Learn about hazards, turrets, teleporters, and low gravity in Unreal Tournament Part 25. Escape dangers and master map mechanics.
Walkthrough
- 1Hazards: The best way to escape a hazard before it finishes you off is to translocate (use your translocator module) out of there. You may have time and space to chuck your module to safety and save yourself, though some hazards are instant death, like the lava in CTF-LavaGiant. Boots can also be useful for quick escapes. Under certain circumstances, you may be able to hammer-jump (perform a jump attack with the hammer weapon) off a vertical wall to escape a pit.
- 2Traps: These are very rare, but keep an eye out for them. There's one in DM-Pressure and another in DM-Fractal.
- 3Turrets: Also known as auto-cannons, these are mounted guns that fire at the attacking team on (almost always) CTF or AS maps. They use the same ammo types and rates of fire as normal weapons (except in AS-Mazon). You can temporarily disable them by shooting at them until they retract. They retract after taking a certain amount of temporary damage (they cannot be destroyed). This damage can be hastened by aiming for the top, similar to a headshot (a shot that lands on the enemy's head, usually an instant kill) on an opponent. Disabling turrets can disguise your movements and confuse defenders. AS-Overlord has a special mortar turret that fires at the same patch of ground at a constant rate without targeting anyone.
- 4Teleporters: These are shimmering balls of energy that instantly transport you from one part of the map to another preset place. Some are two-way, but most are one-way. Teleporters can be used with a translocator to control two areas of a map simultaneously, which is useful in DOM maps. They can also be 'hammer-camped' by players sitting in front of an outgoing teleporter with a loaded hammer. It is possible to launch through teleporters, making it difficult for defenders to stop the initial launch. The two teleporters in HyperBlast can create an almost unbreakable loop if you move around the sides of one, walk into it, then walk backwards into the other. Only players and what they are carrying can pass through teleporters. You cannot throw weapons, armor, or translocators through them, nor can you shoot through them. CTF flags can be carried but not dropped through them. Teleporters will not save you from fall damage.
- 5Jump Pads: These are immobile jump boots that propel you into the air in the same direction every time. They are rare in single-player maps but can provide alternate routes. Hammer-jumping or alt-hammer-jumping off jump pads for a height boost is possible but has very strict timing.
- 6Oblivion: This is where you die by falling into an unknowable hazard area, such as the areas surrounding CTF-Face, DM-Peak, and DM-HyperBlast, which are usually just falling into space. Oblivion doesn't kill immediately, but you can escape its 'fatboy' effects by translocating away.
- 7Low Gravity: Some maps contain low gravity zones that affect airborne player movements (including dodges), increasing the time it takes to reach the floor and extending the height and distance of air-based movement. Ground-based actions are not affected. Jumps can go higher but take longer. Assisted jumps receive a huge boost to horizontal and vertical distance, which should generally be avoided. To minimize effects, try using walk-jumps. The effects disappear when you leave the zone. These zones do not affect projectiles but do affect items like translocators and CTF flags. Combat in low gravity zones should be avoided due to movement disadvantages.
Tips
- If you know or suspect an opponent is hiding in the darkness, use splash damage weapons to flush them out.
- If you have a shield-belt or UDamage, or are carrying an enemy flag, crouching and not moving or firing will not help you escape from chasers.
- When using teleporters, be aware that players can 'hammer-camp' them by waiting with a loaded hammer at the exit.
- In low gravity, avoid assisted jumps as they receive an inconveniently huge boost to horizontal and vertical distance.
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