DeepFrag

Quad on e1m2

Quad is next to the GL room and is the strongest item on the map. There are two ways in: from the GL side, and from the stairs up from mid room. There is no red on e1m2, so stack here means the yellow or a mega.

What decides the quad here
Stack when it spawns
<100 (naked)14%
100-14918%
150-24960%
250+62%

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 u62%
150-30043%
300-45027%
450-65018%

Being there first matters: the closest player two seconds out takes it 62% of the time, the most-stacked one 54%. Distances in units.

The ways in · best converting: already there

The GL side

21% of contests
19%convert
148taker's stack
5.7 stakers arrive early
27%die before it spawns

The main way in and the busiest. Most takes come from here, and most of the deaths before the spawn happen here too.

The stairs from mid

17% of contests
18%convert
107taker's stack
4.4 stakers arrive early
37%die before it spawns

The second door. A player here sees the GL side coming and gets the first rocket.

Already there

29% of contests
33%convert
143taker's stack
8.6 stakers arrive early
35%die before it spawns

On the pad or in the box when it spawns.

From YA and the RL, the long way

14% of contests
16%convert
170taker's stack
2.8 stakers arrive early
31%die before it spawns

Coming from the yellow or the RL you arrive through one of the two doors, but late. Good stack, bad timing.

How to play it
  1. Two doors, two players. One on the GL side, one on the stairs. Solo, you are guessing.
  2. Bring the yellow or the mega. Naked players convert one spawn in seven here; stacked players convert more than half.
  3. If you must come solo, take the stairs: you see the GL door and the GL door does not see you first.
Travel times between key rooms fast / typical seconds without a rocket jump · RJ = fast with one
from \ toquadYARLmegaGAGLdoorcrossingstartspikes
quad·5 / 9 · RJ 711 / 207 / 1210 / 142 / 5 · RJ 37 / 144 / 12 · RJ 1614 / 16~11
YA7 / 13 · RJ 10·7 / 13 · RJ 1011 / 19 · RJ 112 / 7 · RJ 42 / 6 · RJ 44 / 11 · RJ 66 / 14 · RJ 105 / 16 · RJ 123 / 11 · RJ 9
RL7 / 12 · RJ 1210 / 16 · RJ 11·7 / 12 · RJ 710 / 18 · RJ 138 / 12 · RJ 96 / 14 · RJ 134 / 6 · RJ 46 / 10 · RJ 1110 / 16 · RJ 19
mega7 / 13 · RJ 79 / 14 · RJ 118 / 15·6 / 14 · RJ 106 / 10 · RJ 73 / 8 · RJ 101 / 4 · RJ 29 / 108 / 16 · RJ 20
GA7 / 15 · RJ 136 / 11 · RJ 83 / 6 · RJ 47 / 14 · RJ 10·8 / 15 · RJ 112 / 2 · RJ 23 / 8 · RJ 73 / 7 · RJ 113 / 6 · RJ 5
GL3 / 9 · RJ 62 / 4 · RJ 410 / 16 · RJ 98 / 16 · RJ 115 / 9 · RJ 7·7 / 11 · RJ 104 / 12 · RJ 81 / 14 · RJ 171 / 13 · RJ 8
door5 / 9 · RJ 66 / 10 · RJ 75 / 8 · RJ 75 / 8 · RJ 52 / 3 · RJ 25 / 10 · RJ 10·1 / 2 · RJ 14 / 7 · RJ 74 / 6 · RJ 4
crossing3 / 6 · RJ 56 / 10 · RJ 87 / 13 · RJ 153 / 4 · RJ 34 / 12 · RJ 94 / 6 · RJ 51 / 3 · RJ 2·1 / 125 / 12 · RJ 6
start10 / 188 / 11 · RJ 114 / 5 · RJ 411 / 18 · RJ 204 / 6 · RJ 510 / 16 · RJ 174 / 7 · RJ 45 / 11 · RJ 6·5 / 8 · RJ 9
spikes8 / 172 / 3 · RJ 37 / 1210 / 174 / 8 · RJ 95 / 9 · RJ 63 / 6 · RJ 54 / 10 · RJ 65 / 13·

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 42,780 contested quad spawns on e1m2 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: dm3dm2schloss