Half-Life 2: Deathmatch

Half-Life 2: Deathmatch

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HL2: DM - Movement Training by Ade
By Ade
Movement tips, tricks and bugs by Ade. All players can learn these and hopefully how to show them to others.

Not meant to be exhaustive, has old and new stuff. More tuts to follow. Also check out:
HL2: DM - Weapons Training by Ade
HL2: DM - Gameplay Training by Ade (highly recommend it, mechanics go together with decision making in any e-sport)
HL2: DM - Glossary by Ade
HL2: DM - Level Overviews by Ade

Last edited on: 11-02-2024, added video in GGUN PROP JUMP section.
   
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SPRINT JUMP
what it says.. sprint then jump, will make your jump bit stronger
CROUCH JUMP
(sprint and) jump then crouch, as you land still crouched you will slide a bit further
OVERBOUNCE
  • just sprint+fwd+jump (actually works in any direction, not just fwd), release all keys in mid air, then crouch and land crouched, then tap jump key at any time around landing; repeat, but change the time of jumping at/upon landing to: a bit earlier, a bit later, more earlier, more later and so on; repeat til u find the right time;
  • you'll notice a jump forward or two and you'll notice a considerable difference of distance crossed with no additional sprint and no fwd key, cus fwd will just cause friction and slow you down.
  • can be done standing also, but doesn't take you as far as crouched
STRAFE JUMP
Normal mode:
  • Strafe jump is based on this engine's biggest bug:
    • changing direction with strafe keys (A/D) and mouse at the same time gives you a speed boost.
  • We use that speed to jump faster and longer (farther).
  • FWD+D+SPRINT, release all and press JUMP, release jump and press CROUCH in air.
  • [For trainees I also draw the circle, tell them where to look and when; and I think it's a good exercise to move mouse at same time while walking, with and without jumping]
  • Make sure you land facing your objective. And if there's a gap, make sure you don't jump diagonally.. shortest distance between 2 points is a straight line.
  • There's also the a5$ landing, basically turning with mouse v fast just before/upon landing, 180 degrees at max, if you don't need to shoot after it and just wanna make it across.

STRAFE for DUMMIES: (skippable except for the links)
I agree with all the tutorials and videos that are out there so far, in fact, go watch them - again, for some of u - right now, then come back:
Especially the part where you can't be told how to bhop, it just takes practice, u know? But! if over-bouncing really is about bouncing at the right time (see overbounce above if you DO need instructions for this) and requires nothing BUT practice, it ain't the same with strafe jump. I for one was doing something wrong for a long time and practicing the same mistake ofc won't get you anywhere. In the following there is just one example of a step done wrong, in the end it's important you understand all steps, as failing one can mean crippling or failing the entire movement.
  • "Velocity increases when you turn direction with strafe key and add mouse movement in same direction as strafe key". What does that tell us? Mostly nothing - it will get u a bit farther than crouch jump -, if you don't think a little and fill in the spaces.. The velocity actually depends on the angle and on the mouse curve, meaning if you start looking further and further away from where u want to start your jump - and turn your mouse more of course - but start the jump from same spot, you get a bigger jump (angle a in time t with curve c will result in speed s; angle a+1 in time t+0.25 with curve c+1 will result in speed s+1, or something like that :P watch ptrain vids).
Plus, in this particular jump, high velocity can be achieved only from the contact you have with the ground, so if you jump too early, like I used to do a lot in the beginning, you won't reach the desired speed. (But ofc if you jump too late aka spend too much time on ground, you lose the sprint.)
So: do the whole mouse curve in that one direction, on the ground, complete that whip, THEN jump! (And then maybe change direction in mid air for skate, if you don't want to just land) To some may seem obvious, but to others (noobs like me), it never seemed so. And, like all other tutorials, I suggest you start a local server with map tr_ptrain whichever version (b02_d is nicer) and practice til your hand gets tired or til you finish it..

STRAFE in ZIG ZAG:
  • The zig zag is on the ground, mind you! basically you start facing objective, that being the main advantage, and zig zag once on ground aka do an S parallel to the edge - first part in the opposite direction, 2nd part in the direction of the jump.
  • It's lengthier but can be started closer to the edge and the curve is not so big as the normal look-away strafe jump, it's actually 2 small curves.

Narrow STRAFE:
  • This might be called advanced strafe, and is something between the normal strafe jump and the zig zag one, but better since it takes up the least bit space and you start by facing the objective.
  • Once you pass the dummy level and I guess a few more, you will see that you can simulate this curve without looking (so much) away or even starting the jump facing your objective, then do a fast small curve but with a properly synced mouse whip, lifting and throwing your heavy body over that pool lol
  • So the zig zag might still be there, but with the first part of the S reduced to an almost on spot turn.
WIGGLE WALK
I didn't come up with the name, saw it in a movement guide for another game. It's basically lots of small S's on the ground, with sprint, left and right, like not being decided when to start the jump, or calculating space and postponing til you get to a ledge or the start of a corridor etc.
SKATE
  • after strafe jump, in mid air release W and shift (keep D) and press crouch;
  • release D and press A;
  • AFTER pressing A, move mouse to the left;
  • on ground, jump again and release A, press D then move mouse to the right.
  • best vid: http://www.youtube.com/watch?v=pWowdXaHmmg (or search 'HL2DM | Movement Tutorial by Onti') also has written instructions
  • other vids: HL2: DM | jm_psyjumps_r1 lvl 10 slowed down w/ keys https://youtu.be/K-HHs7xp1NA and HL2: DM | jm_psyjumps_r1 lvl 8 slowed down w/ keys https://youtu.be/zpCPgEngpnI
  • I also start to teach this by elements: sprint jump, crouch jump, strafe jump, overbouncing and then adding lefty rigthty and right timing and angles like in vid; or bouncing in a circle and then alternating - use jump_hall map
BHOP
  • skate away, just dont press crouch :)
  • It gives more control over the player model and is best used around corners aka abrupt change of direction, or when knowing there's an incoming enemy, because landing crouched will slide you on the ground too far and will make it harder to stop or change direction. Crouch can still be tapped in mid air to avoid obstacles.
  • Can be used as a startup, followed by skate after a few bounces if more space available. On same ground level you can't start with skate then go bhopping, as standing will lead to a full stop. These two techniques can, however, be interchanged in areas with multiple floors.
  • Play level 11 or 12 and so on, on jm_psyjumps_r1 after learning to skate;
There are other types of jumps, slides and bounces like vertically on tilted walls/platforms, but they're not so established, they are called in different ways by different people; they can be learned by playing jm_kenira.
Both skate and bhop can be controlled with further precision by adding smaller mouse curves, whether partial or full. When intending to reduce speed, these mouse curves can be as small as wiggles and will not be accompanied by strafe keys in the corresponding direction. Example of need of speed reduction: your next 2 hops will end way before a gap and land you at the end of a gap but not over it, so 3 smaller hops are needed, the 3rd will end right before the gap and land you right after it.

Drill for Bhop/Skate from 0 Velocity
This drill is good for learning how to preserve sprint, gaining velocity after losing it or simply increasing it if the initial strafe jump wasn't strong enough, and sometimes good for being a ninja and doing a silent skate without sprint nor jump sounds.
You start from standing still, no sprint and W/fwd is optional, but I would leave it out as it's a good idea to practice this without any help from forward motion whatsoever. First step can be a short or long strafe key like A or D, or a jump key, or A+jump at the same time, it does not matter. I do recommend the jump key that's used for bouncing, for those that have one bind (space) for initial strafe jump and another bind (mwheel) for subsequent jumps. Since this is a drill starting from 0 vel and really low vel, looking down helps, just like in CS 1.6 etc. https://youtu.be/Ol4WywRtIPY
QuickGrab!
Check it out in my Gameplay Training guide linked at the top and also the examples in this vid:
https://youtu.be/4QfnpnwkPyQ
Lostarena bhops around xbow ledge
Even if you land standing on the ledge, it's too far and (more often than not) it forces you to land crouched when bouncing off it.
In general, whenever terrain lets you combine standing bhop aka bhop with crouched bhop aka skate, it's better to add in at least 1 standing bhop by using a railing for example that allows you to land standing. Because this gives you options: bounce off it and land standing, or land crouching. You don't want to limit yourself.
For one, there might be more railings on that same level, but you no longer have access to them if you landed crouched. And now those railings will look like gates or a maze to go through, and not an obstacle course to go over. They will slow you down tremendously.
Secondly, when using standing bhop and running out of speed, gaps are also easier to traverse by landing crouched, a small boost that you don't have access to if you are already crouched.
Third, a railing offers more space to curve, so you can gain more speed than a normal standing bhop within an otherwise enclosed space.
https://youtu.be/WViVWEB--H0
1-SIDED SKATE/BHOP
Couldn't come up with a better name for this. OK if normal skate/bhop looks like an S (if you're going straight - 1 half of the S to the left, the other to the right), then 1-sided looks more like a 3. There's still lefty righty except 1 side is smaller and faster.
  • Imagine you're in the lower half of the 3 and for the most part you're pressing A and moving mouse to the left;
  • now this part is the small and fast one: before touching the ground, u release A to press D and move mouse to the right;
  • and as you jump, you're right in the middle of the 3 (so you basically jump during only 1 of the strafe keys, and not alternate like normal skate);
  • switch back and another curve to the left starts, the upper part; repeat from step 2.
It is mostly used to avoid over jumping.
https://youtu.be/KPrZFAKwNIE
WALL STRAFE
Another way to boost your speed (and start a skate or bhop), besides strafe jumping or using any external forces like speed ramps etc, is a technique called wall strafing. It consists in walking (W/S) and strafing (A/D) into a wall at an 8 degree angle. Normal speed of 190 is increased to 285. Start running, aka add sprint and the normal 320 becomes a 480. (W+A+sprint+wall = 480 vel)

To see that I'm not pulling these figures out of my 4$$, type 'cl_showpos 1' in console without quotes.
The speed aka velocity is the figure on the last line called 'vel:'. The angle to look for is the 2nd figure on the 'ang:' line and since usually walls are in 4 directions, you have your basic angles like this: -180 (actually 179.99), -90, 0, 90 and 180; add and substract 8 and you will get your magic angles at which to look/point at in order to wall strafe: -172, -98, -82 etc. You can look away, but still walk into the wall, if you move backwards.
Now certain angles are bugged and feels like you're getting stuck into the wall; that's when the figures might show a vel of 0 and you might not hear your footsteps while jumping. I just wish mappers would consider not making jumps near walls under those odd angles.

The most common use for this is in the lockdown corridor, starting from ar2.
SPEED CRAWL
(gone after ob update, still present in mods)
Stand up near a tunnel til u touch it (might be 2 mm behind or so), then move fwd, crouch and when u enter, release crouch and press sprint; you will never lose your speed boost as long as you stay crouched under something, even if you sit still and recharge sprint.
CROUCH BUG
(a left over of speed crawl aka fast crouch)
  • see http://www.youtube.com/watch?v=zPCyKHbhvhU (or search for 'hl2dm crouch bug')
  • Just after releasing crouch, you press crouch again, fast, before reaching full standing position. Different stances allow shooting at different heights and if you go in a vent you will see things like you're in the map aka no props or models (fun thing, you can't hurt yourself with nades).
  • Highest crouched pos you can reach is 63 since normal player height is 64. Server side looks like you're crouched at minimum and that you're shooting through walls. Fun to shoot behind various covers without being spotted (interesting to combine with silenced mag)
AIR HUMP
  • crouch jump in air
  • it makes your hitbox buggy, looking like your player model spreads on 3 heights maybe
  • makes it harder to fly and shoot
AIR CONTROL
  • is just skate without jumping, just lefty righty and crouch, but try to be unpredictable in the circles and zig-zag, don't do candles
  • No matter how you ended up above ground, whether it was jump, damage, lift/platform, bouncer, pusher, speed ramps, it is best to: Crouch whenever feet are in the air (unless you wanna brake a bit, for e.g. if you saw a landing spot closer; you can even use fwd/back for a full stop to land on something specific).
  • An important factor is to sync up your playermodel direction with your actual movement direction, so play around with combining A/D strafe keys and the right amount of mouse turn to the left/right to achieve that. You will feel the centrifugal pull just like on the ground. When flying forward, this will mean always looking/facing the direction you are going. When flying backwards, it will be the reverse, namely A/D with mouse right/left. Once these are mastered, a trickier part will be flying sideways (with W if looking forward, or S if looking back) in order to look or shoot, or doing any combination of direction changes while mid air.
1 cube & 1 catwalk [air control exercise] - fast/arena settings
https://youtu.be/R6fkcNm2_Lo
4 platforms & 2 catwalks [air control exercise] - 600 gravity
The point of most/all movement videos on my youtube channel is to travel as far, or for as long as possible with one initial sprint, sometimes not even that, accompanied by plenty of overbounce. Whether on the ground, or in the air.
This exercise is performed twice in the vid below, is not easy, and the goal is to practice air control in 600 gravity while attempting to finish the exercise, namely take platforms til death. First 2 jumps are technically to gain speed, but they are part of it. The platforms after that are taken standing and with a delayed jump, to achieve verticality. In general it's called 'air control' and not 'flying fast' for a reason, it's important to not overshoot but rather control the landing on specific spots such as a health pack in the middle of the map, or control the flying close enough to grab pickups off cubes and catwalks mid flight. Here it's controlling the landing on platforms and controlling the flying over catwalks without bouncing on the surfaces, in order to avoid friction.
And if you're saying 'air control is only for vertical maps or maps with platforms', think of it like this: any time your feet are in the air, even during bhop, you have the opportunity to use air control, such as dodging an incoming prop by turning sharply to the side if your ggun is busy cooking a nade.
youtu.be/LdLMdJO8Vs4
SOFT LANDING
  • Basically u take a leap of faith (aka jump) holding an object and as you approach the ground (aprox 1.5 ft, but really depends on the grav), you let go of that object; your model kinda slows down a bit (this is the glitch) and it's like the jump just started, cus you take no fall damage. No matter how high you jump from. Can be a life saver if your health is <=10 (this wasn't tested on real damage settings, but those are rare) and no health pack to grab or land on (or charger to land on!).
    http://youtu.be/e9G6qEdWmSE
  • Another safe landing (which works better in lower grav) is to make circles upon landing, or go sudden left/right multiple times. Kinda hard to describe - is similar to butt landing - but the point is to prolong flying as much as you can and surveilling the area like a plane to avoid abrupt landing.
    http://www.youtube.com/watch?v=EWw4YGsQrY8
  • Also falling on tilted props (or shaped ones like the black hexagon in killbox if it's standing), corner displacements or other angled surfaces (even sliding off chargers but that takes luck) can be used to avoid fall damage.
    http://www.youtube.com/watch?v=9kNHj5wctUY
DAMAGE PUSHER
  • Shotgun blasts and explosions make you fly a bit, use the speed to skate or fly farther in the direction you were just thrown
  • Can also be self inflicted, like:
    • looking in the opposite direction,
    • shooting an smg nade,
    • quickly switching to ggun and
    • punting the nade to explode right near you, then
    • look in the intended direction and enjoy the speed, but
    • make sure you land on some health..
    Best if you start this with plenty of health + suit and while already in motion, nading yourself on spot might just end up in suicide.
GGUN PROP JUMP
More ways that i know of; works better if proper rates of server/client (it's also faster with 100 rates, i think, on 66 tick servers)
  • 1.
    • pick up an object,
    • run at a wall with it,
    • enter the object at a 45 degree like angle (if properly entered, you can't normally jump),
    • then look straight down,
    • right click and jump, repeatedly. (strongly diminished after ob update)
  • 2. better on flat surfaces:
    • simply hop on one edge of the object,
    • run towards other end (if u want an angle jump),
    • look straight down, and then
      right click with ggun (this might be optional),
    • push object with ggun left click, all this while sprinting;
    works also if you jump over the full length of the prop, landing on the far edge and shooting it with ggun
  • 3: flat also:
    • just run towards the object which in this case must be flat and thin,
    • and when you get ON it, looking straight down,
    • do same thing as 2 aka push object while sprinting
  • 4. blades:
    • stick one in ground as u run, at a 45 degree,
    • then run over it,
    • right click ofc while looking down
    • and jump right over it;
    backwards or fwd, doesnt matter. (also diminished after ob update)
  • 5. repeated ggun prop jump: what title says.. for some reason, the prop gets higher under you, as well, so you can shoot it straight down and get quite high with just 1 prop, the bigger the better, but make sure you have lots of health
    https://youtu.be/IOyfcbsiFgg
  • 6. flower pot bug! http://www.youtube.com/watch?v=1162BQTGiR4 (or search 'hl2dm flower pot bug') this is similar to pt 1 and might work with other props as well but the pot is the best;
    • you go to a curved corner,
    • crouch enter a pot til you're stuck in it,
    • then wait as your velocity increases (max is almost 3000) just by standing still :O meanwhile,
    • players can jump off you like on a trampoline and at one point,
    • the prop will spit you out or you can exit by right click, flying you skybox high
GGUN PROP LIFT JUMP
(NEVER SEEN ANYONE DO IT BEFORE ME lol)
Based on pt 1 from above, it uses the slight push there still is when you enter a prop and exit it with right click.
  • Take a(ny) prop (works best with blades, but the big one might kill you more often - yea they can all kill anyway),
  • go towards a lift,
  • look down,
  • sprint onto the lift and into the prop,
  • then right click and jump.
Velocity and angle may vary :)
GAMEPLAY TIPS
Chasing
Don't chase the enemy in a direct obvious path. Here's why:
  • you might not catch them and your window of opportunity for a shot, say half a second, might be too small when they keep turning corner after corner. Whether you want to set up the shot or do it mid bhop.
  • once you lose sight of them completely, anything can happen, they can juke you at an intersection and the chase goes on forever; they can ambush you like wait behind the corner with a shotgun and shoot you in the back as soon as you pass them; they can turn around and prop your face like at the end of my "First shot" Youtube video where I say "chasing is bad"; they can also heal back up by the time you find them; in TDM, a 2v1 might be waiting for you. The exceptions are you are at arms length and you can still partially see them.
  • the maps being circular with many paths looping around and with very few dead ends, you are better off circling around to catch them, way more often than not. Or getting to high ground and shooting down or jumping on top of them. This can happen even if the enemy is slower than you, because again, when you lose sight of them even once, at the next intersection you have no idea which way they went. So you cannot rely on 'oh I KNOW I'm faster and I will catch them or shoot them before they turn the corner'.
OTHER BUGS
Underwater small tunnel where you have to crouch can be traversed faster if you don't look forward but up and touch ceiling - applied in the rpg tunnel in canale_grande_final.

Last edited on: 11-02-2024, added video in GGUN PROP JUMP section.
25 Comments
Ade  [author] 2 Nov, 2024 @ 1:58am 
Regarding edgebug and jumpbug, the closest thing is the Soft Landing section - w/ videos!
Regarding some props being easier to jump with, in general, small + heavy & flat surfaces are better. I would think small + heavy (not too heavy where they can barely get off the ground) = high speed being turned into a greater than average counterforce when punted. Then the flat surface is for the player to better control the direction of the jump and not be impeded by any greebling mid prop. An exception being the toilet if placed in a certain position and punted in a certain point, which turns it into a catapult/seesaw thing. And some props, while not in top 3 for prop jumping, are easier for getting high with 'repeated ggun prop jump', just added a video for it in the GGun Prop Jump section.
This guide is not exhaustive. A newer Soft Landing bug was found, IIRC get to a high surface and near a wall then fall with a prop but repeatedly grab and let go => slow fall or float against the wall.
chocolates 30 Oct, 2024 @ 4:16pm 
why is it that some props are way easier to jump with than other?
chocolates 30 Oct, 2024 @ 4:14pm 
is it possible to edgebug and/or jumpbug in this game?
Luke717 22 Apr, 2022 @ 2:27pm 
lol, i can imagine some angry admin who cares more for his hl2dm server than his kids
Ade  [author] 22 Apr, 2022 @ 1:35pm 
Vac ban is a srs issue and it blocks your entire account from playing on secure servers I believe.

Server bans on the other side are plentiful but not a big deal. Advanced movement might lead to some temporary or permanent punishment but it would be per server, and servers come and go.

My alias refers to a ban I received out of pure drama and nothing else :) no cheats involved. Game still has drama in 2022, yay
Luke717 21 Apr, 2022 @ 10:38pm 
no its because one of your aliases was imagineBeingBannedInADeadGame
Ade  [author] 21 Apr, 2022 @ 1:30pm 
No, but that question cracked me up.
Manually performing an engine exploit is not cheating. At no point will you ever get a vac ban by performing any of the maneuvers in this guide. Orherwise there would be a disclaimer.
Luke717 21 Apr, 2022 @ 12:57pm 
did you get a vac ban in hl2dm?
Ade  [author] 14 Sep, 2021 @ 10:08pm 
k replaced it with this: https://youtu.be/KPrZFAKwNIE hf and add me if u get stuck
ɢ ᴜ ᴇ ꜱ ᴛ 14 Sep, 2021 @ 1:15pm 
no problem good luck