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1. The HL2CTF Book of Revelations
1.1. Adding to the Book
1.2. Etiquette
2. General Strategies and Tips
2.1. Teamplay and Team Coordination
2.1.1. Team Communication
2.1.2. Flag Passing
2.1.3. Playing Positions
2.1.3.1. Defense
2.1.3.2. Midfield
2.1.3.3. Offense
2.2. Turrets
2.2.1. Fighting Turrets
2.2.2. Using Turrets
2.3. Jumping
2.3.1. Strafejumping
2.3.2. Bunny Hopping
2.3.3. Grav Jumping
2.3.4. Explosion Jumping (Nadejumping)
2.3.4.1. How to Defeat a Nadejumper
2.3.4.2. How to Help a Nadejumper
2.3.5. Walljumping
2.4. Miscellaneous Tips
2.5. So You Want to Be a Hero?
3. Weapons
3.1. Default Pistol
3.2. Alyx's Pistol
3.3. Magnum
3.4. Sub Machine Gun
3.5. Combine Pulse Rifle
3.6. OICW
3.7. Shotgun
3.8. Crossbow
3.9. RPG (Rocket Launcher)
3.10. Sniper Rifle
3.11. Railgun
3.12. Crowbar/Stunstick
3.13. SLAM
3.14. Grenades
3.15. Gravity Gun
3.16. Behind the Scenes Reloading
4. Runes
4.1. Double Damage
4.2. Shield
4.3. Cloak
4.4. Regen
4.5. Drain
4.6. Burst
4.7. Lung
5. Maps
5.1. cp_canals
5.2. ctf_canyon
5.3. ctf_canyon2
5.4. ctf_curved
5.5. ctf_defrost_arena
5.6. ctf_dirtwork
5.7. ctf_floodzone
5.8. ctf_lambda_bunker
5.9. ctf_prisonriot
5.10. dom_raven
5.11. push_substation
5.12. ctf_thegreatwall
5.13. dom_rust
6. Customization
6.1. Tweak Your Settings
6.2. How to Edit Your Config
6.3. Config Commands
6.3.1. ctf_allowscripts
6.3.2. Net Optimization
6.4. Hitsound
6.5. Changing Default Spawn Weapon
6.6. Auto Weapon Switch
6.7. Custom Crosshairs
6.8. Controlling Downloads
6.9. Custom Sprays
7. Appendix
7.1. Demos - Recording and Watching
7.2. Making Movies From Demos
7.3. Mapping
7.4. Further Reading

1. The HL2CTF Book of Revelations

Written by HL2CTF community

This guide contains a massive amount of information, some of which may be obvious to you and some of which may not. At any rate, this guide is divided into five basic parts - general strategy, weapons, runes, map strategy, and game customization. An appendix has been included covering some tangential topics - demos, movie making, and map making.

Now, page through the HL2CTF Book of Revelations and watch as I pour out the seven bowls of God's HL2CTF strategy guide.

1.1. Adding to the Book

I can't guarantee this guide is 100% accurate. In fact, I know there are some things that are missing and some things are probably wrong. If you have something you want to add or correct, email it to me at sacrifist at cgc-online dot com and I'll put it in.

1.2. Etiquette

I'm not going to turn into Commander Manners here and list off any rules of etiquette for HL2CTF, because they can all be summed up by 4 simple words: Don't be a dick.

It's really that simple. Use your head and don't jerk people around. Respect the rules of the server. Respect other players. Help newbies out. Balance the teams if one team is shorthanded. Compliment people for nice kills they make on you. Don't call BS on someone killing you. If you're dead and he's not, it's not BS. Don't bitch and moan, get out and frag him. Remember that at heart the game is about fun, not stats. Don't take it too seriously.

If you're playing the game for any length of time you're going to see the same people over and over again. So treat them well. Regardless of any differences you have with another player, remember that everyone has something in common - we all play HL2CTF. Just play the game.

2. General Strategies and Tips

2.1. Teamplay and Team Coordination

Team coordination is a term I will throw out a lot in this guide. This is because HL2CTF is a team based mod. Individual talent and killing ability is laudable, but no individual can beat an organized team. So how do you organize and co-ordinate a team? Work in groups. Don't fly solo. If you see a team rune and you've already got one, carry the rune back to one of your teammates. Escort the flag carrier. Attack the flag from multiple points at once. Communicate using the radio and keep your team informed on where you are. Pay attention to when either team steals the flag.

Basically, put the priorities of the team higher than the priorities of yourself. This isn't deathmatch, so you aren't doing your team any good if you just run around aimlessly watching out for number one. This game is all about flags and captures, not your own kill:death ratio, so you have to be willing to throw yourself to your doom once in a while. It's definitely a good idea to stay alive, but don't be afraid to go on a suicide mission for the team. If you die but you return or capture the flag or protect the flag carrier, then you made the play, and that's what's important. You have to get into the CTF mentality instead of the DM mentality.

2.1.1. Team Communication

If you have a microphone, you can sign onto Valve Chat, TeamSpeak, Skype(approve sites) or Ventrilo(approve sites) and then use voice chat with your teammates. You can do the same thing within HL2CTF, but the sound quality of 3rd party programs is better and there are a few more options that can be played with. Team communication with mics is a must for scrimming, clan games, or any serious competition because you don't have to type or use the radio to keep your team informed of what's going on. Most clans have their own Voice Communication server.

2.1.2. Flag Passing

HL2CTF is one of only a handful of CTF games where players have the ability to throw the flag. Using this ability is a crucial part of being able to compete as a team, but it requires organization. There are many maps where huge sections of the map can be bypassed by throwing the flag over walls, over waterways, and over inaccesible areas. In the Map Strategy section of this guide I've outlined some examples of good places to throw to and from, but use your imagination and find more.

As for throwing the flag in general, make sure you aren't throwing it right at an enemy. Also make sure no one is in front of you when you move flag to grav gun, because when it's out of your hand it is fair game to be returned if it's touched by an enemy. In general, after you throw the flag, don't chase after it. After you've thrown, your turn as a carrier is over. Now, turn around and fight the people who are trying to return the flag. Often you can get in some cheap shots because the enemy will be focused on getting the flag back, not necessarily on killing you.

2.1.3. Playing Positions

One way to organize a team is to play positions, just like in any sport. The positions you want to play vary depending on the map, but they basically break down into 3 categories - defense, midfield, and offense.

2.1.3.1. Defense

Defense players should guard the flag and stick close to the flag area. They are responsible for keeping turrets set up, and places SLAMed if possible. If the flag is stolen, they should chase, but they shouldn't ever chase across the map because that can leave the base defenseless. A common tactic is to steal the flag and lead people across the map. Meanwhile, another guy goes back to the empty flag stand and steals immediately when the flag comes back from a capture or return. The defense player's job is to make sure this doesn't happen. Shield is THE defense rune.

2.1.3.2. Midfield

Midfield are escorts and patrollers. They hold important locations, provide cover, and soften the enemy up. They are the ones that catch thrown flags and help throw them home. Midfielders shouldn't be running right into the enemy base. They should be trolling for people in the neutral zone and keeping teammates informed as to where attacks are coming from and where the enemy carrier is going. They are intercepters. Cloak, Drain and Regen runes are the midfielders friend.

2.1.3.3. Offense

Offense is the battering ram. These people are the fastest people on the team that can get in, grab the flag and either throw it or run it out. They need the biggest guns and all the health they can get. As soon as they steal, midfielders should be ready to provide cover and prevent the enemy from giving chase. Offense players should have the Burst or Double Damage rune if possible.

Of course, these positions are guidelines, not rules. Part of being a good player is knowing when you should change roles. The name of the game is seizing opportunities as they present themselves.

2.2. Turrets

For offensive players like myself, turrets are the most annoying thing ever because they really whittle you down. However, unless they're placed properly and maintained they're absolutely useless. This section will be divided into 2 parts: fighting turrets and using turrets.

2.2.1. Fighting Turrets

Fighting turrets is frustrating. The best way to deal with them is to approach them from cover or from behind and then toss them with the ggun. Never approach them straight on, you'll get cut apart. Explosives and the grav are your best friends. Nades in particular are good because you can bounce them off walls and knock over turrets without getting in their line of sight. If you grab a turret with the grav, make sure it's facing away from you, or it will continue to shoot you point blank. The most permanent way to deal with turrets is to steal them from your enemies base and throw them into inaccessible places, or take them back to your base.

2.2.2. Using Turrets

To use turrets effectively you have to be willing to set them back up over and over again. You need someone dedicated to defense who will do this, because a turret on its side is useless.

As for placing them, don't place them side by side, but spread them out. Try to put them on opposite sides of the room so that they can cover each other. Make sure they can't be grabbed from behind easily, and that they aren't right next to doorways. Corners of rooms are good, as are up against walls. To get them right up against a wall or in a corner you have to drop them from your ggun and then push them in place by walking into them. Stacking phys props in front of them helps a little bit, but isn't usually worth the time. If you can, put them behind chain link fences, because the fence will block ggun use and most explosives. A specific example of where turrets are good behind fences is on substation on the bottom floor near the first flag area for both teams. There are two fences that flank the doorway, and turrets behind those can cut up anyone who comes that way.

2.3. Jumping

2.3.1. Strafejumping

If you've played at all you've probably noticed that the best players bounce around all over the place. They do this not just to look cool, but also because you move faster than if you stay on the ground. If you want to learn how to do this yourself, the first thing to do is to go into console or your config and type:

cl_showpos 1

This will show a series of numbers in the top right of your screen, including your velocity in units per second. Your default run speed is 235 UPS (190 in DM mode). Sprinting puts you at 320 for as long as your energy lasts. While strafejumping or bunnyhopping you can move between 500 and 700 UPS while using less sprint and making yourself a hard target. Also, there are some jumps and shortcuts on some maps that can only be done by strafejumping. Thus, you should learn how strafejump too. Like many CTF manuevers, it takes practice, but once you've got it it becomes automatic. Also, strafejumping is a technique you can use in many other FPS, such as Quake 1-4 and many other HL2 based games and mods.

Strafejumping is very important in this mod. It's much easier to go very very fast from bunnyhopping which started in 1.7. Friction was decreased, so you have a wider window to hit your next jump in, and thus keep your speed up and keep accelerating. This makes mastering the bunnyhop technique even more important than it was in earlier versions because the advantage you gain is even greater. If you're moving faster you're going to be able to get more guns sooner, more health, runes, and be able to assault the flag faster, all while being harder to hit than if you're stuck on the ground. Only suckers run around, so start jumping.

In round terms, it's just like how you gain speed while jumping in Quake, except you can't go as obscenely fast in HL2CTF as in Quake. The exact order of actions is: sprint+strafe - turn the mouse the direction you're strafing - jump. You can duck while you're in the air to make yourself harder to hit (this is what makes players bob up and down in the air), but this isn't necessary for speed.

2.3.2. Bunny Hopping

Bunnyhopping is when you string multiple strafejumps together to keep accelerating.

Bunnyhopping takes a while to master, but it pays off big time. To practice it, load up an open flat map like ig_duality, ctf_floodzone, or cp_canals, and then go to town. On a good day I can hit over 700 UPS in 2.0, compared to 525-550UPS in 1.6.

When you're practicing, at first exaggerate the mouse movements you use, swinging the mouse back and forth + - 30 degrees. As you improve and you get better at finding and hitting the 'sweet spot' you can tighten up the arc you move the mouse in. It's a good idea to sprint+strafejump for your first couple jumps in a string, but after that you can keep moving at a pretty good clip without using sprint at all.

If you're having trouble timing your jumps, try using a metronome to keep your jumps on beat. If you're running across level ground you should be jumping 96-98 times per minute, or 96-98 BPM. You can download a free metronome to play around with it yourself here - the E-Metronome.

You can also bunnyhop and strafejump backwards - just reverse all the movements, and turn the mouse away from your strafe instead of towards it.

2.3.3. Grav Jumping

If you lay a flat prop on the ground and then sprint onto it, jump and hit it with the grav gun at the same time as you jump, you can launch yourself up into the air. Most of the time this is just something fun to do, but sometimes it serves a purpose. Using this technique you can get on top of several rooftops that are normally inaccessible. Another handy jump is to use a sawblade to bounce onto the sniper rifle building on Dirtwork. Grav jumping is an unreliable technique at best, but it exists. For better results, lay the prop on a short ledge to make it into more of a lever or catapult.

2.3.4. Explosion Jumping (Nadejumping)

Your own explosives only do half damage to you, and they push you way further. This makes things like rocketjumping in Quake or concjumping in TFC possible in HL2CTF. Naturally, using this technique effectively can be difficult because it does a lot of damage to you. On the other hand, you can move stupidly fast and skip over all kinds of obstacles. Think of explosion jumping as the new Tau or gauss gun, like in HL1DM.

Basically, the idea is to position an explosion right beside you such that the force of it throws you in the direction you want to go. Because there are several different types of explosives in HL2CTF (ie. nades, SLAMs, SMG shells, airbursts, RPG, etc), there are several techniques for explosion jumping (EJ). I'll start with the easiest, which is the least effective, and move on to the more difficult but more rewarding techniques afterward.

The easiest way to EJ is with the RPG. To do it, look down at the ground directly beneath you. Now, jump and shoot the floor with your explosion at the same time. This should launch you straight up 2-3 stories, and will probably do 40-70 damage to you. If instead of looking straight down you look down and slightly to one side or the other, you'll shoot yourself up and to the side, which can be useful for launching yourself onto balconies or high platforms. For example, you can easily get yourself up onto the balcony from the bridge on 2fort by EJing like this. Take note that doing this with a Double Damage rune on will double the damage effect, so you will need armor to make a jump with a DD rune. The cool thing with a DD rune on is that you also will go twice as high.

A harder way to EJ is by using your own grenades and holding them with the ggun. Remember all the times you've tried to cook a grenade and you hold it too long and it explodes in your hand? That's what we're trying to do here, only in a controlled way so that launches you places. This is my favourite way to EJ because you always spawn with two grenades, so you don't need any special weaponry to do it.

To nade-EJ toss yourself a grenade, and pick it up with the ggun. From the moment you pick it up, you have 3 seconds before it explodes. What you want to do is sprint and jump a fraction of a second before the grenade goes off. So grab the nade, then face the opposite direction from where you want to go. Just before 3 seconds is up, sprint, backup, and jump. The explosion should send you flying into the air if you do it right, but the timing of the jump is very important. If you jump too soon, you'll hardly go anywhere. If you jump too late, you won't go very far either.

As for directing yourself with the grenade, if you're holding the grenade right underneath you, you'll go straight up. If you want to launch yourself a certain direction (ie. from one flag stand to the other on floodzone or pedestal), then look closer to straight ahead instead of down. The more you look down, the more you'll go up. The more you look forward and centered, the more you'll go sideways. Again, practice practice practice. You'll have to experiment to figure out the best angle to use to launch yourself. Ideally you want just enough upward momentum to launch yourself over your obstacles, and enough horizontal momentum to keep you moving fast.

It takes a lot of practice to get the timing of the jump right as well as the angle you're looking in, but if you do it properly you can EJ from one flagstand to the other in pedestal or floodzone. It's a very satisfying feeling to run in, steal, and then soar over your opponents back to your base without having to fight any of them. EJing can also be used to get from the beach to the upper battlements on greatwall, go from the ground to the flag on 2castle, go from the bridge to flag on twofort_lite, and all kinds of other places. Experiment with it and see what else you can find.

Another way to EJ is to just toss the grenade on the ground and then run and jump over top of it while it explodes. This way doesn't do quite as much damage to you, but doesn't launch you as far either. You're also in danger of an opponent grabbing your nade from the ground and using it against you before it goes off. You also don't have as much control over where the grenade is when it goes off, but that's the price you pay. Try it, you'll see what I mean.

Of course, doing an EJ on an empty server is a lot different from using it in game and doing so effectively. Unfortunately, EJing hurts you a lot, so you have to have at least 70 or 80 health before you even attempt it. Also, if you choose to hold the nade with your ggun, you're a real sitting duck while you wait for your grenade to explode, so ideally you want to toss the grenade to yourself and catch it before you're in position, so that by the time you're in position the nade is actually going off.

I've found the airburst difficult to use for EJing, but try it and you might have better luck than I do. The principles are the same, so just give it a try.

A good map to practice Rpg EJing on is xxx_blooddish, since its got a double damage rune and you have excessive amounts of rpg missiles you can really get a feel for jumping around. For nade EJing, ctf_floodzone or ctf_canyon2 fits the bill.

Also remember that if you have the damage rune you can EJ twice as far. This is particularly good on blooddish, because with damage you can get most of the way from flag to flag with only one nade. Of course, you also do twice as much damage to yourself, so be careful.

2.3.4.1. How to Defeat a Nadejumper

Nadejumping is a powerful strategy, but it has several weaknesses. First, the jumper has to have (near) full health when they blast off, or they suicide. Second, they have to actually steal the flag. Third, they will not be firing on defencemen as they enter the flag area. In light of these weaknesses, here is how to shut a jumper down.

First and most obviously is to hit them on their way in. A clean hit with a magnum, sniper rifle, railgun, xbow, shotgun, or any explosive will hurt them enough to force them to suicide. However, because they usually enter and exit fast, you've gotta be playing dedicated defence or else they'll burn right by you. By dedicated defence I mean sitting on top of the flag, waiting for jumpers to show up. Because you can't push by someone in CTF, if you're on top of the flag, the jumper won't be able to steal it. In the meantime, you're ultra close range with a shotgun, so you can blast the hell out of him. Even if he gets the flag, if you take him down to half health, you've stopped him from jumping, and he'll be forced to run it out while injured.

The key to this defence strategy is diligence. Whoever is playing on the flag has to constantly be aware of incoming attackers, and can not leave the post unless both the flag zone and middle are absolutely clear of enemies. It's always when you stop paying attention for 3 seconds that they grab your flag, and by then, it's too late. Because they usually won't be firing on their way in, you've got time to lace into them with a few potshots. Use this chance. Explosives are your friend.

Let me re-iterate: STAY ON THE FLAG. IF YOU LEAVE, IT WILL BE CAPTURED.

Another less effective way to stop them is to keep someone up top at all times. The jumper will fly through the middle over the top with little health, so usually only a shot is necessary to kill them. However, this is a tough shot because they're moving so fast.

2.3.4.2. How to Help a Nadejumper

Now lets pretend that someone on your team is a jumper but he keeps getting shut down by the above strategy. Your job is to go in first and scatter the defence. Engage them for as long as possible and keep their attention on you. If the defence is playing close to the flag, you know where they are, so cook nades, use sniper and crossbow, whatever you can. Your goal is to disrupt as much as possible and clear a path for the jumper to follow you. Remember, it doesn't matter if you're killing them or not as long as they're paying attention to you. Use their chargers, get behind them, lob nades - whatever you can do to give your jumper that 3 second window he needs.

2.3.5. Walljumping

Walljumping is very ninja, but it's also pretty tough and takes practice. To wall jump, strafe jump into a wall, and then press jump again. Sounds easy, right? Well, it's easy to wall jump, but it's tougher to use it so it does you any good. The best way to use it is to jump over high walls that you wouldn't normally be able to get over, such as the walls in raven or dirtwork. If you walljump just right, you can leap onto the top of these walls from the ground in one manuever. Naturally, this means you can skip over portions of the map, attack opponents from directions they aren't expecting you, and generally act like a bad ass.

If you want to practice wall jumping over walls, load up dirtwork or raven and just start trying. You'll have more success if you start your first jump from the ground a little ways away from the wall rather than from right beside the wall. Also, while you do your wall jump, quickly turn the mouse "into" the wall while you strafe into the wall, I've found this helps gain you some momentum to carry yourself over the wall (although it doesn't gain you any height). In terms of how easy it is to wall jump over the walls, dirtwork is the hardest (because the ground isn't totally flat), raven is medium because of a lot of the thin platforms, and a flat wall with a flat floor is the easiest. Remember, practice practice practice. Don't get discouraged if you can't get it at first.

2.4. Miscellaneous Tips

All Health and Suit chargers are dead in this mod. We do not promote standing still staring at a wall. So, if you wanna stay healthy, keep track of where health kits and the new battery kits are placed on a map. Also, your teammates can give you their health and suit armor if you need some. So work together if you are in trouble.

When going up against someone with an Xbow, Railgun, or Magnun, use the timing of their weapon against them. Most people when using the Xbow or Railgun will fire a shot as soon as it has been reloaded. If you know how long this takes, you know when to dodge. For example, your opponent has an Xbow or Railgun and his first shot missed. Run in a straight line for as long as it takes for him to reload, and he'll lead his shot to the end of that line. At the last second, strafe one way or the other. I find this is more effective than doing the random dance the entire time, because you've got better aim when you're not moving frenetically. The same principles apply to the magnum, but the time between shots is much less. Naturally this technique doesn't work very well against someone who's switching weapons constantly, but there you have it.

Ladders blow. They confine you to one speed and 1 dimension of movement, which means you're very easy to hit. Only use them to go up, always jump down (unless it's a suicide jump). Also, turn around when you're going up ladders, don't face the wall.

Learn the maps. Don't wander aimlessly, learn where the weapons are and the best route to take to get them. Learn where health is so that when you're under fire you can heal on the fly. Learning the routes in and out of the enemy base is very handy as well, because once you know where you're going really well you can run out with the flag backwards, thus retaining the ability to fire on any pursuers you may have.

If you are heavily wounded and you have the option of picking up health or armour, go for health first. A portion of damage dealt to you always goes to health, so if you have the choice it's better to have 100/1 than 1/100.

Never stop moving. EVER.

2.5. So You Want to Be a Hero?

I have a few pieces of advice for anyone who wants to get better at this game. First, unbind the button you press to see the scores. Forget about points and focus on practicing the skills you need improvement on. If you aren't good at cooking nades, spend a few games using only nades. Want to get better at pistolwhipping people? Only use the pistol for a while. Whenever you start practicing a skill you're going to die a lot more at the start than you usually would, but it pays off huge in the long run. In the meantime, forget about your stats. Your points will suck until you learn whatever it is you're practicing, so it's best not to look at them.

Second, become friends with the 'create server' button. If you want to practice walljumping, bunnyhopping, EJing, fast caps, or any other manuever do it on an empty server. It's way easier to focus on refining your technique when you aren't getting blown up by other players.

Third, don't be afraid to get your ass kicked. It's fun to be the ninja on a server full of newbs, but you'll never get any better unless you get shredded now and again. It's only when you're challenged that you see what your strengths and weaknesses are. Of course, this isn't to say that you're only learning when you're getting headshotted over and over again, but don't be afraid to play up.

3. Weapons

For each weapon I'll cover the primary and secondary fire, the amount of damage it does for body and head shots, and give a blurb on how to use it best.

3.1. Default Pistol

At 27 damage for a headshot, fast reload and good accuracy, the pistol isnt bad. Don't think it sucks just because it's one of your default weapons. It's best at mid range, and works OK as a finisher after you've softened somebody up with another gun or a grenade.

3.2. Alyx's Pistol

Alyx's gun does more damage than the pistol and is considerably more accurate when it's in semi mode, so it's good for tapping off headshots at long range. It also has a larger clip than the pistol, at 25 instead of 18. In full auto mode the spray is less accurate than the default pistol. If you use full auto mode don't shoot more than 5 or 6 bullets in a burst and you'll maintain accuracy more (like in CS).

3.3. Magnum

The magnum is God. With 6 shots in a clip that can each do 225 on a headshot and perfect accuracy (the bullet always goes exactly where your crosshair is), the 357 has more potential for destruction than any other gun. Always aim for the head. Best at mid to long range, or in narrow corridors. Takes a long time to reload, but it will behind the scenes reload. If you hit someone once or twice in the body and they don't die, switch to another weapon like a shotgun or machine gun to finish them off.

3.4. Sub Machine Gun

The smg has been bumped up to 10 from 6 dmg which is a significant bump from the last version of the mod. It does a little more damage then the pistol, but is less accurate. Because of the increase in dmg, we have lowered the clip and size of the clip down so spraying like a wild man may not get you very far. If you have the smg grenades, you're in good shape. The lobbing grenades are the highest damage, easiest to use explosives aside from the RPG, so you can really ruin someone's day with it. Make sure to aim just above your target to compensate for the lob. The SMG does not reload behind the scenes.

3.5. Combine Pulse Rifle

I like the pulse. It does a good amount of damage and maintains it's accuracy quite well, even over long distances. However, don't unload the whole clip in one go, its accuracy degrades after the first 20 shots. Try and shoot in bursts. The pulse is great for any range except very long range, and is excellent for clearing out hallways.

The secondary can be tricky to use, but it's a great room clearer. Orbs suck outdoors or in large open spaces, so don't bother. The best way to use them is to fire them into the flag room to clear it out before you assault. Orbs are also key in taking down heavily armoured shield rune carriers. Beware of odd bounces though, because unlike in HL2DM, you can be killed by orbs you fire. Careful of friendly fire as well. You can catch them with your grav gun, and if you're really ninja you can fire one from the pulse, switch to grav, and catch it before it goes anywhere (yoyo'ing), allowing you to fire it again without having to wait for the charge up.

If you're fighting someone in a hallway and you have a pulse and you want to orb them, don't fire it straight at them because they will likely catch it and throw it back. Instead, fire it at the wall at an odd angle. The orb will bounce all over the place and it will be a lot harder to predict, and thus much more likely to kill your opponent.

The pulse doesn't reload behind the scenes.

3.6. OICW

The OICW is both the most accurate machine gun as well as the least. If you pray and spray and fire the whole clip at once, don't expect to hit anything. If you tap off single shots at a time, expect every bullet to go exactly where you target it. Thus, go for mid to long range headshots with this gun and nothing else unless you're sure your opponent is very close to death.

Airbursts are about equivalent to the SMG secondary. They're the easiest secondary to use because they go exactly where you point the gun. Fire at your opponent's feet. They only travel so far though before exploding, so keep that in mind when blasting away.

Zoom on the OICW is handy for picking off long range headshots, but it's not that useful. You have to bind OICW zoom to its own key.

3.7. Shotgun

There's a reason most kills are made by the shotgun. It's the ultimate close quarters finishing move weapon. Close range headshots do an obscene amount of damage. It's only good for very short range though, as it spreads out very quickly. Primary fire is better than secondary fire as it is more accurate and doesn't spend ammo as fast.

The shotgun will reload behind the scenes.

3.8. Crossbow

The crossbow is a more elegant weapon from a more civilized time. It's very quiet, will kill an unarmoured opponent in one body shot, and pins people to the wall in amusing positions. It takes a lot of practice to get leading the shot down right, but it's worth it for the havoc you can wreak on your enemies.

The bolts also bounce off walls, which you can use to your advantage sometimes. A great move is if someone is coming at you carrying a big prop for cover is to shoot the crossbow at the ground near their feet and watch the shot bounce up into them. If you hear the slight metallic 'chink' near you as you're running around, that means someone is targetting you and that you should a) jump around and make yourself a hard target, and b) find them.

One thing to note is that over long ranges the bolt drops a little due to gravity, so you may have to aim up just a touch to hit long shots. Also, a headshot with the crossbow does not do any extra damage.

The crossbow will reload behind the scenes, but it takes twice as long to reload as normal.

3.9. RPG (Rocket Launcher)

Ah the RPG. Since 1.7 the RPG isn't as abusive because now it does "only" 100 damage, but it's also regained the guiding laser just like in DM. This means that after you fire it, you can guide the missile by pointing it where you want it to go. This means you can fire around corners or behind cover. Remember to always shoot for the feet, and remember that you can't switch weapons until the rocket explodes. Rockets are great to lob around corners when you know someone is following you. Don't forget to lead the shot a little bit. The RPG shouldn't be too hard to figure out. If you're fighting someone who's using the RPG, try and get as up close and personal as fast as possible, or take them out from long range. The secondary fire allows you to switch from guiding missiles to unguided. This can be useful if you wanna pump a few rockets in a direction and keep on moving towards another objective.

The RPG will reload behind the scenes, but you have to wait for your rocket to explode before you can change weapons.

3.10. Sniper Rifle

This is HL2CTF's answer to CS's AWP. Huge, frightening, and hitscan. Best used with the scope at long range, but if you're ninja you can use it at close range without the scope. You don't get a crosshair unless you're zoomed, so noscoping is tough but possible. The sniper takes ages to reload, about as long as the magnum, so if you miss your first shot and your enemy is coming after you, switch weapons. If someone is shooting at you with this bad boy, watch for the trail of the spiral shot and you can find out where they are.

The sniper also will shoot through thin walls, like the openable gate on lambda bunker or the stairs/ramps on Pedestal2. It will also penetrate props, so if someone is taking cover behind a barrel or crate you can still blast them.

This is a great weapon to use while you've got the cloak rune on big maps like Kiruna or Canals, but remember that when you're zoomed in there's a great big, very visible laser in front of you, so you lose some of your stealth. If someone is cloaked and destroying you with the sniper, watch for this laser, because otherwise you aren't going to find them.

The sniper will reload behind the scenes.

3.11. Railgun

The Railgun is HL2CTF's answer to Quake's Railgun. Built by the Rebels (like the Xbow), the Railgun isn't the prettiest thing to look at, but its evil in the right hands. It fires rebar bolts like the Xbow, but the speed is almost twice as fast and there is no gravity related drops. It's reload timing will take time to get used to, but its potential damage makes up for it. It is the choice default weapon for Instagib mode.

3.12. Crowbar/Stunstick

Humiliating your opponents is always fun, and it's easy with melee. Just get up in front of them and smash them. Try and trap them in a corner or against a wall. If someone is coming at you with a crowbar, back up fast. They have a longer range than you might think.

3.13. SLAM

SLAMs are a good way to slow people down when they're approaching the flag and with 2.0, are easy to plant. Try to put them in narrow corridors. Planting them on ladders works well. You can shoot them with anything to blow them up if they're in your way, but don't get too close. They are now team based so you can plant as many as you can without worrying about teammates getting hurt by them or yourself being injured by them. There is a server cvar that is called ctf_slamsdiewithowner. If this is set to 1 (default), your slams will explode when you die.

You can also SLAM launch them in a similar way as you would cook a nade, by tossing a remote SLAM, picking it up with your grav gun and throwing it at enemies, and then switching back to SLAM and right clicking to detonate it. Usually the same effect is easier to pull off by cooking nades though. I have found that tossing 2 slams on the ground will give you the best explosion jump possible in this game, but it takes a lot of time and is near impossible to pull off with a lot of enemy traffic around.

3.14. Grenades

Grenades are nearly useless unless you cook them. To cook a grenade, do a short toss, then immediately switch to grav gun, and grab it. From the moment you grab it, you have 3 seconds before it explodes. Hold it for as long as you need to (longer hold for closer range targets), and then fire it so that it explodes directly on top of your enemy. It takes practice to get the timing of the whole manuever down, but it's absolutely deadly. A properly cooked nade can ruin someone's whole day, doing 200ish damage, plus splash. It's also great because you always spawn with a couple grenades, so providing you're good at it, you spawn with a one shot kill weapon.

Remember that you're very vulnerable while you're cooking and before you toss, so try and stay behind cover until you're ready to fire it out. If someone is cooking nades at you you have three options. 1) Get right up in their face. The closer you are, the more likely they'll hurt themselves with the nade. 2) Prove your ninjosity and catch their nade with the ggun and cook it right back at them. 3) If you're in an open area and you're feeling daring, you can wait until they fire the nade at you and then quickly jump away. This will still probably hurt you, but it'll buy you some time.

3.15. Gravity Gun

The Gravity Gun is awesome. Cook nades, catch orbs, and smash people with toilets. What else do you want? Physics are a great way to kill heavily armoured opponents. Especially the long tables, hotel signs, radiators, sawblades, and most importantly, the explosive barrels. A clean hit with any phys prop will kill anyone. If someone's coming at you with a prop, don't forget that you can catch it. Just get out your Gravity Gun and right click while looking at the object they're going to throw, and then wing it right back at them. Prop kills work best when you wait around a corner with a big object and crush people as they turn. You can also use props for cover as you advance, but this is dangerous because it obscures your visibility.

If someone is coming at you with a prop, get out your Gravity Gun and hold right click while looking at the prop they're holding. As soon as they launch it, you'll catch it, and you can often launch it right back at them for a quick kill. You don't have to right click while the object is in the air.

One other important uses of the Gravity Gun is to pull items towards you. On many maps there are items that are in precarious or inconvenient positions. Pull them to yourself with the Gravity Gun to save time. A good habit to get into is to use the grav to collect items while you're jumping through the area. Every second you save by grabbing items instead of collecting manually is a second you can spend capping or fragging.

Probably the most important aspect of the Gravity Gun is that it gives you the ability to toss the flag. This is a key element in HL2CTF's gameplay and is unique to only this game. There is nothing better then seeing a team execute a flag capture by tossing the flag to each other across a map. It can render a midfield defense completely worthless if done correctly.

3.16. Behind the Scenes Reloading

Some weapons will reload even if you don't go through the reload animation of the weapon. Some you have to watch the reload animation. Example: You have the magnum. You shoot 6 shots and the clip is empty. You switch to shotgun and wait as long as it would normally take to reload the magnum (about 2 seconds). Switch back to the magnum and it will be reloaded.

The weapons that this works for are as follows: Pistol, Alyx's pistol, OICW, magnum, shotgun, xbow, sniper. This does not work for the pulse rifle, and the smg. The xbow takes twice as long to reload behind the scenes than it does to reload it normally. If you switch to a behind the scenes reloading weapon before it's done reloading you will have to watch the whole animation, so make sure you wait long enough before switching back.

4. Runes

Runes are the bane of those that don't have them. So get them. With the newest version (2.0), runes have become team based, making the game a little more class based. The most powerful rune is Double Damage, followed closely by Shield, then Cloak and Drain, then Burst and Regen, and finally Lung. At the start of a match you should run for the spawn points of these runes and grab up as many as you can for you and your teammates. You can wear one and carry another with the grav. The floor where the rune spawns is usually marked by the symbol of the rune.

4.1. Double Damage

This rune doubles your damage given and received. In the hands of a good player, they become great. In the hands of a great player, they become almost unstoppable. All the weapons are good when their damage is doubled, but my personal favourites to use are the magnum, OICW, and shotgun. If you have Damage, keep your health up as much as possible, and don't be afraid to retreat if you're under heavy fire. You will die quickly when shot because all damage done unto you is also doubled so beware. You're the ultimate point man and battering ram, but you're also an easy kill, so be careful.

If you're facing someone with Damage, give them all you've got. They will die much faster since they have the Double Damage rune on. From a distance, try to use high damage weapons, like magnum, xbow, explosives, and orbs. In a pinched battle against an opponent with a Double Damage rune, they person who is more accurate will win the battle.

4.2. Shield

With the Shield Rune you become a tank. A portion of all the damage you take will be absorbed by the rune, effectively making your health ~35% higher. With reward, comes sacrifice as the shield also takes 25% of your speed away, effectively making your sprint only 5 points faster then walking. The shield is the ultimate defensive rune. Keep your health up as much as possible, because the power of your rune is proportional to how much health you have. If you're in a group, the Shield should go first in line. That way if you die, hopefully your teammate will pick up the rune before an enemy does. I can't tell you how many times I've killed a dude with a Shield Rune only to have his buddy pick it up right after.

If you're fighting against someone with a Shield Rune, orbs or props are the way to go. You need to do a lot of damage to take down a Shield guy, but orbs and props kill anyone in one shot.

4.3. Cloak

Cloak is awesome. You become the predator. While you're moving you can be seen, but when you're still you're invisible. The only time you are truly seen when you have a Cloak Rune on is when you are firing a weapon. It's the Cloak's clutch. As a cloaker you don't want to ever steal the flag, but you're the ultimate midfielder or escort. Try and use 1 shot kill weapons and take people out before they see you. If you can't take someone out right away, hide. As soon as you become still you turn invisible, so if you can get a corner between you and your pursuer you can stop and wait for them to come around, then get them from behind. However, remember that your name will still pop up when someone moves their mouse over you, so it's important to hide in places they're less likely to look at.

If you're fighting someone with a Cloak Rune, keep them moving. Keep the pressure on and keep them in sight. Use explosives, orbs, and the shotgun for best results. Also watch for the sniper rifle laser and other weapon lights and try taking them out while they are spraying away.

4.4. Regen

The Regen Rune is good, but not great. It will heal you 6 health every second. It won't help you out in a firefight, but it's great to help you stay alive on maps with not much health (like greatwall). It's also good to give the Regen Rune to the flag carrier on domination maps. If you have Regen, try to engage from a distance or kill people fast enough that they can't keep the pressure on. If you're fighting someone with Regen, keep the pressure on and kill them fast or otherwise they'll whittle you down.

By using the drophealth action you can become a sort of team medic, dropping health for wounded teammates and then healing on the fly. If you do this, be careful not to drop so much health as to leave yourself too vulnerable.

4.5. Drain

The Drain Rune is good fun. It isn't as powerful as Double Damage, but in the right hands it's deadly. Every time you do damage to someone you gain a portion of the damage you do (~25%) in health and armor, to a maximum of 100H/150A. If you have drain, try and do one shot high damage attacks. Also remember that you gain health from killing people with orbs and phys props, so don't shy away from those just because you have a Drain Rune on.

Drain is a great rune to have if you're stirring up trouble in the midfield or enemy base but not going for the flag. By dealing damage you're not only hurting your opponents, but you're also healing yourself. Because you're spending less time grabbing health and armor kits and more time fragging, you're even more of a thorn in your opponent's side.

There aren't really any special tactics to deal with an opponent with drain, just kill them like you would any highly armored opponent.

4.6. Burst

The Burst Rune is a flag runner's wet dream. Having it on gives a you a 15% increase in speed and keeps your auxiliary bar high , which can really make a difference on the right player. It really is only useful for flag runners or flag chasers because it doesn't give a player any other tactical advantage. With its auxiliary speed increase it can help new players managing their aux bar while bunny hopping, but someone that has learned the bhop will find little use in this.

4.7. Lung

The Lung Rune lets you swim underwater indefinitely without taking damage. Almost entirely useless seeing as you can swim for so long without taking damage anyway. The only time I've ever used lung effectively is on ctf_twofort_lite by camping the underwater RPG with an xbow and killing people as they came after it. It is also the only way to effectively cross the yard water tunnel in ctf_elite.

5. Maps

For each map I've got information on what runes and weapons are on the map, some tips and strategies, and diagrams showing where important items are. Not everything is labelled on the diagrams, in particular ammo for most weapons is unlabelled, but I've got to leave something for you to figure out for yourself. If I only show one part of the map in the diagram, assume that the other half is a mirror image. Most CTF maps are symmetrical. As for labelling, every diagram uses the same labelling scheme, outlined in the legend.

5.1. cp_canals

ctf_canals1.jpg | ctf_canals2.jpg | ctf_canals3.jpg | legend.jpg

5.2. ctf_canyon

ctf_canyon1.jpg | legend.jpg

5.3. ctf_canyon2

ctf_canyon21.jpg | legend.jpg

5.4. ctf_curved

ctf_curved1.jpg | ctf_curved2.jpg | legend.jpg

5.5. ctf_defrost_arena

ctf_defrost1.jpg | ctf_defrost2.jpg | legend.jpg

5.6. ctf_dirtwork

ctf_dirtwork1.jpg | ctf_dirtwork2.jpg | ctf_dirtworkjumps.jpg | legend.jpg

5.7. ctf_floodzone

ctf_floodzone1.jpg | legend.jpg

5.8. ctf_lambda_bunker

ctf_lambda_bunker1.jpg | ctf_lambda_bunker2.jpg | ctf_lambda_bunker3.jpg | legend.jpg

5.9. ctf_prisonriot

ctf_prisonriot1.jpg | ctf_prisonriot2.jpg | ctf_prisonriot3.jpg| legend.jpg

5.10. dom_raven

5.11. push_substation

ctf_substation1.jpg | ctf_substation2.jpg | ctf_substation3.jpg | ctf_substation4.jpg | ctf_substation5.jpg | legend.jpg

5.12. ctf_thegreatwall

ctf_thegreatwall1.jpg | ctf_thegreatwall2.jpg | ctf_thegreatwall3.jpg | legend.jpg

5.13. dom_rust

dom_rust1.jpg | dom_rust2.jpg | legend.jpg

6. Customization

6.1. Tweak Your Settings

Your framerate is your lifeblood when you're playing multiplayer first person shooters. If your FPS is low, you can't react as fast, your aiming won't be as smooth, and you'll die. Thus, you want as high and as stable an FPS as possible. Take a read through The TweakGuides.com HL2 Tweak Guide to find all the ways you can turn down detail and pump up your frame rate. For the most part the changes you can make can be divided into two parts: things you change in game, and things you change in your config. The TweakGuides.com HL2 Tweak Guide covers both, so check it out. Note that it doesn't really get into the meat and potatoes of tweaking until about page 5.

To show your FPS in game set:

cl_showfps 1

6.2. How to Edit Your Config

If you don't know what your autoexec.cfg is, it's time to learn. In short, your cfg is where you put all your binds, optimization settings, scripts, and anything related to the configuration of the way you play HL2CTF. By default, your config will be in Valve\Steam\SteamApps\SourceMods\hl2ctf\cfg. Put any changes you make into a file called 'autoexec.cfg' and HL2CTF will automatically load it each time you play. Remember that in most servers, scripts will be turned off.

6.3. Config Commands

Here's a quick list of all the commands for HL2CTF which go can your config.

Weapons
RPG: use weapon_rpg
Crossbow: use weapon_crossbow
SMG: use weapon_smg1
SLAM: use weapon_slam
Pulse: use weapon_ar2
Shotgun: use weapon_shotgun
Nade: use weapon_frag
GGun: phys_swap OR use weapon_physcannon (If you have the GGun out already, phys_swap will switch back to your previous weapon)
OICW: use weapon_ctf_oicw
Sniper: use weapon_ctf_sniper
Pistol: use weapon_pistol
Alyx Gun: use weapon_ctf_alyxgun
Magnum: use weapon_357
Crowbar: use weapon_crowbar
Stunstick: use weapon_stunstick
Railgun: use weapon_ctf_railgun
Previous Weapon: lastinv

Movement
Jump: +jump
Crouch: +duck
Sprint: +speed

Other
Suit Zoom: +zoom
Move flag to GGun: prepflagpass
Drop Rune: droppowerup
Drop Weapon: dropweapon
Drop Health: drophealth
Drop Armor: dropbattery
Flashlight: impulse 100
Spray tag: impulse 201
Team Chat Parser: messagemode2
All Chat Parser: messagemode
Team Chat: say_team [what you want to say]
All Chat: say [what you want to say]
Console: toggleconsole
Scores: +showscores

Note: The Chat Parser commands are what you press in game to type something to your team. The Chat commands are for making binds/aliases that make you say something just by pressing one button. Example:

bind "[KEY]" "say_team Need Backup! $L, $H/$A"
bind "[KEY]" "messagemode2"

6.3.1. ctf_allowscripts

This is a server setting that disables the use of scripts on a server. If this setting is set to 1 (activated) your scripts will not work on that server. A script is considered key binded to an alias or a key binded to more than one command using the semicolon.

6.3.2. Net Optimization

This isn't a gameplay script, but it's a script nonetheless, an important one at that.

To be honest, I don't understand exactly how packet loss and choke and ping and whatnot all intertwine, but I can give you the coles' notes version. You have 3 variables that are important for your net performance. cl_updaterate, cl_cmdrate, and rate. cl_updaterate is the number of packets you request from the server per second, so you should match it to your FPS. cl_cmdrate is how many packets you're sending to the server per second. You want this to be high, but not so high that you get packet loss or ping instability. rate is the max rate you can receive data in bytes. I leave mine set at 100000 and have had no problems.

You want the numbers for all of these variables to be as high as possible, but if you go too high then your ping will go crazy and you'll have packet loss, which is a Bad Thing. Every server is different, and every game is different, so what I do is set up a net optimization bind that cycles through several different net settings, allowing me to find the one that works the best for the game I'm playing. If you want details on how all this stuff works, check out this guide at Saix.net. That guide is for CS, but the commands are identical. If you just want the script I mentioned, here you go:

bind "F7" "netset1"
alias netset1 "cl_cmdrate 30;cl_updaterate 30;bind F7 netset2;echo 30-30"
alias netset2 "cl_cmdrate 30;cl_updaterate 50;bind F7 netset3;echo 30-50"
alias netset3 "cl_cmdrate 30;cl_updaterate 70;bind F7 netset4;echo 30-70"
alias netset4 "cl_cmdrate 50;cl_updaterate 30;bind F7 netset5;echo 50-30"
alias netset5 "cl_cmdrate 50;cl_updaterate 50;bind F7 netset6;echo 50-50"
alias netset6 "cl_cmdrate 50;cl_updaterate 70;bind F7 netset7;echo 50-70"
alias netset7 "cl_cmdrate 70;cl_updaterate 30;bind F7 netset8;echo 70-30"
alias netset8 "cl_cmdrate 70;cl_updaterate 50;bind F7 netset9;echo 70-50"
alias netset9 "cl_cmdrate 70;cl_updaterate 70;bind F7 netset1;echo 70-70"

To use it, just press F7 until you get something that gives you a stable ping with as little choppiness as possible.

6.4. Hitsound

Enable the hitsound so that when you hit someone you'll hear an electronic bleep, much like in Quake. This is awesomely handy because you dont have to rely on seeing the often misleading client side blood to know if you've hit someone. The command to enable the hitsound is:

hud_hitsound 1

Command can be toggled through the main menu under OPTIONS->Multiplayer->Advanced...->Enable hit registration sound

6.5. Changing Default Spawn Weapon

You can choose which weapon you perfer to spawn with with this command:

cl_defaultweapon <weapon name>

For example:

cl_defaultweapon weapon_frag

Will spawn with fragmentation grenade in your hands instead of the standard pistol in Pro mode (SMG in HL2DM mode).

6.6. Auto Weapon Switch

If you want to switch weapons every time you pick up a new weapon:

cl_autowepswitch 1

Otherwise, use:

cl_autowepswitch 0

Command can be toggled through the main menu under OPTIONS->Multiplayer->Advanced->Automatic Weapon Switch

6.7. Custom Crosshairs

Personally I prefer just a dot for my crosshair rather than the fancy reticule that is HL2's default. If you want to change your crosshair, check out BullsEye Crosshairs for instructions on how to do so, as well as the necessary files. Note that changing the crosshair will not change the quickinfo bars.

6.8. Controlling Downloads

cl_downloadfilter [ all | none | nosounds ]

cl_downloadfilter nosounds will download everything from the server except custom sounds.

6.9. Custom Sprays

Everyone likes a logo. It's real easy to make your own spray, just go into options, press import, and find the picture you want. The picture must be in jpg, bmp, tif or vtf format. The command to spray in your config is:

bind "[KEY]" "impulse 201"

7. Appendix

This section is for a few random tidbits that aren't a part of playing the game, but are still related to HL2CTF.

7.1. Demos - Recording and Watching

To record a demo, get in game, open console, and type record [demoname]. The demo will show up in your main hl2ctf directory (default: Valve\Steam\SteamApps\SourceMods\hl2ctf\) with the filename [demoname].dem. You can record demos whether you're spectating or playing. When you're done recording, type stop in console. If you change servers or if the level changes while you're recording, a new demo will start recording called [demoname]002.dem.

To watch a demo, you have two options. Both start with console. You can type playdemo [demoname] and it will open up. Or alternatively you can type demoui to bring up the Demo Playing window, which works basically like a VCR. Press the load button to load up a demo and change the playback speed with the slider. Using the GOTO box you can type in a tick number or frame number to jump to in the demo. Pressing shift-F2 will hide or unhide the demoUI while you're watching the demo.

7.2. Making Movies From Demos

I'm not going to go into detail about how to do this because it's a big topic, but here are some tutorials to get you started.

7.3. Mapping

Making a map is easy. Making a map that's balanced, is fun to play, looks good, and has good FPS is hard and tedious. Luckily there are a ton of resources online to help guide you. Here are some of them.

7.4. Further Reading

If I have to tell you why the following books are relevant then you shouldn't bother reading them.

That's it. You've reached the end. Go forth and conquer.

© 2006 HL2CTF.org. Valve, Steam & Half-Life 2 trademarks of Valve Corporation.