The Black Strat
Not to be confused with David Gilmour's Black Fender Stratocaster, which is also known as "The Black Strat"



This article was originally published by Black_DoG back in 1999.


A Brief History of CTF

Death match will always be the great war-horse of Quake. Far be it from any CTFer to take away from that fact, but just as Jazz has been called "a musician's music" so CTF could be described as "a veteran Quake player's game." In other words, many veteran DMers simply switched over to CTF. CTF is the most popular mode of Quake among all the Quake modifications made. Perhaps this is due to the fact that CTF, in its basic definition, is simplistic. It has remained true to pure Quake while adding just enough modification to usher in many more dynamics (see below).

Just as the most veteran of 3d gamers who emerged out of the days of DOOM, through Qtest, and into the full-blown phenomena of Internet Quake enjoyed the simplicity of death match, so many of these same players were the most taken in by a modification that offered that same familiar simplicity, yet with added dynamics that greatly enhanced the Quake experience. The credit for all this goes to Zoid who did introduce the Internet Quake community to CTF. In his labors, he has been determined to keep CTF as simplistic, pure and true to its confines in Quake as possible.

As mentioned above, DM is "the great war-horse of Quake." Every veteran CTFer knows this and was teethed on Quake in DM. Single player Quake might well have been the first few steps taken by the infant player (taking into account that they didn't rise up through the great DOOM days), but the first time they went head to head with someone else they quickly found how different DM truly was. Then, id Software generously offered us the ability to go head to head with tons of people via the 'Net, and those of us who could not beforehand enjoy LAN parties and such, soon found ourselves honing the advanced DM skills necessary to compete amongst large numbers. However, after many long and endless ages of DM veteran players were delighted by the introduction of more complexity to Quake. CTF ushered in incredible factors of human interactivity. The veterans of this id phenomena found in CTF a different type of "goal." One could imagine the difference between primitive "tackle the man with the football" games in the back yard compared to a full-blown, 11 man team, 100 yard end-zone, defensive line/offensive line, our end-zone/their-end-zone game and understand the thrill that many veteran players experienced when they first entered a server that had "flags." Before too long, other things began to develop on these "CTF" servers: offense, defense, flag runners, attackers, etc. The implementation of these factors into the game meant that another incredible concept began to emerge as well -- "Teamwork." All of this meant that the other fine attributes of human interactivity were added that are found in both our war and play, in battles on the field and on the chess board: strategy, tactics, logistics and in all of this a shared commoradory, a hailing of each other for contributing to the "goal" of the team -- that goal being Capture the Flag!

Therefore, the history of CTF is one that finds its most primordial origins in the player who first starts up Quake and plays single player. Then one day, he moves on to multi-player, Internet Quake DM (if he didn't come through the DOOM days of 1 on 1 modem DM). He then graduates to the complex, yet simplistic world of CTF -- complex due to the necessity of offense, defense, teamwork, etc., and simplistic because CTF confines itself to these same basic, human inventions of war and play as well as remaining as true as it can be to pure Quake.

CTF Strategy: The Basic Nuts & Bolts

Capture The Flag is fairly self-descriptive. It is an old game that first existed in outdoor activities of different sorts, used by the military at times in war games, and is perhaps more popularly known in paint ball (i.e., real-life paint ball). The goal of CTF is as simple as getting your enemy's flag and "capturing" it, or touching it to your own which will have to be in its proper place at base. This sounds very easy, simple, concise, but this description also opens the door to the great complexity of the game that is so enticing to its participants. We have 2 parts that need to be discussed: #1 Getting the enemy flag & #2 Keeping your own flag. Naturally, these 2 things become what is known as "Offense" & "Defense." Again, we have more simplicity. O & D: how much more simple can you get? But, indeed, we will discuss below just how very complex these 2 areas/chores/concepts actually are.

CTF Strategy: O & D The Greater of The 2

No matter how one approaches CTF, you will always come out with the inevitable sum that a team must have both O & D. There's simply no way around this fact.1 But are the 2 equal? If we were to use visual models of these 2 concepts and their importance in CTF would the Eastern, yenyang icon be appropriate? That is, the 2 are exactly the same in importance. A team must put exactly the same amount of emphasis on one as much as the other. The 2 share a dualistic relationship, and one means just as much as the other.




The Black Strat

It gives me great honor to introduce to you the mind of one of the greatest HPBs ever to play QWCTF. A key ingredient in The Dog Pound's incredible HPB force, Black carried much weight in some of our biggest tournaments and always come through in the end. Here, for the first time, he holds nothing back in detailing the basics, advanced knowledge and general thoughts on how a thinking man is to approach the game of QWCTF.

Level Knowledge -- The Ability to Outsmart Your Opponents:

1. The most basic thing to know when playing in a match or scrimmage is to know the layout of the level down to the minutest details. If you are an offensive player, then knowing the level is one of your most valuable weapons. Here's an example of an offensive run on one my all-time favorite maps, CTF2M4, The Ruins of Neominonk:

- Let's assume you have just grabbed the flag from the red base and there are two defenders who are both armed with rocket launchers. The first thing you want to do is get out of their sight, giving you the chance to lose them, as well as getting rid of their ability to hurt you. So let's say you go down the tunnel-exit that holds the megahealth. One of the defenders runs after you and fires uselessly as you hop onto the elevator. This defender is now no threat for at least 5 seconds while the elevator lowers, allowing him to give chase. The other defender has not yet reached the room you are in so you have maybe 2 or 3 seconds to make a choice. You could make a break for your base, you could stay and fight or you could do the opposite of what they expect -- go back to their base. Hop into the tunnel that leads to their grenade launcher, near the rockets box and listen to them trying to catch up to where they think you would be (running for your base) trying to stop you while you restock your arsenal back in their base and prepare to go home for a cap. -

In this scenario, by knowing the layout of the level better you avoided the first defender by trapping him in the megahealth tunnel and by doubling back on the other defender. Had you made a break for your base you most likely would have either been dead or in some serious hurt.

2. Level knowledge is also very important for a defender. If you as a defender know the layout of a level just as well as an offensive player, then you will be able to see through their tricks and evasive tactics a lot easier. Going back to my previous example, had the first defender known that he wouldn't be able to give chase because of the elevator, he could have gone out another exit and met you as you emerged. By knowing the level, you will be a much more formidable opponent.

3. I personally go through any map that I don't know by myself. I memorize potential ambush spots, hidden areas, escape routes, item placement, and try to find a particular chokehold that will allow you to be on defense by yourself. This might seem like overkill, but it's not. You'll be able to see the results when you are playing a game against someone and you know exactly where the best place to retreat to and then ambush him is.

The Grappling Hook -- Your Best Friend:

1. Grappling is perhaps the most important skill to know when playing CTF. The Grapple is more than a tool that allows you to stick to a wall and shoot at people with a shotgun. It can be used as a weapon, a way to move faster, and most importantly, a way to confuse. Use it to your advantage. Practice with it constantly. Give yourself a true advantage against others who use it rarely. It can be more valuable than Quad damage if you understand the basics.

2. Some people try to use the grapple as a means of transportation only, and that isn't altogether a stupid thing to do, but when you try to make every single one of your grapple shots count then you are going to end up dead. If you take the time to aim at precisely the right spot in the middle of a flag run with 2 defenders hot on your tail, then you will die. The next time you're in a situation like that, try random grappling. Aim at the ceiling, pull yourself halfway up, then shoot at a wall and stick there for a second, then grapple towards the ground, jumping as soon as you hit the floor to use the momentum, then do something else crazy and unexpected. By confusing them, you make them waste ammo and get them frustrated. Pick your moment to dart for the exit or flag carefully, when they are off balance or run out of ammo. It takes some practice to know the exact moment to run for it, but after a while it will become like second nature to you.

3. The Grapple may also be used as a weapon. Say you walk up behind an unassuming enemy who is facing the other direction. Maybe you just respawned; maybe you have a high damage, non-explosive weapon. It doesn't really matter. Just select the grapple; peg him where it hurts, and then switch to a weapon. Even if all you have is the shotgun, use it. Chances are the guy is gonna be panicking because he's watching his health run down at a constant speed, so more than likely they will just turn around and shoot you, even if all they have is an explosive weapon. You might die before him, but he will be severely weakened and you have lost nothing because you had no weapon or armor to start with. This move is well worth the cost, even if the enemy doesn't die. But beware, a good player will know how to counter this move easily. Just turn around and face the person grappling you, grapple him right back, then switch to your most powerful non-explosive weapon and start blasting away. With luck, you'll escape with minimal damage. Reaction time is the key.

Defense - The Dirty Work

1. CTF is obviously about capturing the flag by grabbing the enemy flag and touching it to your flag in your base. The player who captures the flag not only gets all the glory; he also gets bonus points. This makes almost everyone want to be an offensive player and make useless flag runs, hoping to get lucky and slip through the enemy defenders. While offense is necessary, defense is vital. Without a competent defender, your team will not capture the flag, even if they get it back to your base. You can't capture the flag if yours isn't there too. Remember, defense is the key to winning.

2. This makes it excruciatingly important to have at the very least two competent defensive players at any given time. The first defender can meet the enemy head on when they attack, weakening them and perhaps killing them. If and when the first defender falls, the second defender will still be there to finish him off or delay him long enough for the first defender to return with a weapon or two.

3. In order to be a good defender you have to be mobile and well armed. A defender who stays in one spot is asking to be killed. After you beat off one attack, pick a new spot to wait for the next one. For example, when you repelled the first attack you were waiting by the left side of the door, then move to the right side for the next attack, or above the door. As long as you keep choosing your spots randomly, the enemy won't know where to attack you as soon as they enter your base.

4. When your flag carrier is approaching your base and you know it, it's not a bad idea to move away from your main defensive area and escort him the rest of the way back to the base. He will probably be low on health with enemies right behind him, so watch his back. If he dies while you are protecting him it now becomes your responsibility to bring the enemy flag back to your base. Do whatever it takes. Capturing the flag before the enemy can kill you and return their flag or grab your flag is your number one priority.

5. If your opponent happens to be a very talented grappler then instead of chasing him all around your base, run to a known chokehold that he won't be able to get through to his base without facing you. If the base has more than one or two exits, then you might want to call some help. If backup isn't going to reach you in time to prevent his escape and you can't stop him then you will have to give chase to the enemy flag carrier and inform your teammates which exit he left through and where he is heading. This is where your binds come into play, so it's vital to have a complete config that has team messages that will provide the most amount of information in the shortest way. If you find yourself missing a bind that would be particularly helpful in your current situation, then your best bet is to improvise as best you can and remember to add that message to your config as soon as the game is over.

6. Never, EVER panic. Panic is your worst enemy. If your team is down a cap and the time is ticking away fast, then the urge to go on offense and try to be the hero of the day is nearly overwhelming. Let me assure you, this is the worst mistake you could possibly make. You have to stay strong and keep faith in your teammates. Trust in them that they will pull through and bring home that last saving capture before the time is up. Even if you lose, by staying in your position you are doing your part and that's all that you can do. If you rush out of your base to try to win the game, then you are leaving it open to the enemy. They might set their offensive players down in your base to defend it as if it were their own. They might allow you to get all the way back to your base with their flag, then frag you as soon as you enter supposedly friendly territory. By leaving your base undefended you are letting your team down. They are counting on you to keep your base YOUR base. Just remember to keep your cool in any given situation. Panic can and will defeat you.

Offense - The Art of Running Really, Really Fast

1. Offense is not vital to winning a game of CTF. If you have the best defense, then you will still win because of your frag count, regardless of whether you capture the flag or not. However, having a nice buffer of 2 or 3 caps between you and your opponents is very reassuring. It lets you breathe easier and lets you beat down panic if they get a lucky cap on you. Unfortunately most defenses are not perfect, no matter how well planned, so offense becomes a necessary task.

2. I see a lot of offensive players as being the guys who charge headfirst into three enemies and try to take them all on. This is a very stupid way to play offense. The most effective method of getting the enemy flag back to your base is to use stealth and avoid as many confrontations as possible. Grappling is vital to the offensive player. You have to stay mobile and healthy. As soon as you touch the enemy flag have your grapple already halfway to the point where you want it to hit so that you begin your movement away from the flag pedestal as soon as possible. When you have the enemy flag in your possession then the enemy team will dog you and harass you and follow you all the way back to your base, because you are their primary target. Grabbing the flag is like saying, "Hey, here I am, please come and shoot me." You are not safe until you have either captured the flag or are dead.

3. Be patient. If you don't learn to identify opportunities, then you will fail as an offensive player. You must bide your time, then seize the moment as it presents itself. Hide in a spot outside the enemy base that you can see an enemy leaving from, but they cannot easily see you. Then as the enemy exits, you enter, and there is one less danger gone for the moment. Your best bet in approaching an enemy base is stealth, not like Rambo. You become Rambo after you grab the flag. But until that time, play smart. Out-think them. Fool them, trick them, and cause a distraction, whatever it takes to give you a few more seconds in the clear after you grab the flag.

4. Of course, there are situations where stealth isn't an option, and in those scenarios, I suggest you use your grapple skills to the fullest. Speed is your friend. The enemy can't give chase with his own grapple and shoot at you at the same time. All you have to worry about is outrunning him, then chucking a few grenades behind you or shooting a rocket at the door you exited in order to make him think twice about charging right after you.

5. After you get out of the main part of the enemy base, you should be primarily concerned with evasion. Once you're out of the enemy's sight, take an unexpected direction. If you go through a door, try grappling straight above it so he goes right under you and continues pursuing you where he thinks you will be. Trickery is crucial to being successful at offense.

6. When you reach the main part of your base, you can breath a little easier, but by no means should you slow down. If your defenders are doing their job, your base should be clear, but there is always the chance that they got rushed by quad and there is an enemy standing in your base waiting for you. So even if you think you have the capture, be on your guard. When you capture, then and only then can you relax.

Now, there's been plenty of experimentation done with "Full O Blitzes" that momentarily have no D, etc., but these are simply small, brief, anomalies within distinct strategies. The very fact that a concerted action called an "O Blitz" occurs means that the given norm of D is understood and replaced by an exception: the "O Blitz." D is still a norm, and the team practicing such maneuvers (the ones I've known of anyhow) maintain a normal balance of D/O with these exceptional strategies utilized only once or twice on a map at the most normally.

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