Topic: TW dictionary (WIP)
Updated a little bit.
*Removed a few words that seemed useless.
*Removed the mental section as I realised that most words there don't require much explination.
However many words are still in, as, even if you don't find any use for them, it's usefull for commentators to quickly be able to talk about "concepts" instead of having to explain everything everytime again and make up words as they go.
*Also added a lot of words! Sometimes I took your comments right off, sometimes I rewrote them, ok?
*It feels like another category would be nice for clarity, as General terms is pretty long. Anyone got any suggestions?
Note that this topic should never really be finished, since there always can pop up new words. However there is still the status of covering a basic set of terms, that have use today, and it's still not quite there yet (still some words that needs filling in).
-----------------------------------------------
----------abbreviations---------------
CTF: Capture The Flag
DM: Death Match
TDM: Team Death Match
gl: Grenade Launcher
sg: Shotgun
hp: Hitpoints, the sum of Health and armor.
ghs: Grenade + Hook + Shotgun (a basic tactic for close combat).
---------General Terms--------
Resource:
Usually any item (health/armor/weapons) but can at times also be a strategic point in the map.
State:
A players state is the current situation they are in, counting in hp, weapons, positioning and enemy positioning, but generally not counting in the current score. This is a fairly abstract concept that does not have so much use except for explaining other terms.
Spam:
The act of attempting to "fill" the air with as much shots as possible in one general direction.
Sneak/slip:
Trap:
The act of putting your enemy in a position such that their movement is restricted, and that they have no other way out but to pass you.
Squish:
The act of trying to kill a trapped enemy without closing in on them, just simply trying to use their lack of space to hit with ones own shots.
Defend:
Making sure that the opponent does not get their hands on a specific resource, without necessarily taking that resource itself.
Stab:
The act of making a surprise attack from a seemingly disfavoring position (or state). The motive is to catch the opponent off guard and win the combat by that confusion.
Charge:
Running straight into grenades or shots in order to try to engage in deadly combat. The plan is to either just soak up the shots, or avoid them by moving "unpredictably stupid".
GrenadeBoost/Boost:
Using the grenade launcher to gain extra speed.
GrenadeJump: (or RocketJumping)
Shooting into the ground as one jumps, in order to get extra height.
Tip: make sure you jump slightly before fire the grenade, due to shots happening quicker then other actions on the server.
Double GrenadeJump:
Doing a grenadejump at the same moment and at the same point another grenade hits the ground, to escalate you even higher from the ground. Usually only seen in run maps.
Mirror/corner shot:
Performing a shot with the laser, such that the laser first hits a wall and then bounces hitting the enemy.
Pass: (as in, "passing the flag")
Giving the flag to a teammate by commiting suicide, sometimes forcefully.
Camping:
Blocking:
Attempting to defend a passage such that no enemies should be able to go through.
Pointing:
Firing bullets as a mean of communication, indicating such as "take that weapon" or "go that way" or "defend here". Some players also use the hammer for this.
Critical/critical health:
The state when a player has 6 or less hitpoints. Because grenades make 6 damage, having such few hp means that the player can die in a single hit.
Wall-grenade:
A grenade that tries to damage opponents on the other side of the wall it hits.
-----------Commentator terms-----------
Block-grenade:
A block-grenades primary purpose is not to hit the opponent, but simply be in their path of movement and thus forcing them to a halt, stalling them and gaining time for one self. However quite frequently players make mistakes and run into block-grenades nonetheless. Block-grenades are typically aimed at narrow passages, or commonly traversed points.
Grenade-wall/bullet-wall:
Many shots coming with the exact same angle, from the exact same point.
Timing-grenade:
A very well timed grenade, aimed at a point where the player has predicted his opponent that is not among the usual movement-paths.
Rear-grenade:
Grenades fired backwards while running away.
Bug-move:
Captures the flag by passing it to a team-member on the other side of a hole you can't go through. Common on lost. The name comes from the first player to do that in the first iCTF broadcast.
----------General Strategy terms----------
Movement patterns:
Yea I know what this is, good thinking torch. Need some thinking time though, will add it next time.
<Item> control:
Knowing very well the next moment a certain item will spawn. Usually taking that item as well, if not, then damaging/punishing the player who does.
Spawn-kill/rush:
Predicting the opponents spawning position and moving in to finish them off as soon as possible, preferably
before they have any chance of establishing themselves.
Map control:
Map control is the state where one player or one team the majority of the important items under timing control.
Weapon Lock down:
The act of having timing control on all weapons, effectively leaving the opponent with no other weapons then pistol and hammer. Although the general thought seems to be that this is a new strategy, when I told RallyHagge about it back in January, he said that he had already done it back in 0.2.3. Kids these days, lol.
Push:
Repeated attacks against a player in a stronger position/state, ignoring. While a serious strategy in 0.3, it is severely weaker in 0.4, and generally all pushes are more or less considered tilts.
Gathering/Farming/Loading up:
Act of picking up many items.
Defensive:
A play style that is very defensive, i.e. no attacking and much running away and gathering resources.
Committed attack:
<to be filled in.>
Tilt: (or tilting)
A player in a weak state that attacks his stronger opponent out of frustration, often several times in a row, causing his opponent many points. For those who don't get it: tilting is bad for you, ok? . Sometimes a player also tilts by continuously misjudging his opponents hp (and by attacking too much because of it).
----------Misc--------------
Hat-trick:
The act of making three direct hits with the gl in a row, and all hits land on the same opponent while this opponent is in the air, without touch ground in between them.
Photo:
At the end of a CTF game all players standing near the (winning teams) flag are 'on the photo'. A totally useless term, just for fun.