DeepFrag

Quad on dm3

Quad sits above mound. There is no door. You get to it by jumping across the gap from either side, by coming down from high YA (through the area above YA), or through the pent window off high bridge. A rocket jump up from mound happens, but rarely. The RL room is far: up the stairs from low bridge to high bridge and across through the window, or round through YA, so a player who is still at the RL when it spawns is not getting it.

What decides the quad here
Stack when it spawns
<100 (naked)6%
100-1499%
150-24931%
250+45%

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 u69%
150-30040%
300-45020%
450-6509%

Being there first matters: the closest player two seconds out takes it 61% of the time, the most-stacked one 47%. Distances in units.

The ways in · best converting: already on the platform

Already on the platform

21% of contests
34%convert
206taker's stack
9.5 stakers arrive early
22%die before it spawns

Standing on or under the platform when it spawns. The player who is here with stack takes it more than anyone; this is what "be there first" means on dm3.

Through the pent window, off high bridge

15% of contests
15%convert
150taker's stack
9.3 stakers arrive early
20%die before it spawns

Across high bridge and through the window. The best-converting way in that is not already being there: you arrive with stack and the platform in front of you.

The gap jump, either side

16% of contests
13%convert
203taker's stack
5.8 stakers arrive early
22%die before it spawns

From ring, the SNG tele or the hill you jump the gap onto the platform. You are in the air for a moment where a stacked player already up there gets a free rocket on you.

Down from high YA

6% of contests
13%convert
177taker's stack
5.2 stakers arrive early
19%die before it spawns

Through the area above YA and down, with the yellow already on. Fewer players use it than the gap, and it converts about the same.

Too far to count: players still at the RL, low bridge, water or the red 5 seconds before were 26% of the contesters and took it 5.8% of the time. That is not a way in, that is being late.

What the best players do here · the 20 seconds before every quad spawn, from their demos
  • The best quad takers on dm3 (milton 29%, zero 27%, Blood Dog 25%, carapace 25%, javve 25% of the spawns they are near) are near the quad exactly as often as everyone else: 80 to 85% of spawns. They win it because they arrive with 150+ stack far more often (40 to 44% of the time, against 28% for everyone else) and convert those stacked arrivals about half the time (45 to 50%, against 32%).
  • Twenty seconds before the spawn the takers are at the red. RA or RA.low is the most common spot for milton, javve, zero, Blood Dog and chris alike, and one take in three includes a restack at the red on the way. The routes are red > SNG tele or RA rox > Ring > the jump onto the platform, or YA > YA box > window.
  • They come in through Ring or the window, never hill or the RL side. Entering from Ring converts 33 to 39% for the elite and 19 to 21% for everyone else; hill is 5 to 14% and the RL spot 3 to 10% for anybody.
  • Two styles both work. Camp it: chris and carapace are inside 650 units ten seconds early on 41 to 46% of their takes and convert best when early. Time it: Blood Dog, milton and zero arrive 6 to 8 seconds early on the median and convert best in the last five seconds, coming off a fight with the stack still on.
  • The RL is in hand on 73 to 80% of the elite's takes (Blood Dog 62%, he takes with the LG too). With the RL the elite convert 42 to 49%; without it, 15%.
  • Top teams have a designated taker. milton takes 4.5 a game while stepcop takes 2.3 on the same team; carapace takes 4.0 and bps 2.8 on Sudden Death; on the -fu- team Hto takes 1.0 a game and is a top player anyway. Decide who the quad player is before the game.
playergamestakes / gameconvertstacked convertnaked convertwith RLstack 5 s outRL in handthere 10 s earlybest way in
milton · EU1404.529%50%13%44%22676%35%Quad 49%
zero · EU1024.327%50%10%44%24369%35%Quad 42%
Blood Dog · NA6534.125%47%14%42%21062%21%Quad 38%
carapace · EU79425%45%10%41%21873%41%Quad 41%
javve · EU1233.825%49%9%49%24573%33%Ring 39%
yeti · NA3513.723%45%12%41%20174%31%Quad 37%
ekz · EU1493.623%49%8%45%25069%26%Quad 39%
ok98 · EU1303.423%47%12%42%20565%31%Quad 36%
chris · NA1343.221%46%8%44%22680%46%Quad 39%
xantom · EU853.321%42%8%36%24276%32%Quad 37%
lac · EU843.221%46%8%39%21472%33%Quad 34%
sae · EU873.120%40%10%38%20472%27%Quad 32%
sane · NA682.919%39%9%35%22973%31%Ring 34%
splif · EU205319%39%9%36%21373%35%Quad 34%
bps · EU602.818%37%9%34%20365%28%Quad 37%
reppie · EU532.516%32%6%28%21082%43%Ring 26%
grisling · EU952.416%33%7%31%20564%31%Quad 28%
rusti · EU1602.316%33%8%29%21158%30%Quad 30%
jon · EU1062.316%30%6%26%23971%32%Quad 33%
edvin · EU1342.416%38%6%35%23880%45%Quad 29%
andeh · EU512.315%37%7%34%20669%41%Quad 25%
stepcop · EU872.315%32%8%31%18259%25%Quad 25%
paradoks · EU1152.415%36%7%32%20370%29%Quad 22%
bas · EU1111.410%20%6%20%19062%37%Ring 16%
cronus · NA3441.49%25%4%23%20571%36%Quad 19%
goblin · EU231.39%24%3%21%23463%36%—
hto · EU16816%17%2%17%23682%35%Quad 21%
anza · EU36416%19%3%18%20045%41%Quad 16%
everyone else (NA)77412.414%33%7%31%20864%33%Quad 26%
everyone else (EU)130613.715%34%8%31%20563%33%Quad 27%

"Convert" is takes divided by the spawns the player was near. "Stacked" is 150+ stack five seconds before the spawn, "naked" under 150. "Best way in" is the spot they entered the 650-unit zone from that converts most for them (100+ times). Stack, RL and arrival are measured on the quads they took.

How to play it
  1. Be at the red twenty seconds before it is due. Restack there, then go red > SNG tele > Ring > jump, or YA > YA box > window. That is the route of every top taker in Europe and America.
  2. Come in through Ring or the window with 150+ stack and the RL loaded. Not hill, not the RL side: those convert one time in ten for everybody.
  3. Pick your style. If nobody is fighting you for it, camp the platform ten seconds early (chris, carapace). If there is a fight, time the last five seconds off it with your stack still on (Blood Dog, milton, zero). Both convert; being naked does not.
  4. One taker per team. If you are the second player, hold the window or the red so nobody surprises him; do not jump the gap behind him.
Travel times between key rooms fast / typical seconds without a rocket jump · RJ = fast with one
from \ toquadredYARLLGSNG megahill megaPent roomteleRA tunnellifts
quad·4 / 10 · RJ 63 / 6 · RJ 64 / 8 · RJ 85 / 10 · RJ 1110 / 15 · RJ 110 / 3 · RJ 13 / 8 · RJ 77 / 14 · RJ 82 / 8 · RJ 43 / 13 · RJ 8
red6 / 11 · RJ 5·9 / 15 · RJ 1412 / 1711 / 1810 / 14 · RJ 87 / 13 · RJ 713 / 17 · RJ 206 / 9 · RJ 65 / 16 · RJ 916 / 22 · RJ 19
YA3 / 7 · RJ 57 / 14 · RJ 11·3 / 7 · RJ 54 / 912 / 19 · RJ 165 / 12 · RJ 83 / 7 · RJ 51 / 18 · RJ 147 / 14 · RJ 93 / 10 · RJ 7
RL10 / 16 · RJ 1313 / 207 / 12 · RJ 8·4 / 77 / 196 / 11 · RJ 158 / 15 · RJ 131 / 158 / 14 · RJ 162 / 17 · RJ 17
LG10 / 17 · RJ 1313 / 177 / 13 · RJ 133 / 7·15 / 204 / 8 · RJ 85 / 101 / 157 / 119 / 15 · RJ 15
SNG mega5 / 12 · RJ 77 / 11 · RJ 68 / 17 · RJ 109 / 159 / 14·6 / 11 · RJ 119 / 16 · RJ 141 / 3 · RJ 18 / 14 · RJ 1415 / 22 · RJ 15
hill mega7 / 14 · RJ 18 / 12 · RJ 58 / 15 · RJ 54 / 6 · RJ 53 / 58 / 12 · RJ 9·8 / 13 · RJ 135 / 9 · RJ 81 / 3 · RJ 11 / 17 · RJ 18
Pent room10 / 18 · RJ 616 / 20 · RJ 1311 / 17 · RJ 139 / 18 · RJ 126 / 1215 / 18 · RJ 1810 / 15 · RJ 9·14 / 20 · RJ 1814 / 16 · RJ 132 / 6 · RJ 2
tele2 / 3 · RJ 34 / 7 · RJ 55 / 8 · RJ 67 / 12 · RJ 147 / 12 · RJ 111 / 3 · RJ 22 / 5 · RJ 56 / 11 · RJ 13·5 / 12 · RJ 65 / 13 · RJ 13
RA tunnel6 / 12 · RJ 76 / 8 · RJ 39 / 16 · RJ 155 / 7 · RJ 74 / 6 · RJ 66 / 10 · RJ 111 / 1 · RJ 110 / 16 · RJ 174 / 6 · RJ 5·12 / 18 · RJ 19
lifts3 / 3 · RJ 35 / 10 · RJ 96 / 12 · RJ 126 / 13 · RJ 106 / 12 · RJ 166 / 12 · RJ 163 / 4 · RJ 51 / 4 · RJ 29 / 14 · RJ 123 / 11 · RJ 7·

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 94,719 contested quad spawns on dm3 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: dm2e1m2schloss