DeepFrag

Quad on dm2

Quad is in the water room next to big, and there is no door. Players come down the quad path from high RL, rocket-jump up from big (all the time), and in from the water side out of secret, the stairs or the tele. On dm2 the quad also sits a second or two before anyone takes it, so the quad time drifts later a little faster here.

What decides the quad here
Stack when it spawns
<100 (naked)7%
100-1498%
150-24934%
250+30%

Of the players near the quad when it came back, the share who took it, by their stack two seconds before. Stack is the whole story: naked players almost never win it.

Distance two seconds before
<150 u77%
150-30023%
300-45017%
450-65010%

Being there first matters: the closest player two seconds out takes it 63% of the time, the most-stacked one 38%. Distances in units.

The ways in · best converting: already in the room

The quad path from high RL

16% of contests
24%convert
190taker's stack
10 stakers arrive early
18%die before it spawns

The stacked way in. You come with the RL and usually a yellow. Whoever holds the top of this path controls the room.

Rocket jump up from big

10% of contests
6%convert
204taker's stack
9 stakers arrive early
25%die before it spawns

Fast and loud. You arrive on a rocket jump with less health than you left with, and everyone in the room heard it.

The water side

29% of contests
11%convert
182taker's stack
5.8 stakers arrive early
24%die before it spawns

Out of secret, the stairs or the tele. Slow, and usually the second player into the room. This is where the free kills come from for whoever holds the path.

Already in the room

7% of contests
66%convert
206taker's stack
10 stakers arrive early
15%die before it spawns

Standing in the quad room when it spawns. Nobody converts like the player who is already there with stack.

Late from NG, low RL and the red

18% of contests
6%convert
205taker's stack
10 stakers arrive early
22%die before it spawns

If you are still at low RL or the red 5 seconds before, you are not getting this quad. Take the red instead and be early for the next one.

How to play it
  1. Come down the quad path from high RL 10 seconds before it is due, with a yellow on, and stop at the top of the path.
  2. Fire down at the players coming up from big and out of the water. They are the ones without armor.
  3. The second player holds big: if the enemy rocket-jumps up, he lands in front of you, not behind your teammate.
Travel times between key rooms fast / typical seconds without a rocket jump · RJ = fast with one
from \ toquadback RA/megasecret RAbig YAtele YAhigh RLlow RLGL megateleNGwater
quad·1 / 16 · RJ 107 / 13 · RJ 82 / 8 · RJ 36 / 10 · RJ 83 / 4 · RJ 35 / 13 · RJ 87 / 14 · RJ 73 / 7 · RJ 52 / 4 · RJ 35 / 16 · RJ 10
back RA/mega7 / 16 · RJ 9·7 / 14 · RJ 83 / 7 · RJ 410 / 16 · RJ 1112 / 19 · RJ 84 / 9 · RJ 717 / 18 · RJ 78 / 15 · RJ 128 / 14 · RJ 109 / 17 · RJ 10
secret RA4 / 13 · RJ 41 / 12 · RJ 15·5 / 12 · RJ 135 / 10 · RJ 108 / 14 · RJ 85 / 10 · RJ 911 / 18 · RJ 144 / 7 · RJ 72 / 3 · RJ 21 / 2 · RJ 2
big YA4 / 14 · RJ 36 / 11 · RJ 78 / 12 · RJ 10·7 / 12 · RJ 119 / 15 · RJ 33 / 5 · RJ 410 / 16 · RJ 45 / 9 · RJ 73 / 6 · RJ 57 / 14 · RJ 11
tele YA5 / 9 · RJ 61 / 12 · RJ 169 / 17 · RJ 122 / 8 · RJ 4·2 / 3 · RJ 34 / 12 · RJ 103 / 7 · RJ 51 / 4 · RJ 16 / 11 · RJ 71 / 13 · RJ 12
high RL2 / 4 · RJ 41 / 17 · RJ 139 / 15 · RJ 114 / 10 · RJ 68 / 14 · RJ 11·5 / 13 · RJ 105 / 10 · RJ 75 / 11 · RJ 94 / 8 · RJ 56 / 17 · RJ 10
low RL9 / 16 · RJ 93 / 5 · RJ 43 / 5 · RJ 44 / 10 · RJ 88 / 15 · RJ 1010 / 17 · RJ 12·13 / 21 · RJ 146 / 13 · RJ 115 / 10 · RJ 85 / 9 · RJ 7
GL mega7 / 10 · RJ 611 / 16 · RJ 1012 / 20 · RJ 142 / 4 · RJ 410 / 15 · RJ 154 / 5 · RJ 55 / 9 · RJ 6·9 / 13 · RJ 126 / 11 · RJ 87 / 20 · RJ 18
tele7 / 12 · RJ 81 / 16 · RJ 159 / 16 · RJ 135 / 11 · RJ 61 / 3 · RJ 24 / 6 · RJ 57 / 13 · RJ 75 / 9 · RJ 6·3 / 10 · RJ 67 / 16 · RJ 11
NG2 / 12 · RJ 27 / 12 · RJ 104 / 7 · RJ 63 / 10 · RJ 73 / 7 · RJ 75 / 10 · RJ 54 / 7 · RJ 67 / 12 · RJ 112 / 2 · RJ 3·1 / 10 · RJ 6
water3 / 11 · RJ 26 / 10 · RJ 111 / 7 · RJ 124 / 9 · RJ 84 / 8 · RJ 66 / 11 · RJ 54 / 7 · RJ 78 / 12 · RJ 122 / 3 · RJ 40 / 1 · RJ 1·

Seconds from entering one room to entering the other, measured from 64 recent NA fours. Fast is the 10th percentile of the runs that actually went that way in one life, with the real stairs, lifts and jumps in it; typical is the median. A ~value is an estimate for a pair nobody ran directly. Count your item clock against the fast number and leave on time.

From 88,843 contested quad spawns on dm2 in the demos (a player counts as contesting when within 650 units in the last 10 seconds before the spawn). Spots are the server's own location names for where a player stood 5 seconds before the spawn. Quad conversion, explained →

Other maps: dm3e1m2schloss