The GL side
21% of contestsThe main way in and the busiest. Most takes come from here, and most of the deaths before the spawn happen here too.
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.
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.
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 main way in and the busiest. Most takes come from here, and most of the deaths before the spawn happen here too.
The second door. A player here sees the GL side coming and gets the first rocket.
On the pad or in the box when it spawns.
Coming from the yellow or the RL you arrive through one of the two doors, but late. Good stack, bad timing.
| from \ to | quad | YA | RL | mega | GA | GL | door | crossing | start | spikes |
|---|---|---|---|---|---|---|---|---|---|---|
| quad | · | 5 / 9 · RJ 7 | 11 / 20 | 7 / 12 | 10 / 14 | 2 / 5 · RJ 3 | 7 / 14 | 4 / 12 · RJ 16 | 14 / 16 | ~11 |
| YA | 7 / 13 · RJ 10 | · | 7 / 13 · RJ 10 | 11 / 19 · RJ 11 | 2 / 7 · RJ 4 | 2 / 6 · RJ 4 | 4 / 11 · RJ 6 | 6 / 14 · RJ 10 | 5 / 16 · RJ 12 | 3 / 11 · RJ 9 |
| RL | 7 / 12 · RJ 12 | 10 / 16 · RJ 11 | · | 7 / 12 · RJ 7 | 10 / 18 · RJ 13 | 8 / 12 · RJ 9 | 6 / 14 · RJ 13 | 4 / 6 · RJ 4 | 6 / 10 · RJ 11 | 10 / 16 · RJ 19 |
| mega | 7 / 13 · RJ 7 | 9 / 14 · RJ 11 | 8 / 15 | · | 6 / 14 · RJ 10 | 6 / 10 · RJ 7 | 3 / 8 · RJ 10 | 1 / 4 · RJ 2 | 9 / 10 | 8 / 16 · RJ 20 |
| GA | 7 / 15 · RJ 13 | 6 / 11 · RJ 8 | 3 / 6 · RJ 4 | 7 / 14 · RJ 10 | · | 8 / 15 · RJ 11 | 2 / 2 · RJ 2 | 3 / 8 · RJ 7 | 3 / 7 · RJ 11 | 3 / 6 · RJ 5 |
| GL | 3 / 9 · RJ 6 | 2 / 4 · RJ 4 | 10 / 16 · RJ 9 | 8 / 16 · RJ 11 | 5 / 9 · RJ 7 | · | 7 / 11 · RJ 10 | 4 / 12 · RJ 8 | 1 / 14 · RJ 17 | 1 / 13 · RJ 8 |
| door | 5 / 9 · RJ 6 | 6 / 10 · RJ 7 | 5 / 8 · RJ 7 | 5 / 8 · RJ 5 | 2 / 3 · RJ 2 | 5 / 10 · RJ 10 | · | 1 / 2 · RJ 1 | 4 / 7 · RJ 7 | 4 / 6 · RJ 4 |
| crossing | 3 / 6 · RJ 5 | 6 / 10 · RJ 8 | 7 / 13 · RJ 15 | 3 / 4 · RJ 3 | 4 / 12 · RJ 9 | 4 / 6 · RJ 5 | 1 / 3 · RJ 2 | · | 1 / 12 | 5 / 12 · RJ 6 |
| start | 10 / 18 | 8 / 11 · RJ 11 | 4 / 5 · RJ 4 | 11 / 18 · RJ 20 | 4 / 6 · RJ 5 | 10 / 16 · RJ 17 | 4 / 7 · RJ 4 | 5 / 11 · RJ 6 | · | 5 / 8 · RJ 9 |
| spikes | 8 / 17 | 2 / 3 · RJ 3 | 7 / 12 | 10 / 17 | 4 / 8 · RJ 9 | 5 / 9 · RJ 6 | 3 / 6 · RJ 5 | 4 / 10 · RJ 6 | 5 / 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 →