, BREATHING UNDERWATER, RUNNING THROUGH LAVA, JETPACKING,
CRAWLING THROUGH VENTS,ETC. IF YOU HEAR HIM, HE'S CLOSE AND THE
LOUDER THE SOUNDS, THE CLOSER HE IS. DON'T IGNORE SOUNDS, USE THEM
TO YOUR ADVANTAGE BY FINDING HIM BEFORE HE FINDS YOU.

-BEFORE JUMPING OFF A LEDGE OR OUT A WINDOW,CROUCH DOWN AND STAND
UP AFTER YOU HAVE LANDED. IF ITS NOT TO HIGH, YOU WON'T MAKE ANY NOISE
WHEN YOU LAND.

-CLOSE ALL DOORS AFTER GOING THROUGH THEM. THIS WAY YOU CAN HEAR
YOUR OPPONENT IF HE'S COMING FROM BEHIND BY THE SOUND OF THE DOOR
OPENING.

-IT IS POSSIBLE TO KICK WITH BOTH FEET IF YOU SWITCH TO THE FOOT WEAPON
AND HOLD THE FIRE KEY AND THE FOOT KEY AT THE SAME TIME. TRY THIS ON
STEROIDS FOR DOUBLE THE KICKING POWER. WHILE WE ARE ON THE SUBJECT
OF THE MIGHTY FOOT, DON'T WASTE YOUR AMMO AND/OR MAKE UNNECESSARY
NOISE. KICK TO BREAK TRASH CANS, GLASS, ETC.

-IF YOUR ON A TOP FLOOR WITH AN ELEVATOR , ALLWAYS KEEP THE ELEVATOR
UP. THIS WAY IF YOUR OPPONENT COMES UP HE HAS TO LOWER IT FIRST AND
THEN RIDE UP. THIS GIVES YOU TWICE THE AMOUNT OF TIME TO PREPARE.

-NO TWO PLAYERS CAN OCCUPY THE SAME SPACE, IT JUST ISN'T POSSIBLE. IF
YOU RUN THROUGH A TELEPORTER RIGHT BEHIND YOUR OPPONENT YOU WILL
KILL HIM INSTANTLY.

-TELEPORTERS THAT ARE NOT AGAINST THE WALL PROVIDE GOOD COVER. YOUR
OPPONENTS SHOTS WILL GO THROUGH THE TELEPORTER.

-IF YOUR IN A LARGE AREA WITH LOTS OF OBJECTS (DESKS,DUMPSTERS,CARS) USE
THEM TO YOUR ADVANTAGE. FIRE OFF A FEW ROUNDS AND DUCK BEHIND THEM.
MOVE TO YOUR LEFT OR RIGHT AND POP UP AGAIN AND BLAST YOUR OPPONENT.

-IF YOUR GOING TO HIDE, MAKE SURE YOUR AWAY FROM A CAMERA SO YOUR
OPPONENT CAN'T SPOT YOU. YOU CAN ALMOST ALWAYS FIND A GOOD BLIND
SPOT IN ANY AREA.

-THE BEST DEFENSE IS A GOOD OFFENSE. THE BEST WAY TO PLAY IS TO MOVE AND
TO BE AGGRESSIVE. YOU'LL FIND MORE POWER UP'S, LEARN THE MAP FASTER
AND HAVE A BETTER THAN EVEN CHANCE OF FINDING YOUR OPPONENT BEFORE
HE FINDS YOU. THE ONLY EXCEPTION TO THIS WOULD BE ON VERY SMALL MAPS
AND/OR WHEN YOUR SETTING UP AN AMBUSH.

-THE BEST DEFENSE IS A GOOD OFFENSE, WE JUST COVERED IT. HOWEVER, DON'T
PLAY RECKLESSLEY. DON'T IGNORE SOUNDS AND DON'T JUST RUN THROUGH THE
MAP LIKE A DEAF, DUMB AND BLIND MAN. USE YOUR HEAD...THINK, HAVE A GAME
PLAN. IF YOU PLAY DIFFERANT OPPONENTS YOU MAY HAVE TO FIGHT ONE IN A
DIFFERANT MANNER THAN THE OTHER DEPENDING ON HOW THEY PLAY.

-RPG'S WILL HOME IN ON YOUR OPPONENT PROVIDED THEY ARE FIRED IN THE
GENERAL DIRECTION OF YOUR OPPONENT'S POSITION. IF YOUR AT GROUND
LEVEL AND YOUR OPPONENT IS VISIBLE IN A SECOND STORY WINDOW, DON'T
WASTE YOUR TIME AIMING. IF YOUR POINTING AT HIS GENERAL DIRECTION, JUST
FIRE, AND THE RPG ROUNDS WILL FIND THIER TARGET.

-LETS BRIEFLY COVER DUKE'S NIGHT GOGGLES. UNLIKE DOOM, DUKE'S NIGHT
VISION GOGGLES AREN'T THAT EFFICEINT. THEY DO HOWEVER HAVE TWO
VERY IMPORTANT ADVANTAGES. ONE, THEY ALLOW YOU TO SPOT YOUR
OPPONENT EASIER FROM GREAT DISTANCES. TWO, WHEN WEARING THESE
GOGGLES, YOU CAN TELL THE DIFFERENCE BETWEEN A REAL DUKE AND A
HOLLOW DUKE. A HOLLOW DUKE WILL LOOK LIKE,WELL,A HOLLOW DUKE.
THE REAL DUKE WILL HAVE MANY,MANY COLOR DEVIATIONS. TRY IT AND
YOU'LL NOTICE THE DIFFERENCE.

-NEVER UNDERESTIMATE THE POWER OF THE PISTOL. ITS HARD TO BELIEVE
THAT SOMEONE (DUKE) THAT CAN'T SEE FOR SHIT CAN HIT HIS OPPONENTS
FROM SUCH A GREAT DISTANCE. IT ONLY TAKES A FEW (2 OR 3) CLIPS TO
BRING DOWN EVEN AN OVER HEALTHY OPPONENT AND LIKE THE RPG, ALL
YOU HAVE TO DO IS AIM IN THE GENERAL DIRECTION. THIS ALSO APPLIES
TO THE SHOTGUN AND THE CHAINGUN.


-LETS DISCUSS DUKE'S SHOTGUN. I'AM A FORMER MARINE AND DURING MY 4
YEARS, MY WEAPON OF CHOICE (FOR CLOSE ENCOUNTERS) WAS THE ITHACA
MODEL 37 SHOTGUN. WHEN IT COMES DOWN TO HEAD TO HEAD COMBAT,
NOTHING WORKS BETTER.

-WHEN YOU GO HEAD TO HEAD WITH YOUR OPPONENT, KICK WHILE YOU SHOOT.
YOUR OPPONENTS HEALTH WILL DRAIN FASTER AND IT JUST MIGHT MAKE A
DIFFERENCE.

-AFTER KILLING AN OPPONENT, WE HAVE ALL SEEN THAT MACRO FLASH ACROSS
OUR SCREEN THAT READS "SO AND SO KILLED BY SO AND SO". GET INTO SETUP
AND MAKE YOURSELF A MACRO THAT YOU CAN SEND YOUR OPPONENT TO FAKE
YOUR DEATH. SO YOUR STUCK IN A ROOM WITH NO WEAPONS AND YOUR DUKE
OPPONENT IS POUNDING YOU WITH HIS RPG. FLASH THAT MACRO ACROSS HIS
SCREEN AND HE WILL MOST LIKELY STOP FIRING. HOPEFULLY, HE'LL RUN OFF
AND YOU CAN SLIP AWAY UNHARMED.

-DUKE'S CHAINGUN IS A GOOD ALL AROUND WEAPON FOR CLOSE IN FIGHTING
OR AT A DISTANCE. JUST KEEP THE CROSS HAIR ON HIS BUTT AND KEEP FIRING.

-THE RPG SEEMS TO BE EVERYONE'S WEAPON OF CHOICE. THE ONLY TIME YOU
SHOULD NOT WIELD THIS WEAPON WOULD BE FOR CLOSE ENCOUNTERS WITH
YOUR OPPONENT. WHEN YOU MEET UP WITH YOUR OPPONENT, AND YOU DON'T
HAVE A DECENT WEAPON, COVER, OR A FAST WAY OUT AND YOU KNOW YOUR
ASS IS TOAST, TRY THIS. RUN AT HIM AS FAST AS YOU CAN (WHILE FIRING YOUR
PISTOL) AND STICK AS CLOSE AS YOU CAN. THEY KNOW THAT IF THEY FIRE, THEY
WILL KILL THE BOTH OF YOU, AND THIS IS'NT A GOOD STRATEGIE. IN A HALL-
WAY, A GOOD PLAYER WILL START MOVING BACKWARDS, AND IF YOU CHASE
THEM, THIS SHOULD GIVE YOU A FEW SECONDS BEFORE THEY REGAIN THIER
SENSES AND SWITCH WEAPONS. THIS SHOULD GIVE YOU A FIGHTING CHANCE TO
ESCAPE IF YOU DO IT RIGHT.

-THE RPG IS HANDY FOR FIRING THROUGH TELEPORTERS AND INTO WATER
TO CHECK FOR TRIP MINES. THEY ARE ALSO QUITE EFFECTIVE WHEN YOUR
OPPONENT IS DUCKING BEHIND AN OBJECT. JUST FIRE A FEW ROUNDS AT
AN OBJECT BEHIND (WALL) HIM AND THE BLAST WILL TAKE HIM OUT.

-IF YOUR OPPONENT HAS AN RPG AND YOU DON'T ,TRY USING THIS TACTIC.
RUN A SHORT DISTANCE THEN JUMP,WHEN YOU HIT THE GROUND,CHANGE
DIRECTIONS. REPEAT THIS OVER AND OVER AGAIN UNTIL YOU GET AWAY OR
UNTIL YOUR OPPONENT RUNS OUT OF AMMO. THE RPG HOMES IN ON YOU, AND
WHEN YOUR CHANGING DIRECTIONS OFTEN, IT MAKES IT VERY DIFFICULT TO
BE HIT. TRY IT...IT WORKS.

-THE PIPE BOMB IS THE ONLY WEAPON (EXCEPT THE MIGHTY FOOT) THAT DOES
NOT MAKE ANY NOISE WHEN SELECTED. IT DOES HOWEVER MAKE A CLINKING
NOISE WHEN THROWN. TO PLACE PIPES WITHOUT THIS NOISE, CROUCH DOWN
AND THROW YOUR PIPE.

-IF YOUR OUT GUNNED AND YOUR BEING CHASED, TRY DROPPING PIPES AS YOU
RUN AND DETONATE THEM A FEW SECONDS AFTER BEING DROPPED. THERES
A GOOD CHANCE YOUR OPPONENT WILL FEEL THIER BLAST AS HE CHASES YOU.

-WHEN YOUR FIGHTING HEAD TO HEAD WITH YOUR OPPONENT, CROUCH DOWN
AND KEEP FIRING. HE'LL STILL RECEIVE DAMAGE AND HIS SHOTS WILL GO OVER
YOUR HEAD. THIS ONLY WORKS WHEN YOUR FACE TO FACE AS DUKE'S WEAPONS
AUTOMATICALLY ADJUST TO STRIKE YOUR OPPONENT FROM A DISTENCE.

-TRIP MINES ARE ONE OF THE COOLER WEAPONS IN DUKE. ONE TRIP MINE DOES'NT
ALWAYS KILL. ALWAYS TRY AND LAY MINES IN PAIRS, ONE ON EACH SIDE, IF
POSSIBLE, TO BLAST YOUR OPPONENT FROM BOTH SIDES. TRIP MINES ARE MORE
EFFECTIVE WHEN USED IN CONJUNCTION WITH PIPE BOMBS. MAKE SURE THE PIPE
IS PLACED ON THE SIDE OF THE TRAP SO YOUR OPPONENT DOES'NT PICK
UP THE PIPE BOMB BEFORE TRIPPING THE MINE.

-PLACE A FEW TRIP MINES IN A DUMPSTER. ALWAYS RUN THEM LENGTHWISE AND
SET ONE ON EACH SIDE. JUMP OUT IMMEDIATELY AFTER PLACING YOUR SECOND
MINE AND THROUGH IN A PIPE BOMB.

-FIND A TRASH CAN THATS A FEW FEET FROM A WALL OR A FLAT OBJECT SUCH AS
A WOODEN CRATE. WITH YOUR BACK TO THE TRASH CAN, PLACE A TRIP MINE ON
THE OBJECT SO THE BEAM HITS THE CAN. THEN LAY A PIPE BOMB BETWEEN THE
TRASH CAN AND THE SURFACE THAT YOU MOUNTED THE TRIP MINE ON. WHEN
YOUR OPPONENT KICKS THE CAN HE SETS OFF THE MINE AND PIPE BOMB.

-FIND YOURSELF AN ANGLED (30-35%) WALKWAY. CROUCH DOWN AND LAY A TRIP
MINE. MOVE OFF A FEW FEET AND DO THE SAME ON THE OTHER SIDE. TURN BACK
AND CHECK IT OUT. WHEN MINES ARE LAYED ON AN ANGLED SURFACE, THE TRIP
MINE BOX AND THE BEAM ARE INVISIBLE. ITS BEST TO LAY YOUR MINES CLOSE
AND IN PAIRS. IT WOULD ALSO BE A GOOD IDEA TO BOOBY TRAP THE BOTTOM
AND THE TOP OF THE WALKWAY. THIS WAY YOU CAN REMEMBER WHERE THEY
ARE AND JUMP OVER THEM IF YOU HAVE TO TRAVEL THE AREA AGAIN. YOU
NEVER WANT TO LAY A LONG SUCCESSION OF MINES BECAUSE YOUR OPPONENT
WILL ONLY TAKE DAMAGE FROM THE FIRST FEW MINES, WHICH IS WHY WE LAY
MINES IN MULTIPLE PAIRS AND IN DIFFERENT LOCATIONS. THIS ALSO WORKS IN
ANGLED VENT SHAFTS.

-FIND A DOOR THAT OPENS FROM THE BOTTOM UP. CROUCHING AND FACING THE
TRACK THAT THE DOOR SLIDES IN, PLACE A MINE, THEN CLOSE THE DOOR.
THE MINE DOES NOT DETONATE WHEN THE DOOR CLOSES. IT WILL HOWEVER
CUT YOUR OPPPONENT'S LEGS OFF WHEN HE RUNS THROUGH IT.

-NEXT TIME YOUR CRAWLNG THROUGH THE VENTS AND YOU FIND ONE OF THOSE
DROP OFFS, STOP IMMEDIATELY AFTER LANDING. TURN TO YOUR LEFT OR RIGHT
AND PLACE A TRIP MINE. CRAWL OFF A FEW FEET AND LAY A PIPE BOMB UNDER
IT.

-SMALL WATER HOLES OR SHAFTS THAT YOU MUST TRAVEL (OR FALL) THROUGH
ARE GOOD PLACES TO LAY MINES.

-NEXT TIME YOU USE A TELEPORTER STOP IMMEDIATELY AFTER ARRIVING IN THE
NEXT POSITION THAT THE TELEPORTER TAKES YOU TO. TURN TO YOUR LEFT OR
RIGHT AND PLACE A TRIP MINE, THEN CROUCH DOWN AND PLACE ONE LOW AND
MOVE OFF. OR, YOU CAN PLACE ONE AT THE HIGH POINTS. THIS WILL ENABLE
YOU TO STILL USE THE TELEPORTERS BY ENTERING AND EXITING THEM IN THE
CROUCHED POSITION. IF YOUR GOING TO USE ONLY THE HIGH TRIPS, TRY AND
REMEMBER TO LAY A FEW PIPE BOMBS NEAR THE AREA TO MAKE THE TRAP
MORE LETHAL.

-WHEN A TRIP MINE IS ACTIVATED, THE BLAST COMES FROM THE MINE BOX. IF
YOUR OPPONENT LAYS MINES WHERE THE TRIP BEAMS COVER VERY LARGE
DISTANCES YOU CAN RUN THROUGH THE BEAMS (PROVIDING YOUR NOT TO
CLOSE TO THE TRIP BOXES) AND YOU'LL RECEIVE ZERO DAMAGE.

-WHEN FALLING FROM GREAT HIEGHTS WITHOUT A JETPACK, YOU CAN
STOP YOUR FALL BY SETTING A TRIP MINE. OF COURSE AFTER SETTING THE
MINE YOUR FALL BEGINS AGAIN. IF YOU CAN LOOK DOWN AND TRY AND SET A
MINE JUST BEFORE YOU HIT THE GROUND, YOU WILL PREVENT YOURSELF
FROM DYING.

-WHEN YOU CRAWL OUT OF A VENT THAT IS CLOSE (LOW) TO THE FLOOR
STAND UP AND STOP. TURN 90 DEGREES (LEFT OR RIGHT) AND PROCEED TO
THE WALL AND PLACE A TRIP MINE IN THE HIGH (STANDING) POSITION.
LAY A FEW PIPE BOMBS TO THE LEFT AND RIGHT OF THE VENT. WHEN
YOUR OPPONENT EXITS THAT VENT AND STANDS UP...SPLAT!

-WHEN YOU CRAWL OUT OF A HIGH VENT, DROP TO THE FLOOR AND STOP.
TURN 90 DEGREES (LEFT OR RIGHT) AND PLACE A TRIP MINE IN THE LOW
(CROUCHING) POSITION. PLACE A FEW PIPE BOMBS TO THE LEFT AND RIGHT
OF THE VENT.

-TRY SENDING A HOLLOW DUKE UP ON AN ELEVATOR TO SEE IF YOUR OPPONENT
IS WAITING FOR YOU. BETTER YET, LOAD UP THE ELEVATOR WITH PIPE BOMBS
AND A HOLLOW DUKE. IF YOU HEAR GUNFIRE, DETONATE THE PIPES.


-PIPE BOMBS LEFT AROUND AN ENTRANCE OR IN A ROOM MAKE FOR GOOD TRAPS.
YOU CAN EVEN DETONATE THEM FROM A DISTENCE BY USING A MONITOR.

-IF YOUR OPPONENT IS CHASING YOU, RUN AROUND A CORNER (OR IN A ROOM)
AND ACTIVATE YOUR HOLLOW DUKE. THEN MOVE A SHORT DISTANCE AWAY
FROM THE HOLLOW, FACE THE DIRECTION YOUR OPPONENT IS COMING FROM
AND FREEZE. WHEN HE ENTERS THE AREA HE SEE'S TWO DUKES. HE HAS A 50/50
CHANCE OF FIRING AT THE REAL YOU.

-I ALWAYS USE MY HOLLOW DUKE. I TRY AND LEAVE THEM IN OPEN AREAS.
WHEN I HEAR GUNFIRE, I KNOW EXACTLY WHERE MY OPPONENT IS.

-IF YOU WALK UP TO AN OPEN WINDOW AND ACTIVATE YOUR HOLLOW DUKE,
HE DROPS OUT OF THE WINDOW TO THE GROUND. YOU CAN ALSO WALK UP
TO THE EDGE OF A BODY OF WATER AND DROP YOUR HOLLOW IN TO SEE IF
YOUR OPPONENT IS IN THE WATER.

-WIELDING A SHRINKER, SHOOT YOUR REFLECTION IN A MIRROR. YOU END UP
SHRINKING YOURSELF.

-FIND YOURSELF AN ELEVATOR AND RIDE UP TO THE TOP FLOOR. NOW SEND IT
IT BACK DOWN WITHOUT YOU. ON THE OPPOSITE WALL, SET A TRIP MINE IN
THE STANDING POSITION SO THE BEAM HITS THE ELEVATOR SHAFT. NOW LAY
A STRING OF PIPES FROM THE MINE BOX TO THE SHAFT. THE MINE (AND PIPES)
WILL NOT DETONATE UNTIL THE ELEVATOR REACHES THE TOP,I.E., WHEN THE
BEAM GETS LONGER, THE TRIP MINE EXPLODES AND WALKS AN EXPLOSION
UP TO THE ELEVATOR.

-PEOPLE TEND TO NOT LOOK WHEN THEY TRAVEL STRAIGHT UP OR DOWN.
ANOTHER GOOD PLACE TO PLACE MINES ARE IN EMPTY ELEVATOR SHAFTS
LIKE THE ONE IN L.A. RUMBLE. JETPACK IN ABOUT HALFWAY AND PLACE
SEVERAL MINES SO THERE IS NO WAY TO GO UP OR DOWN WITHOUT TRIPING
THE MINES.

-WHEN YOUR IN THE AIR (JETPACKING) AND YOUR SHOOTING AT A MOVING
OPPONENT, USE YOUR PISTOL, CHAINGUN OR SHOTGUN. ALL THOSE OTHER
BAD ASS WEAPONS (RPG,SHRINKER,ETC) ARE ALMOST USELESS WHEN YOUR
OPPONENT IS ON THE GROUND RUNNING AND YOUR IN THE AIR.

-IF YOUR BOTH IN THE AIR (JETPACKING) AND YOUR DUKING IT OUT WITH
RPG'S,SHOOT A FEW ROUNDS OFF AND MOVE A SHORT DISTANCE TO YOUR
LEFT OR RIGHT, AND FIRE OFF A FEW MORE ROUNDS. IF YOU SEE AN RPG
COMING STRAIGHT AT YOU, TURN OFF YOUR JETPACK FOR A FEW SECONDS AND
YOU'LL LOSE ALTITUDE VERY QUICKLY. THE RPG WILL TRAVEL OVER YOU.

-ALWAYS...ALWAYS...ALWAYS KEEP YOUR HEALTH AT 200%. IF I JUST FINISHED
FIGHTING AND I'AM LOW ON HEALTH AND AMMO, I WILL ALWAYS RUN FOR THE
HEALTH (AND ARMOR) BEFORE THE AMMO.

-THE FREEZE GUN IS THE ONLY WEAPON THAT SHOOTS AROUND CORNERS
BY BOUNCING THE ICE PROJECTILES OFF OF OTHER OBJECTS. YOU'LL KNOW
WHEN YOUR OPPONENT IS FROZE BY THE SOUND (AAHHH) THAT THEY MAKE.
WHEN YOU HEAR THIS, RUN IN AND BUST EM UP.

-ANYTIME YOU NEED TO DO SOMETHING THAT YOU DON'T WANT YOUR OPPONENT
TO HEAR,SUCH AS OPENING A DOOR,USE ONE OF THE REMOTE RIDICULES. I LIKE
THE...AAAAAAAAAAHHHHHHHHHHHHHHHH!!!...THE BEST. THERES A GOOD
CHANCE HE MAY NOT HEAR YOU OPENING THAT DOOR OR RIDING UP THAT
ELEVATOR.

-DON'T GET CAUGHT SENDING MESSAGES. WHEN YOU HIT THAT "T" BUTTON
TO TYPE A MESSAGE, ALL OF YOUR CONTROLS ARE INOPERATIVE. WANT TO
REALLY PISS YOUR OPPONENT OFF? WHEN YOU SEE HIM (BUT HE DOES'NT SEE
YOU) START SENDING HIM MESSAGES THAT REQUIRE HIM TO ANSWER YOU BACK.
WHEN HE'S STOPPED AND YOU KNOW HE'S TYPING YOU A MESSAGE, COME UP ON
HIM AND TOAST HIS ASS. OF COURSE, I WOULD NEVER DO THIS TO ANYONE...

-YOU CAN EXPLODE ONE OF YOUR OPPONENTS TRAPS BY SHOOTING AN RPG
ROUND INTO THE CENTER OF IT OR BY TOSSING ONE OF YOUR PIPE BOMBS ON
IT AND BLOWING IT UP.

-MOST PEOPLE FEEL PRETTY SAFE IN A VENT AS LONG AS THEY DON'T HEAR
ANOTHER DUKE CRAWLING AROUND. YOU CAN ELIMINATE THE CRAWLING
NOISE BY TURNING ON YOUR JETPACK. HE'LL HEAR YOUR JETPACK AND THINK
YOUR OUTSIDE.


-CRAWL SPACES MAKE FOR SUPER SNIPER SPOTS. THEY WORK BEST IN SMALL
LEVELS,OTHERWISE, YOU MIGHT WAIT FOREVER UNTIL YOUR OPPONENT COMES
ALONG.

-ALWAYS PLAY THE GAME WITH YOUR SOUND (SFX) EFFECTS ON. NEVER PLAY
DUKEMATCH WITH YOUR MUSIC ON. PLAYING YOUR MUSIC TO LOUD WILL MASK
YOUR OPPONENTS SOUNDS AND THAT GIVES HIM AN ADVANTAGE OVER YOU.

-FIND ONE OF THOSE SELF CLOSING CUPBOARDS THAT ALMOST ALWAYS
HAVE A HEALTH POWER UP IN THEM. OPEN IT UP, JUMP IN, AND LET THE DOOR
CLOSE. ARMED WITH A TRIPMINE, FACE THE DOOR AND BACK UP AS FAR AS YOU
CAN GO. OPEN THE DOOR, EXECUTE A 180 DEGREE TURN, SET YOUR TRIPMINE,
AND BACK OUT OF THERE REAL FAST. IF YOU DO IT CORRECTLY THE MINE WILL
NOT SET UNTIL THE DOOR IS CLOSED. NOW LAY A PIPE BOMB ON EACH SIDE OF
THE SMALL DOOR. IF YOUR OPPONENT PICKS UP THE PIPE BOMBS FIRST AND THEN
OPENS THE DOOR, HE'LL LOSE ABOUT 5% OF HIS HEALTH FROM THE BLAST. IF
HOWEVER HE DOES'NT SEE THE PIPE BOMBS AND OPENS THE DOOR...GOOD NIGHT
SWEET PRINCE.

-FIND YOURSELF A BODY 0F WATER AND JUMP IN. GO DOWN A FEW FEET AND LAY
TRIP MINES EVERY FEW FEET AROUND THE EDGES. THIS WORKS BEST ON BODYS
OF WATER THAT ARE POOL SIZE. ON LARGER BODYS OF WATER, TRY AND FIGURE
OUT WHICH DIRECTION YOUR OPPONENT WOULD ENTER THE WATER WHEN HE
APPROACHES. A STRAIGHT LINE FROM THE ENTRANCE WOULD BE THE BEST
PLACE TO SET A HALF DOZEN MINES.

-WHEN YOUR KICKING YOUR OPPONENT'S BUTT, ALWAYS LET HIM KNOW. USE
YOUR REMOTE RIDICULE TAUNTS (I LIKE THE "YOU SUCK" THE BEST) AND/OR
SEND HIM YOUR OWN CUSTOMIZED MESSAGE EVERY TIME YOU WASTE HIM.
I LIKE TYPING THE WORD "BUMMER" EVERYTIME I KILL MY OPPONENT.
ANYTHING YOU CAN DO TO THROW THERE GAME OFF IS WORTH IT.

-IF YOUR IN A LARGE OPEN AREA AND YOUR OPPONENT IS SNIPE'N AT YOU AND
YOU DON'T KNOW WHERE HE'S AT, TRY THIS. WIELD YOUR DEVASTATER, STAND
UP AND FIRE WHILE TURNING IN A COMPLETE CIRCLE. IF HE'S ABOVE GROUND
LEVEL, ONE OF YOUR ROCKETS WILL TRAVEL HIGH IN HIS DIRECTION. IF HE'S
LOW, YOU'LL HEAR HIM TAKE A FRAG AND YOU CAN SWEEP THE AREA AGAIN
ONLY SLOWER SO YOU CAN PIN POINT HIS POSITION. IF YOU DON'T HAVE A
DEVASTATER, USE THE CHAIN GUN.

-JUMP INTO A HIGH VENT AND STOP. TURN TO YOUR SIDE AND SET A MINE. CRAWL
OFF A FEW FEET A TOSS A PIPE BOMB NEXT TO IT. THERES A GOOD CHANCE YOUR
OPPONENT WON'T SEE THE BEAM AND WHEN HE JUMPS INTO THE VENT...SPLAT.

-WHEN YOUR OPPONENT IS UNDER WATER, LOOK FOR AND FIRE AT HIS TRAIL OF
BUBBLES.

-AFTER YOU'VE BEEN KILLED YOU MIGHT WANT TO WAIT A FEW SECONDS BEFORE
RESPAWNING. YOU MIGHT GET TO SEE WHERE YOUR OPPONENT IS HEADED.

-WHEN OUTSIDE, DUKE HAS A SHADOW. HOLLOW DUKES DON'T HAVE SHADOWS.

-WHEN FIGHTING FROM THE CROUCHED POSITION AND YOU HAVE AN RPG ROUND
HEADED YOUR WAY, JUMP UP TO YOUR LEFT OR RIGHT JUST BEFORE IT HITS. YOU
WILL TAKE SOME DAMAGE FROM THE BLAST, BUT, IF YOUR HEALTH IS'NT TO
LOW YOU SHOULD SURVIVE. WHEN FIGHTING FROM A STANDING POSITION AND
YOU HAVE AN RPG HEADED YOUR WAY, TRY THIS. CROUCH DOWN FOR A BRIEF
SECOND, THEN JUMP UP TO YOUR LEFT OR RIGHT. WHEN YOU CROUCH, THAT RPG
ROUND WILL CHANGE ITS TRAJECTORY TO A SLIGHTLY DOWNWARD COURSE.
THIS TACTIC TAKES A LOT OF PRACTICE AND REQUIRES SPLIT SECOND TIMING.
A GOOD PLAYER WILL SELDOM GET CAUGHT IN A SITUATION LIKE THIS BECAUSE
THEY WILL ALWAYS BE ON THE MOVE AND/OR USING AN OBJECT FOR COVER.

-IF YOUR GOOD AND YOU KNOW YOUR GOING TO SCORE MORE KILLS THAN YOUR
OPPONENT TRY THIS TACTIC. BOOBY TRAP THE RESPAWN SPOTS WITH TRIPMINES
AND PIPE BOMBS.

-ALWAYS OPEN DOORS FROM A DISTANCE JUST IN CASE THERE'S A TRAP SET. THE
SAME APPLIES FOR LOWERING AND/OR RIDING UP OR DOWN ON ELEVATORS.
ALWAYS STAND IN THE BACK OF THE ELEVATOR AND BE READY TO FIGHT.

-YOUR DUKING IT OUT WITH YOUR OPPONENT AND HE'S HIDING BEHIND AN
OBJECT, TRY THIS. JUMP UP IN THE AIR AND FIRE AT YOUR HIGHEST POINT. YOU
SHOULD BE ABLE TO SEE THIER HEAD WHEN YOU JUMP UP AND WHAT YOU CAN
SEE, YOU CAN HIT.

-ALIGN YOURSELF WITH A WALL SO YOUR SHOULDER (LEFT OR RIGHT) IS
TOUCHING IT AND YOUR LOOKING STRAIGHT DOWN ITS LENGTH. TURN
TWORDS THE WALL SLIGHTLY, LESS THAN 1/8 OF A TURN, ABOUT 20 DEGREES.
NOW, THROW A PIPE BOMB, IT GOES RIGHT THROUGH THE WALL INTO THE
NEXT ROOM. OF COURSE THERE HAS TO BE AN AREA BEYOND THE WALL AS
YOU CAN'T THROW A PIPE BOMB OUT OF THE MAP. I USE THIS OFTEN ON MY
OPPONENTS. I TRY AND DETONATE BEFORE IT (I THROW IT HIGH OR FROM THE
CROUCHING POSITION) HITS THE GROUND SO MY OPPONENT DOES'NT KNOW
WHAT HIT THEM. WHEN THEY ASK YOU "HOW THE HELL DID YOU DO THAT?" I
JUST SEND THEM THE MESSAGE..."SKILL".

-TO SEE WHERE YOUR OPPONENT IS DURING THE GAME, WHEN GETTING INTO
SETUP, TYPE, "SETUP /R". DURING THE GAME PRESS THE "K" BUTTON TO SEE
WHEE YOUR OPPONENT IS.

-IF YOUR SETTING UP THE (MASTER) GAME, GO TO OPTIONS AND SELECT "RECORD
DEMO". THIS MUST BE DONE BEFORE THE GAME STARTS. DURING THE GAME
PRESS THE "K" BUTTON AND YOU WILL SEE THROUGH YOUR OPPONENTS EYES.
THIS IS'NT A GAME TACTIC, ITS CHEATING, BUT, IT GIVES YOU ONE HELL OF AN
ADVANTAGE OVER YOUR OPPONENT.

-USING STEROIDS WHILE FIGHTING IN OPEN AREAS, GIVES YOU THE EDGE. TWO
DUKES WITH THE SAME WEAPONS, GOING HEAD TO HEAD, IS NOTHING MORE
THAN A TEST TO SEE WHO HAS THE MOST HEALTH. MOVE OFF QUICKLY AND
GET BACK ON TARGET AND START FIRING AGAIN. WHEN HE TARGETS YOU
AGAIN AND STARTS TO RETURN FIRE, MOVE OFF AGAIN. ALSO, GOING INTO
BATTLE WITH YOUR STEROIDS SELECTED MAKES HIS SHRINKER USELESS.

-WHEN IT CAME TO DEATH MATCHES, I USED TO BE A PATHETIC LITTLE
CRINGEING MILKSOP!! I EVEN HAD THE NAME "COWARD" (WHICH I NAMED
MYSELF) BECAUSE I USED TO HIDE ALL THE TIME AND/OR I WAS ALWAYS
LAYING AMBUSHES. HOWEVER, THIS ALWAYS ALLOWED MY OPPONENT(S)
TO POWER UP AND LEARN THE MAP FASTER AND AS A RESULT, I ALWAYS
TOOK A SEVERE BEATING. IF YOU APPLY MY TACTICS TO YOUR GAME, I
GUARANTEE YOU, YOUR GAME WILL IMPROVE...BIG TIME!!!

-NEVER SHOW THIS GUIDE TO YOUR OPPONENTS.



I WOULD LIKE TO THANK CHARLIE (H20) WATERS AND GERRY ANDRASCO FOR THE
BAZILLION OR SO HOURS THAT WE HAVE SPENT PLAYING DOOM, HERETIC,HEXEN
AND NOW DUKE, WHICH PROVIDED ME WITH THE INFORMATION TO MAKE THIS
GUIDE POSSIBLE. IF YOU FEEL YOU HAVE ANYTHING WORTH ADDING TO THIS
STRATEGIE GUIDE PLEASE E-MAIL ME AT,BOOMER@DBEACH.COM. YOU MAY
ADD THIS GUIDE TO YOUR PAGE AND/OR SITE AS LONG AS YOU DO NOT ADD,
ALTER OR DELETE ANY OF ITS CONTENTS.

 
Комментарии:
Ваш комментарий сохранен!!!
The Captcha element applies the Captcha validation, which uses reCaptcha's anti-bot service to reduce spam submissions.

Secrets

18.Октябрь 2013
Der ultimative DLH.Net-Leitfaden
Leitfaden

17.Октябрь 2013
Engl. Lösung

16.Октябрь 2013
Engl. Secrets

18.Октябрь 2013
Boss-FAQ
Engl. FAQ

14.Октябрь 2013
Cheats

18.Октябрь 2013
Editing FAQ
Engl. FAQ

14.Октябрь 2013
engl. FAQ
10.Октябрь 2008
Wie beendet man D3D mit DAMN I'M GOOD?
Engl. Hinweise

17.Октябрь 2013
Cheats
Cheats

18.Октябрь 2013
FAQ zur Erstellung von Maps
Engl. FAQ

14.Октябрь 2013
Modem-FAQ
Engl. FAQ

16.Октябрь 2013
Wie lasse ich die Schweine fliegen?
Engl. Hinweise

17.Октябрь 2013
Tips & Tricks
Engl. Hinweise

06.Октябрь 2013
Wie editiere ich die CON-Datei
Engl. Hinweise

15.Октябрь 2013
Engl. Secrets

18.Октябрь 2013
Dukematch-Tips
Engl. Hinweise

05.Октябрь 2013
 
Популярное
25.Сентябрь 2015
07.Апрель 2014
19.Февраль 2014
29.Август 2014
30.Декабрь 2013
13.Декабрь 2013
07.Июль 2015
01.Декабрь 2014