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		<updated>2026-05-05T22:24:39Z</updated>
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	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Main_Page&amp;diff=3157</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Main_Page&amp;diff=3157"/>
				<updated>2018-06-26T09:01:20Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Welcome to Soldat Wiki=&lt;br /&gt;
Here you'll find reference to most of the common topics discussed in [http://forums.soldat.pl '''Soldat Official Forums'''] and in '''[[Soldat's Official Discord Server]]''' (Join: [http://discord.gg/soldat invite]).&lt;br /&gt;
&lt;br /&gt;
{| width=100%&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Soldat General===&lt;br /&gt;
* [[Introduction|Introduction]]&lt;br /&gt;
* [[Soldat Manual]]&lt;br /&gt;
* [[Soldat Community|Soldat's Community]]&lt;br /&gt;
* [[Change Logs|Change Logs (Detailed List)]]&lt;br /&gt;
* [[Version History|Version History (Detailed List)]]&lt;br /&gt;
* [[Third-Party Tools]]&lt;br /&gt;
* [[Soldat PolyWorks]]&lt;br /&gt;
* [[Full_List_of_Soldat_Credits|Credits List]]&lt;br /&gt;
* [[License and Distribution]]&lt;br /&gt;
* [[Development Tools Used]]&lt;br /&gt;
&lt;br /&gt;
=== Game and Gameplay ===&lt;br /&gt;
* [[Game Screen|Game Screen]]&lt;br /&gt;
* [[Default Controls]]&lt;br /&gt;
* [[Game Modes| Gamemodes]]&lt;br /&gt;
* [[Default Maps]]&lt;br /&gt;
* [[Weapons| Weapons]]&lt;br /&gt;
* [[Weapon Mod]]&lt;br /&gt;
* [[Bonuses| Bonuses (Bonus Kits)]]&lt;br /&gt;
* [[Settings| Game Settings (In-game and config.exe)]]&lt;br /&gt;
* [[Profiles and Taunts]]&lt;br /&gt;
* [[In-game Commands]]&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
* [[Soldat's Comprehensive Competitive CTF Tutorial]]&lt;br /&gt;
* [[Soldat's Comprehensive Movement Tutorial]]&lt;br /&gt;
* [[Soldat on macOS and Linux|Soldat on macOS &amp;amp; Linux (1.7.1)]]&lt;br /&gt;
* [[First Server|Run your first server!]]&lt;br /&gt;
* [[Soldat PolyWorks Manual‎|Soldat PolyWorks Manual‎]]&lt;br /&gt;
* [[Map Sceneries|Map Scenery Basic Info]]&lt;br /&gt;
* [[Map Waypoints|How WayPoints work]]&lt;br /&gt;
* [[Mod.ini|Modding info - how to use ''&amp;quot;mod.ini&amp;quot;'']]&lt;br /&gt;
* [[Creating Modifications]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Server General===&lt;br /&gt;
* [[Server|Servers Introduction]]&lt;br /&gt;
* [[Server Configuration]]&lt;br /&gt;
* [[Commands|Commands Reference]]&lt;br /&gt;
* [[Logging|Logging]]&lt;br /&gt;
* [[BattlEye|BattlEye Anti-Cheat Engine]]&lt;br /&gt;
* [[Mologie Soldat Anti-Cheat]] (MSAC)&lt;br /&gt;
&lt;br /&gt;
===Server Scripting===&lt;br /&gt;
* [[Scripting_basics|Scripting Introduction]]&lt;br /&gt;
* [[Server Scripting]]&lt;br /&gt;
* [[Script Core 3]]&lt;br /&gt;
* [[Scripts Database]]&lt;br /&gt;
&lt;br /&gt;
===General Technical Information===&lt;br /&gt;
* [[Ports|About Ports, Protocols and Forwarding]]&lt;br /&gt;
* [[Testing your connectivity|Testing Your Connectivity]]&lt;br /&gt;
* [[Refresh|Using the REFRESH Packet]]&lt;br /&gt;
* [[Refreshx|Using the REFRESHX (eXtended) Packet]]&lt;br /&gt;
* [[Raw_commands|RAW Commands]]&lt;br /&gt;
* [[Command line arguments|Command Line Arguments]]&lt;br /&gt;
* [[Map|Map File Structure]]&lt;br /&gt;
* [[Download_thread|Map/Files Downloading]]&lt;br /&gt;
* [[Lobby Protocol]]&lt;br /&gt;
* [[Lobby HTTP API]]&lt;br /&gt;
* [[Bandwidth|About Bandwidth]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Soldat%27s_Official_Discord_Server&amp;diff=3156</id>
		<title>Soldat's Official Discord Server</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Soldat%27s_Official_Discord_Server&amp;diff=3156"/>
				<updated>2018-06-26T09:01:05Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
[[File:DiscordLogo.png|right|Discord's Logo]]&lt;br /&gt;
After many years the community has been using IRC (Internat Relay Chat) as the main program to gather communities, Discord came along with a modern and slick layout, perfect for gaming communities.&lt;br /&gt;
&lt;br /&gt;
One can use Discord on many platforms (Win/Mac/Linux/Android/iOS &amp;amp; [https://discordapp.com/channels/@me '''Web-browser''']). We highly recommend using the [https://discordapp.com/download '''Desktop application'''] for best user experience.&lt;br /&gt;
&lt;br /&gt;
You can join and enjoy this community with the following link: [http://discord.gg/soldat '''Soldat's Official Discord Server Invite''']&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
[[Soldat's Official Discord Server]] was initially created by '''''manofoneway''''' circa early October 2016, joined shortly by '''''nosejj''''' in the early efforts. Within less than a year dozens of users have turned into hundreds. The big turn took place when Soldat Gather Services had decided to migrate to Discord. '''''XvayS (SyavX)''''' started working on a gather bot from scratch. And when gathers started, oldies started reappearing, as well as some new souls!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reasons for the migration:'''&lt;br /&gt;
* The opportunity to form one big community instead of many sub communities&lt;br /&gt;
* Putting Soldat up to speed with the rest of the gaming world&lt;br /&gt;
* Integration between text, voice &amp;amp; media - all in one app&lt;br /&gt;
* It's entirely free and still allows many crucial functions like logging&lt;br /&gt;
* Less configuration is required than in IRC&lt;br /&gt;
* Will probably attract more new players than IRC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goal=&lt;br /&gt;
Unlike in the past when many communities were torn between private servers and forums, Soldat Discord aspires to create a communal hub, in which Soldat players of all sorts can be gathered to play, discuss and enjoy content related to Soldat. We currently have a few channels dedicated to sub-modes of Soldat: Realistic, Knife Only, Hide 'N' Seek, Climb, (Tactical) Trench Wars &amp;amp; OneShots. We hope to see all of them growing in the future!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The goal of the Discord server is to create an active, united, vibrant and refreshing Soldat community. As well as provide quality services such as gather and servers rental.&lt;br /&gt;
&lt;br /&gt;
=Soldat Gather on Discord=&lt;br /&gt;
The majority of old-school players know Soldat Gather. As mentioned, Discord is the new home for it. The gathers are taking place at it's own channel: #gather.&lt;br /&gt;
&lt;br /&gt;
Soldat Gather is a community on Discord, on which competitive matches are being organized. These matches are called gathers. Gathers are similar to what you might know from games such as CS:GO as 'matchmaking'. &lt;br /&gt;
&lt;br /&gt;
The preferably played gamemode on our gather is 'Capture the Flag' but we do also provide the option to play all other major gamemodes. Six players are needed to start a default gather queue, as the match is played 3on3 in CTF.&lt;br /&gt;
&lt;br /&gt;
Playing gathers actively, will rapidly turn you into a stronger player and you will have the chance to meet the best Soldat players and become a part of the competitive Soldat community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
'''&amp;lt;u&amp;gt;Soldat's Official Discord Server Rules&amp;lt;/u&amp;gt;'''&lt;br /&gt;
* '''Use common sense.'''&lt;br /&gt;
* '''Respect everyone and don't be hateful.''' Keep in mind you're communicating with humans here. &lt;br /&gt;
* '''Racism will not be tolerated.''' That goes for any of our channels and services.&lt;br /&gt;
* '''Do not engage in confrontations.''' If you're getting flamed, simply contact the admin team and let them handle it.&lt;br /&gt;
* '''Controversial topics such as politics''' are outside of the scope of #gather and gather matches.&lt;br /&gt;
* '''Keep it family friendly.''' This means no NSFW (not safe for work) content.&lt;br /&gt;
* '''Don't spam.''' Avoid highlighting users excessively for no reason.&lt;br /&gt;
* '''Use respective channels.''' Please communicate in the appropriate channels in order to keep the server nice and tidy.&lt;br /&gt;
* '''No illegal or harmful content.''' This includes warez and malicious links.&lt;br /&gt;
* '''English only.''' Messages in other languages may be removed and temporary mutes may be given.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
*[https://discordapp.com Discord Official Website]&lt;br /&gt;
*[https://support.discordapp.com/hc/en-us Discord's Help Center]&lt;br /&gt;
*[https://en.wikipedia.org/wiki/Discord_(software) Discord (Wikipedia)]&lt;br /&gt;
*[http://discord.gg/soldat Soldat's Official Discord Server Invite Link]&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Full_List_of_Soldat_Credits&amp;diff=3133</id>
		<title>Full List of Soldat Credits</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Full_List_of_Soldat_Credits&amp;diff=3133"/>
				<updated>2018-06-11T14:21:46Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Active team members are marked in '''bold text'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=100%&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Developer Team===&lt;br /&gt;
* [[Michał Marcinkowski]] (MM) - Inventor, Project Owner &amp;amp; Business Manager of Soldat. &lt;br /&gt;
* '''Paweł Drzazga (helloer)''' - Current Development Lead&lt;br /&gt;
* '''Mariano Cuatrin (urraka)''' - Current Development Lead&lt;br /&gt;
* Chris GreenBank (ChrisGBK)&lt;br /&gt;
* Daniel Forssten (Skoskav)&lt;br /&gt;
* Gregor. A. Cieslak (Shoozza)&lt;br /&gt;
* Jacob Lindberg (Fryer)&lt;br /&gt;
* Joe Gillotti (jrgp)&lt;br /&gt;
* Michael Himing (tmtgr)&lt;br /&gt;
* Maciek (Mighty)&lt;br /&gt;
* Nick Cooper (EnEsCe)&lt;br /&gt;
* Oliver Kuckertz (Mr)&lt;br /&gt;
* Reko Tiira (reko_t)&lt;br /&gt;
* Tomasz Kołosowski (Falcon)&lt;br /&gt;
* Tony Libell (zakath)&lt;br /&gt;
* Umut Karakas (ExHunter)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lobby Maintenance===&lt;br /&gt;
* '''Joe Gillotti (jrgp)'''&lt;br /&gt;
* Ryan Rawdon (FliesLikeABrick)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon Mod Team===&lt;br /&gt;
* '''Torben Schmidt (darDar)''' - WM Lead&lt;br /&gt;
* Daniel Forssten (Skoskav) - Former WM Lead&lt;br /&gt;
* alexoner&lt;br /&gt;
* bernadinho&lt;br /&gt;
* DragonSlayer&lt;br /&gt;
* Freeman&lt;br /&gt;
* Kenix&lt;br /&gt;
* Mittsu&lt;br /&gt;
* voDKa&lt;br /&gt;
* voltex&lt;br /&gt;
* Zero Static&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mapping Credits===&lt;br /&gt;
[[Default Maps| The full list of mapping credits]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Custom Interfaces (HUD)===&lt;br /&gt;
* '''&amp;quot;Cabbage&amp;quot;''' interface by NightCabbage&lt;br /&gt;
* '''&amp;quot;Lacey v2&amp;quot;''' interface by Urhos&lt;br /&gt;
* '''&amp;quot;Micro1&amp;quot;''' interface by grand_diablo&lt;br /&gt;
* '''&amp;quot;Soldat Style&amp;quot;''' interface by Michal&lt;br /&gt;
*''' &amp;quot;EVO&amp;quot;''' Soldat gostek-gfx by Michal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game music===&lt;br /&gt;
* '''&amp;quot;Bloody Soil&amp;quot;, &amp;quot;Gore&amp;quot; &amp;amp; &amp;quot;Necromancide&amp;quot;''' by BSG&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Translations===&lt;br /&gt;
* '''Belarusian''' by '''?'''&lt;br /&gt;
* '''Brazilian Portuguese''' by Felipe Augusto (t3chn0k), Prodigyx, deguix &amp;amp; Hex&lt;br /&gt;
* '''Catalan''' by '''?'''&lt;br /&gt;
* '''Chinese (Traditional)''' by cobrass&lt;br /&gt;
* '''Croatian''' by Wol&amp;amp;, filip2322, Croat &amp;amp; _Freeman_&lt;br /&gt;
* '''Czech''' by cApOnE, |SB|Scroow &amp;amp; rOy&lt;br /&gt;
* '''Dutch''' by DutchFlame&lt;br /&gt;
* '''Estonian''' by Xdada &amp;amp; Guile&lt;br /&gt;
* '''Finnish''' by Eskhata, Jerkington XIII, Draculazla &amp;amp; Reko Tiira (reko_t)&lt;br /&gt;
* '''French''' by Kaze, Colonel ONeill, VinceBros &amp;amp; Bistoufly&lt;br /&gt;
* '''German''' by Gregor A. Cieslak (Shoozza), rumpel, voDKa` &amp;amp; Vermithrax&lt;br /&gt;
* '''Greek''' by Leo&lt;br /&gt;
* '''Hebrew''' by Red Ninja, nosejj &amp;amp; Pavliko&lt;br /&gt;
* '''Hungarian''' by PsychoHUN &amp;amp; Kaimelar&lt;br /&gt;
* '''Italian''' by PANTERA, Lumberjack &amp;amp; DarkSpread&lt;br /&gt;
* '''Japanese''' by sanada&lt;br /&gt;
* '''Korean''' by Kzya &amp;amp; elite&lt;br /&gt;
* '''Lithuanian''' by Honest&lt;br /&gt;
* '''Norwegian''' by evhO, Snu5_Mum12 &amp;amp; RamboViking&lt;br /&gt;
* '''Polish''' by machina, Beowulf, Agate, freestyler &amp;amp; Bonecrusher&lt;br /&gt;
* '''Russian''' by SyavX &amp;amp; n0b-&lt;br /&gt;
* '''Slovak''' by cApOnE, M[a]nny &amp;amp; Roy&lt;br /&gt;
* '''Spanish''' by Fujifabric&lt;br /&gt;
* '''Swedish''' by Jacob Lindberg (Fryer) &amp;amp; Tony Libell (zakath)&lt;br /&gt;
* '''Thai''' by '''?'''&lt;br /&gt;
* '''Turkish''' by XmRipper, verbeia &amp;amp; tjutg&lt;br /&gt;
* '''Ukrainian''' by SyavX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beta Testing Team===&lt;br /&gt;
* alexoner&lt;br /&gt;
* As de Espada&lt;br /&gt;
* Beowulf Agate&lt;br /&gt;
* bernadinho&lt;br /&gt;
* Bistoufly (Haste)&lt;br /&gt;
* Bonecrusher&lt;br /&gt;
* cobrass&lt;br /&gt;
* darDar&lt;br /&gt;
* Denacke&lt;br /&gt;
* Draculazla&lt;br /&gt;
* DragonSlayer (DS)&lt;br /&gt;
* ds dude&lt;br /&gt;
* Freeman&lt;br /&gt;
* freestyler&lt;br /&gt;
* Fujifabric&lt;br /&gt;
* Furai&lt;br /&gt;
* homerofgods (evhO)&lt;br /&gt;
* Honest&lt;br /&gt;
* iAmBullet&lt;br /&gt;
* jackwade69&lt;br /&gt;
* Kaze&lt;br /&gt;
* Kenix&lt;br /&gt;
* Leo&lt;br /&gt;
* L[0ne]R&lt;br /&gt;
* machina&lt;br /&gt;
* Mighty&lt;br /&gt;
* miketh2005&lt;br /&gt;
* Mittsu&lt;br /&gt;
* mtk&lt;br /&gt;
* M[a]nny&lt;br /&gt;
* Nanouk&lt;br /&gt;
* PANTERA&lt;br /&gt;
* pavliko&lt;br /&gt;
* Petterkowski&lt;br /&gt;
* sanada&lt;br /&gt;
* squiddy&lt;br /&gt;
* SyavX&lt;br /&gt;
* t3chn0k&lt;br /&gt;
* VinceBros&lt;br /&gt;
* Viral&lt;br /&gt;
* voDKa&lt;br /&gt;
* voltex&lt;br /&gt;
* Xadhoom (TheRedDeaTh)&lt;br /&gt;
* xmRipper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Special Thanks (MM)=&lt;br /&gt;
* The whole '''Soldat Community'''! Everybody that mailed me and talked about Soldat on message boards, giving me good advice and motivating me.&lt;br /&gt;
* '''Warsztat''' (http://warsztat.pac.pl) - for their help in testing the former betas.&lt;br /&gt;
* '''Thomasa Jakobsen''' from IO Interactive for his wonderful article (http://www.teknikus.dk/tj/gdc2001.htm).&lt;br /&gt;
* '''Number27''' for his tutorials (I don't have the address).&lt;br /&gt;
* '''FliesLikeABrick''' for hosting and administering Soldat Forums (http://forums.soldat.pl) and all the moderators.&lt;br /&gt;
* '''DNA.Styx''' for administrating the old Soldat Forums.&lt;br /&gt;
* The Soldat Community members, especially: '''Ardaen''' for helping with the Anti-Cheat and network code, '''b00stA''' for the URL shortcut and scripts, '''Hercules Poirot''' for the polygon bugs project and people who helped him.&lt;br /&gt;
* '''Dolny''' for hosting the first official web site, promotion and ideas.&lt;br /&gt;
* '''TRSSam''' for providing the first lobby server.&lt;br /&gt;
* Special, special thanks for all those that tested Soldat and made it a better game (yes it's you)!&lt;br /&gt;
* In a short version I thank: the electricity company, my computers, my keyboard, start menu, John Pascal (or whatever his name is), John 'god' Carmack, Bill G., Sylvester S., Arnold S. ...&lt;br /&gt;
* To those who should be here but didn't remind me that they should be here!&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Movement_Tutorial&amp;diff=3132</id>
		<title>Soldat's Comprehensive Movement Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Movement_Tutorial&amp;diff=3132"/>
				<updated>2018-06-10T21:58:47Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Added gifs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
This entry includes 2 movement tutorial:&lt;br /&gt;
&lt;br /&gt;
The first one was written by '''Haste (Bitsoufly)'''. It is an in depth overview, divided to 3 main categories; Basic, Advanced &amp;amp; Misc. The original post can be found in [https://forums.soldat.pl/index.php?topic=42878.0 '''this link''']. &lt;br /&gt;
&lt;br /&gt;
The second one was written by '''Mutilator.NZ''' and the original post can be found in [https://forums.soldat.pl/index.php?topic=37000.0 '''this link'''].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Prior Knowledge=&lt;br /&gt;
It is crucial to be familiar with '''[[Default Controls]]''' (in case you haven't modified them).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Practice Maps=&lt;br /&gt;
This '''.zip''' package contains the following:&lt;br /&gt;
 ctf_jumptut, ctf_learntheflip, freetime12, kz_Climbtut&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/zoTEQX Download]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Haste's Movement Tutorial=&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
===&amp;lt;u&amp;gt;Jumps&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Aborted Jump====&lt;br /&gt;
[[File:CMT 1 - Aborted Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half Jump=====&lt;br /&gt;
[[File:CMT 2 - Half Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
The half jump is a variation of the jump command in which the jump is half the height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Full Jump====&lt;br /&gt;
[[File:CMT 3 - Full Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fake Jump====&lt;br /&gt;
[[File:CMT 4 - Fake Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
The fake jump has the beginning animation of any regular jump, however the feet never leaves the ground.&lt;br /&gt;
&lt;br /&gt;
Performed by first pressing the jump button, then pressing a directional button, and finally releasing both buttons when animation has completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glide Jump====&lt;br /&gt;
[[File:CMT 5 - Glide Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
Jump immediately after releasing a directional button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Side Jump====&lt;br /&gt;
[[File:CMT 6 - Side Jump (1).gif]]&lt;br /&gt;
[[File:CMT 6 - Side Jump (2).gif]]&lt;br /&gt;
&lt;br /&gt;
While holding a directional button, tap the jump button. By adding jets to your side jump you can reach higher and further. Depending on how long you hold the jump button, you'll reach different heights and distances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Mini Side Jump=====&lt;br /&gt;
[[File:CMT 7 - Mini Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Medium Side Jump=====&lt;br /&gt;
[[File:CMT 8 - Medium Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====High Side Jump=====&lt;br /&gt;
[[File:CMT 9 - High Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Held Side Jump====&lt;br /&gt;
[[File:CMT 10 - Held Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
Performed by holding the jump button for the entire duration of the side jump.&lt;br /&gt;
&lt;br /&gt;
We'll see later how this can be used to perform certain moves, such as the late backflip and the late cannonball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Kick Jumping====&lt;br /&gt;
[[File:CMT 11 - Kick Jumping.gif]]&lt;br /&gt;
&lt;br /&gt;
Hold a directional button, and tap the jump button (default: '''[W]''') every time you touch the ground. Tapping the jump button at the right time allows you to build momentum. For a given slope, there will be a certain tapping rhythm that you must judge,&lt;br /&gt;
&lt;br /&gt;
but your judgment will become intuitive with practice. In general, the steeper the slope is, the faster your tapping rhythm will be. The flatter the slope is, the more time there should relatively be between each tap.&lt;br /&gt;
&lt;br /&gt;
=====Flat Slope=====&lt;br /&gt;
[[File:CMT 12 - Flat Slope.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Steep Slope=====&lt;br /&gt;
[[File:CMT 13 - Steep Slope.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Normal Kick Jumps=====&lt;br /&gt;
[[File:CMT 14 - Normal Kick Jumps.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Mini Kick Jumps=====&lt;br /&gt;
[[File:CMT 15 - Mini Kick Jumps.gif]]&lt;br /&gt;
&lt;br /&gt;
As a variation to the side jump, the backjump, which is a side jump itself, counteracts existing momentum (by jumping in the opposite direction, hence the name) to momentarily levitate the player's model off the ground.&lt;br /&gt;
&lt;br /&gt;
The height of elevation is determined by the angle of the slope on which the backjump is performed, as well as the initial speed with which the player is moving.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 17 - Back Jump + Series of Kick Jumps (1).gif]]&lt;br /&gt;
&lt;br /&gt;
The Backjump can also be performed after a series of kick jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 17 - Back Jump and Series of Kick Jumps (1).gif]]   [[File:CMT 18 - Back Jump and Series of Kick Jumps (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Half Side Jump====&lt;br /&gt;
[[File:CMT 19 - Half Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
In tight tunnels, you can use the ceiling as a means to shorten the height and hence trajectory of your jumps: as a result of shorter jumps, you will accelerate faster in these tight tunnels.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 20 - Tight Tunnel Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Rolls&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Roll====&lt;br /&gt;
Pressing the crouch button during horizontal movement allows a player to roll, making him/her momentarily faster than walking speed.&lt;br /&gt;
&lt;br /&gt;
Adding a little jet at the end of rolls is generally beneficial, as the rolls can sometimes abruptly halt your momentum.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 21 - Roll.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Jet Roll====&lt;br /&gt;
The jet roll is a very useful roll that has several functions.&lt;br /&gt;
&lt;br /&gt;
To perform: During the player's model (gostek) rolling animation, press or hold jet.&lt;br /&gt;
&lt;br /&gt;
This helps your player's model avoid getting stuck to the ground and may also help with getting to different places in a short and precise manner.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 22 - Jet Roll (2).gif]] [[File:CMT 22 - Jet Roll (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glide Roll====&lt;br /&gt;
How to do (facing right): Upon the immediate release of the '''[A]''' button (moving left), roll towards the right.&lt;br /&gt;
&lt;br /&gt;
This is useful for cutting corners very quickly. The glide roll is best utilized in confined or tight areas or near edges.&lt;br /&gt;
&lt;br /&gt;
Note: Can be done facing both directions, and no cursor crossing should occur&lt;br /&gt;
&lt;br /&gt;
=====Forward Glide Roll=====&lt;br /&gt;
[[File:CMT 23 - Forward Glide Roll.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Backward Glide Roll=====&lt;br /&gt;
[[File:CMT 24 - Backward Glide Roll.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Roll====&lt;br /&gt;
Performed by switching the cursor to the opposite side of your player's model during a roll.&lt;br /&gt;
&lt;br /&gt;
The movement of the cursor across the player's model is called cursor crossing.&lt;br /&gt;
&lt;br /&gt;
For efficiency purposes, cursor crossing should occur earlier in the roll when nearer to an edge, and visa versa.&lt;br /&gt;
&lt;br /&gt;
These rolls are great to cut corners in tightly packed spaces, like in the top-right tunnels of ''ctf_Kampf''.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 25 - Inverse Roll (1).gif]] [[File:CMT 26 - Inverse Roll (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hard Roll====&lt;br /&gt;
Hard Rolling is when your momentum is taking you one way but you come to a very abrupt halt, allowing you to roll in the other direction. To perform, first press and hold the crouch button, then press a directional button, and then click the jet button.&lt;br /&gt;
&lt;br /&gt;
Normally, your momentum would cause you to slide along the ground while rolling; however, with hard rolling...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;This looks wrong&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 27 - Hard Roll (Wrong).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;And this looks right&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 28 - Hard Roll (Correct 1).gif]] [[File:CMT 29 - Hard Roll (Correct 2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Incline Roll====&lt;br /&gt;
Incline rolling is when you perform a roll into a very steep, inclined surface.&lt;br /&gt;
&lt;br /&gt;
This has proven to give your player a burst of speed up the surface, especially if chained together with a backflip. If you are going to chain an incline roll with a backflip, make sure to perform the incline roll first because it is the move that puts a halt to all the gravitational momentum applied on the player, no matter how great the momentum is or the type of surface on which your player model lands.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 30 - Incline Roll (1).gif]] [[File:CMT 31 - Incline Roll (2).gif]]&lt;br /&gt;
&lt;br /&gt;
 '''&amp;lt;u&amp;gt;Note&amp;lt;/u&amp;gt;:''' The timing will be harder without jets and also on steep, icy surfaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Backflips&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Backflip====&lt;br /&gt;
While facing backward (relative to your Side Jump direction) and holding the jump button mid-air during the jump, click the jet button.&lt;br /&gt;
&lt;br /&gt;
'''Important:''' Do not release the jump button before the jet button has been clicked...&lt;br /&gt;
&lt;br /&gt;
Holding jet during the backflip will increase the upward momentum. &lt;br /&gt;
&lt;br /&gt;
By timing the release of the jump button relative to the click of the jet button, you can vary the height of your backflip.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 32 - Low Backflip (1).gif]] [[File:CMT 33 - Medium Backflip (2).gif]] [[File:CMT 33 - High Backflip (3).gif]]&lt;br /&gt;
&lt;br /&gt;
If you need extra height, you can start your backflip with a backjump.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 34 - Backjump + Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
You can chain several backflips on a slope.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 35 - Slope Backflips Chain.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Backflip====&lt;br /&gt;
&lt;br /&gt;
To perform a reverse backflip: begin by kick jumping in one direction,&lt;br /&gt;
&lt;br /&gt;
then switching directional buttons with your different fingers while mid-air.&lt;br /&gt;
 &lt;br /&gt;
And, finally, clicking the jet button to initiate the backflip.&lt;br /&gt;
&lt;br /&gt;
Remember: you must be facing backward for a backflip to perform, but because the backflip direction is reversed (relative to the kick jump) face forward (relative to the kickjump) for this technique.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 36 - Reverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Late (Delayed) Backflip====&lt;br /&gt;
A late backflip is performed the same way as a regular backflip, however the pressing of the jet button is delayed as you please. Try experimenting!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Late Backflip=====&lt;br /&gt;
[[File:CMT 37 - Late Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Late Reverse Backflip=====&lt;br /&gt;
[[File:CMT 38 - Late Reverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Backflip====&lt;br /&gt;
To perform an inverse backflip, begin the jump by facing forward.&lt;br /&gt;
&lt;br /&gt;
Proceed with a cursor cross then follow up with pressing the opposite directional button. &lt;br /&gt;
&lt;br /&gt;
Now all that's left is to jet.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 39 - Inverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
By combining these techniques you can get some pretty interesting trajectories.&lt;br /&gt;
&lt;br /&gt;
For example, this is a back-jumped late reverse backflip which happens to be inversed as well.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 40 - Backjump Reverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Crossing with the mouse====&lt;br /&gt;
By changing the direction you face during the animation of the backflip, you can fine tune your trajectory. &lt;br /&gt;
&lt;br /&gt;
This can be done one or several times.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 41 - Crossing with the mouse (1).gif]] [[File:CMT 42 - Crossing with the mouse (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spin Backflip====&lt;br /&gt;
You can backflip against a curve to build up horizontal momentum.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 43 - Spin Backflip (1).gif]] [[File:CMT 44 - Spin Backflip (2).gif]] [[File:CMT 45 - Spin Backflip (3).gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wall Backflip====&lt;br /&gt;
By backflipping against a vertical wall, you will get more vertical momentum.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 43 - Wall Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mini Flip====&lt;br /&gt;
A mini-flip develops like a backflip; however, the jet button is pressed at the very beginning of the jump animation.&lt;br /&gt;
&lt;br /&gt;
As a result, no initial momentum is given to the flip, which keeps the player's model much closer to the ground.&lt;br /&gt;
&lt;br /&gt;
Note: There is an alternative way to mini-flip that does not involve pressing jet, however it is much more difficult.&lt;br /&gt;
&lt;br /&gt;
To perform it, while holding the direction button and facing backwards, crouch then jump immediately after.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 46 - Miniflip (1).gif]]&lt;br /&gt;
&lt;br /&gt;
Mini-flipping is one of the fastest ways to get onto a platform that is slightly higher than you, as you can see.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 47 - Miniflip (2).gif]] [[File:CMT 48 - Miniflip (3).gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Micro Flip====&lt;br /&gt;
Using the no jet mini-flip technique, you can adjust the timing of the jump relative to the roll to produce a whole range of smaller flips.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 49 - Microflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
===&amp;lt;u&amp;gt;Cannonballs&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Cannonball====&lt;br /&gt;
Cannonball is one of the fastest horizontal motions in Soldat. &lt;br /&gt;
&lt;br /&gt;
The cannonball is a derivation of the backflip, and it uses the same basic button sequence, with exception to W and jet.&lt;br /&gt;
&lt;br /&gt;
The best way to understand the mechanics of the relationship between backflips and cannonballs is by imagining your player's model in a slingshot. Think of the '''[W]''' button as the trigger: by holding '''[W]''', you keep the sling tense, whereas releasing '''[W]''' lets go of the sling. Because all flips are initiated by the jet button, consider the jet button to be the firepower of the slingshot. With this in mind, you can begin to visualize how the ignition of firepower immediately after the release of the sling [W] would produce a strong accelerating force. In short, the timing of the jet button, in relation to the release of W, determines the angle and velocity of the cannon.&lt;br /&gt;
&lt;br /&gt;
If performed correctly, your player will accelerate in the given direction during the flipping animation.&lt;br /&gt;
&lt;br /&gt;
Chaining multiple successful cannonballs can maximize speed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Real Cannonball====&lt;br /&gt;
[[File:CMT 50 - Real Cannonball.gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fake Cannonball====&lt;br /&gt;
[[File:CMT 51 - Fake Cannoball.gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Cannonball====&lt;br /&gt;
[[File:CMT 52 - Inverse Cannonball.gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Regular Cannonball====&lt;br /&gt;
[[File:CMT 53 - Regular Cannonball.gif]] &lt;br /&gt;
&lt;br /&gt;
Due to the way collision works in Soldat, jumping upon landing facing forward is faster than facing backwards:&lt;br /&gt;
&lt;br /&gt;
It's a small difference of momentum (~5% increase on average).&lt;br /&gt;
&lt;br /&gt;
Taking advantage of this in the context of cannonballing is called inverse cannonballing.&lt;br /&gt;
&lt;br /&gt;
Notice how the cursor is in front immediately before and after the landing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Cannonball====&lt;br /&gt;
The same method is applied to the reverse cannon as to the reverse backflip. &lt;br /&gt;
&lt;br /&gt;
It is a useful move to cut corners in a very sharp and precise manner.&lt;br /&gt;
&lt;br /&gt;
It can substitute for the glide roll in the case where there is more open space.&lt;br /&gt;
&lt;br /&gt;
Make sure the flipping animation is done before cursor crossing into the next motion. &lt;br /&gt;
&lt;br /&gt;
[[File:CMT 54 - Reverse Cannonball (1).gif]] [[File:CMT 55 - Reverse Cannonball (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Delayed Cornergrab Cannonball====&lt;br /&gt;
The button sequence to perform this move is identical to that of a regular or reverse cannonball (depending on the direction you face); however, its use and application is entirely different. The Backjump first slows down your player's momentum, and then the cannonball reverses the momentum by accelerating the player in the opposite direction. This is a good move for switching routes.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 56 - Delayed Corenrgrab Cannoball (1).gif]] [[File:CMT 56 - Delayed Corenrgrab Cannoball (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Backjump Cannonball====&lt;br /&gt;
This move has the same use as the mini-flip. To perform, simply do a backjump followed by a cannonball. &lt;br /&gt;
&lt;br /&gt;
The backjump cannon keeps you closer to the ground than a mini-flip.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 57 - Backjump Cannonball.gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Semi Cannonball====&lt;br /&gt;
The semi-cannonball is performed by intentionally letting the release of the W button drag in relation to the jet button. Depending on the timing you can fine tune the height of the semi-cannonball. Judging the desired angle beforehand helps the mind approximate timing. With practice, you can develop a sense of familiarity for certain angles and increase your success rate. &lt;br /&gt;
&lt;br /&gt;
[[File:CMT 58 - Semi Cannonball (1).gif]] [[File:CMT 59 - Semi Cannonball (2).gif]] &lt;br /&gt;
&lt;br /&gt;
Semi-cannonballing should be used when there is a platform that is too high to cannonball on to and would consume too much time to backflip on to or when achieving a specific angle of acceleration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Too high for a Cannonball=====&lt;br /&gt;
[[File:CMT 60 - Cannonball (Wrong).gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Too low for a Backflip=====&lt;br /&gt;
[[File:CMT 61 - Backflip (Wrong).gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Correct way=====&lt;br /&gt;
[[File:CMT 62 - Cannonball+Backflip (Correct).gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Semi Cannonball====&lt;br /&gt;
In the same fashion as cannonballs, semi-cannonballs can be reversed as well.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 63 - Reverse Semi Canonnball.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Prone-Cancellations&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Prone-Cancel====&lt;br /&gt;
Ahh... Finally we get to the prone cancel, the move that ties every movement in Soldat together.&lt;br /&gt;
&lt;br /&gt;
What prone-cancel does is it reduces the time it takes for your player to get out of prone.&lt;br /&gt;
&lt;br /&gt;
Literally, you are cancelling out of prone instantly, which allows you to skip the time-wasting animation of standing up.&lt;br /&gt;
&lt;br /&gt;
====Unproning====&lt;br /&gt;
[[File:CMT 64 - Unproning.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Prone-Cancelling====&lt;br /&gt;
[[File:CMT 65 - Prone Cancel.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Punching/Stabbing Prone-Cancel====&lt;br /&gt;
[[File:CMT 66 - Punch_Stab Prone Cancel.gif]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Nade Prone-Cancel====&lt;br /&gt;
[[File:CMT 67 - Nade Prone Cancel.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Forward Prone-Cancel====&lt;br /&gt;
[[File:CMT 68 - Forward Prone Cancel.gif]]&lt;br /&gt;
&lt;br /&gt;
The least commonly used pc out of these three in the context of running is the forward prone-cancel, it is harder to get consistant and you won't get it as instant and fast as the other style of prone cancels.&lt;br /&gt;
&lt;br /&gt;
Yet the forward prone-cancel is very useful when in combat as it allows you to keep your mouse steady while performing it. It is therefore especially beneficial with automatic weapons and for dodging while in air.&lt;br /&gt;
&lt;br /&gt;
While you can prone-cancel using punch or stab, if you're using a weapon, the recommended method is to nade cancel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Prone-Cancel====&lt;br /&gt;
Inverse prone cancel is performed by bringing the mouse forward immediately after the prone cancel and before the next jump.&lt;br /&gt;
&lt;br /&gt;
It is the same idea as the inverse cannonball. Taking advantage of soldat collision pohysics for a small increase in momentum due to jumping from a landing facing forward rather than facing backward.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 69 - Inverse Prone Cancel (1).gif]] [[File:CMT 69 - Inverse Prone Cancel (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Backward Superman====&lt;br /&gt;
It is sometimes beneficial to use the superman as a means of slowing down.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 69 - Backward Superman.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cannonball Chain w/ Superman====&lt;br /&gt;
Combining the two fastest movements in the game results in the fastest combination in the game.&lt;br /&gt;
&lt;br /&gt;
Once again, best used when cannonballing off a ramp into a superman prone cancel.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 70 - Cannonball Superman Chain (1).gif]] [[File:CMT 71 - Cannonball Superman Chain (2).gif]] [[File:CMT 72 - Cannonball Superman Chain (3).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Prone Gliding====&lt;br /&gt;
Prone gliding is a movement that lets your player slide around on the ground in prone position using jet.&lt;br /&gt;
&lt;br /&gt;
Prone gliding is triggered by holding nade or switch weapon button, left or right button, and prone button at the same time while jetting. An alternative method is to hold the jet, punch, and prone buttons all together. &lt;br /&gt;
&lt;br /&gt;
If you tap the switch weapon button or nade button repeatedly while doing this, you may go faster depending on the rhythm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 73 - Prone Gliding (1).gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 74 - Prone Gliding.gif]]&lt;br /&gt;
&lt;br /&gt;
(Tapping '''[E]''' button)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Ice Slides&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Slide Jump====&lt;br /&gt;
[[File:CMT 75 - Slide Jump.gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Glide Jump====&lt;br /&gt;
[[File:CMT 76 - Slide Glide Jump.gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Backflip====&lt;br /&gt;
[[File:CMT 77 - Slide Backflip.gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Late Backflip====&lt;br /&gt;
[[File:CMT 78 - Slide Late Backflip.gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Late Reverse Backflip====&lt;br /&gt;
[[File:CMT 79 - Slide Late Reverse Backflip.gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Cannon Ball====&lt;br /&gt;
[[File:CMT 80 - Slide Cannonball.gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Superman====&lt;br /&gt;
[[File:CMT 81 - Slide Superman.gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Roll====&lt;br /&gt;
[[File:CMT 82 - Slide Roll.gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Spas Boosting&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Spas Boost (General)====&lt;br /&gt;
The spas boost is a great way to speed up your player's model while running. Each shot from a spas boosts your player's model and adds momentum going to the opposite direction of which the shot was fired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spas Boost Cannon Ball====&lt;br /&gt;
[[File:CMT 83 - Spasboost Cannonball (1).gif]] [[File:CMT 84 - Spasboost Cannonball (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spas Boost Surfing====&lt;br /&gt;
[[File:CMT 85 - Spasboost Surfing.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spas Boost Combination====&lt;br /&gt;
[[File:CMT 85 - Spasboost Combination.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;u&amp;gt;Miscellaneous&amp;lt;/u&amp;gt;==&lt;br /&gt;
====Poly Catching====&lt;br /&gt;
Poly catching is when you catch (with a kickjump) the corners of polies with enough momentum to jump off of the corner to increase your player's velocity as well as speed.&lt;br /&gt;
&lt;br /&gt;
Extremely hard to master but one of the most helpful techniques in Soldat.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 86 - Polycatching (1).gif]] [[File:CMT 87 - Polycatching (2).gif]]&lt;br /&gt;
&lt;br /&gt;
It's also possible to catch corner polies on the way down with a roll or cannonball.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 88 - Polycatching With Roll.gif]] [[File:CMT 89 - Polycatching With Cannonball.gif]]&lt;br /&gt;
&lt;br /&gt;
You can get a poly boost by barely hitting the corner of a poly (skimming past it) This generally works better with obtuse polies along a flat horizontal plane.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 90 - Polyboost (1).gif]] [[File:CMT 90 - Polyboost (2).gif]]&lt;br /&gt;
&lt;br /&gt;
You can grab many poly corners. Be creative!&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 91 - Multiple Polycatches (1).gif]]  [[File:CMT 92 - Multiple Polycatches (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wall Climbing====&lt;br /&gt;
Some walls can be grabbed as well.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 93 - Wall Climbing (1).gif]] [[File:CMT 94 - Wall Climibing (2).gif]] [[File:CMT 95 - Wall Climibing (3).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Parachutes====&lt;br /&gt;
Parachutes automatically activate in maps where the spawn point is well above the ground. Parachutes cannot be summoned. Parachute movement is controlled left and right with left and right movement buttons. Remember you are still falling while wearing a parachute, and you can disengage parachute at any time by pressing the jet button.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 96 - Parachute (1).gif]] [[File:CMT 97 - Parachute (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Instant Prone====&lt;br /&gt;
Performed by taping the nade button before the prone animation ends. Requires you to be in contact with the ground.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 98 - Instant Prone.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Regular Prone=====&lt;br /&gt;
[[File:CMT 99 - Regular Prone.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutilator.NZ Movement Tutorial=&lt;br /&gt;
This is a guide so that you can learn the tricks that I use to my advantage, not just in climbing or Hide and Seek, but in regular CTF, DM, INF, whatever game-mode. I think that at least 90% of people that read this guide will take something useful away with them. This guide shares some advanced movement tricks that took me a long time to find, but I will also give a description of jumps such as the backflip, kickjump, reverse backflip and late backflip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kickjump===&lt;br /&gt;
You will use this whenever you want to go up a hill fast.&lt;br /&gt;
&lt;br /&gt;
What you want to do is run up the hill, while (mashing) the jump button. I say (mashing) because there is an optimal rhythm, you do not want to tap it too fast, you will have to practice to find the best time to spend with jump depressed and jump undepressed (better word?), but do not go counting, even if you can count tenths of a second, just practice and you should get a feel for it over time. At the top of the hill press and hold jump without a direction.&lt;br /&gt;
&lt;br /&gt;
[[File:1 - Kickjump (1).gif]]&lt;br /&gt;
&lt;br /&gt;
You can also keep pressing the direction button and press jump to jump to the side.&lt;br /&gt;
&lt;br /&gt;
[[File:2 - Kickjump (2).gif]]&lt;br /&gt;
&lt;br /&gt;
Of course there are more things to do at the climax of a kickjump, but will get to that later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Backflip===&lt;br /&gt;
====Basic Backflip====&lt;br /&gt;
The easiest backflip.&lt;br /&gt;
&lt;br /&gt;
Gets a bit more height than regular jump '''[W]''', and is also good for jumping to the side and up.&lt;br /&gt;
&lt;br /&gt;
First you want to look in the opposite direction to where you are moving, then while holding a direction button, also press and hold jump '''[W]''', and then right click. After right clicking you will want to let go of jump so you can control your direction.&lt;br /&gt;
&lt;br /&gt;
[[File:3 - Basic Backflip (1).gif]]&lt;br /&gt;
&lt;br /&gt;
You can perform a basic backflip at the top of a kickjump for better height and distance.&lt;br /&gt;
&lt;br /&gt;
[[File:4 - Basic Backflip (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Backflip====&lt;br /&gt;
Useful for changing direction in certain situations.&lt;br /&gt;
&lt;br /&gt;
The reverse backflip is similar to the basic backflip.&lt;br /&gt;
&lt;br /&gt;
This time you start facing the same direction you are going, while holding a direction button, press jump, then quickly change the direction button and right click. All this time you must HOLD the jump button, which is button to most backflips as you will learn.&lt;br /&gt;
&lt;br /&gt;
[[File:5 - Reverse Backflip (1).gif]]&lt;br /&gt;
&lt;br /&gt;
You can also perform this jump at the top of a kickjump, if you want to go straight up.&lt;br /&gt;
&lt;br /&gt;
[[File:6 - Reverse Backflip (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Late Backflip====&lt;br /&gt;
Can be used to get into narrow tunnels in a vertical wall, although there are not many maps with this, as it is usually a hassle to move through. I decided to include this jump because you might just find a use for it.&lt;br /&gt;
&lt;br /&gt;
[[File:7 - Late Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
This jump is almost exactly the same as a regular backflip.&lt;br /&gt;
&lt;br /&gt;
While holding a direction button, press and hold jump, but do not right click until you are ready to flip, also make sure you do not release '''[W]''' or the direction button, or it will not work.&lt;br /&gt;
&lt;br /&gt;
[[[[File:8 - Late Backflip Direction Change.gif]]&lt;br /&gt;
&lt;br /&gt;
You would really only ever use a late backflip at the top of a kickjump in climbing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Notes regarding backflips====&lt;br /&gt;
 * You must always start a backflip with the direction and jump button combo.&lt;br /&gt;
 * You must hold jump between the initial jump and right clicking.&lt;br /&gt;
 * When you want to flip you must be holding a directional button, and facing the opposite direction as the directional button, regardless of which way you are actually moving. Click to flip.&lt;br /&gt;
 * This means it doesn't matter which way you are facing until you actually right click.&lt;br /&gt;
 * Also you can change which way you are facing during the flip (when you curl up) for some interesting, but generally useless tricks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Superman===&lt;br /&gt;
Superman allows you to get good lateral movement in mid air, it is better than standing and holding a direction button.&lt;br /&gt;
&lt;br /&gt;
Superman is very easy, just lie down and start jetting, if your jets run out in mid air, you want to stand up and hold a direction button, as it is better than letting your jets load and then jetting again.&lt;br /&gt;
&lt;br /&gt;
[[File:9 - Superman (1).gif]]&lt;br /&gt;
&lt;br /&gt;
Superman can be effective after a kickjump, but not if you do a regular jump, or any backflip that I have discussed so far. This means doing a jump to the side and supermanning is the best.&lt;br /&gt;
&lt;br /&gt;
[[File:10 - Superman (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cannonball===&lt;br /&gt;
The cannonball is the best single jump that will get you moving fast, quickly. It can also be a pain to learn and master, and also describe. But if you are to learn anything, this would be the best thing to learn. &lt;br /&gt;
&lt;br /&gt;
FUN FACT: Some people call the cannonball simply cball, for ease of typing.&lt;br /&gt;
&lt;br /&gt;
To cannonball you first must press a movement button and look in the opposite direction, next you must tap jump and straight after tapping jump, you must right click. Be careful to not overlap the tapping of jump and the click. You should get this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cannonball is very good for moving fast over relatively flat areas, by stringing them together.&lt;br /&gt;
&lt;br /&gt;
[[File:11 -  Cannonball (1).gif]]  [[File:12 - Cannoball (2).gif]]&lt;br /&gt;
&lt;br /&gt;
The cannonball is also very good to use at the climax of a kickjump.&lt;br /&gt;
&lt;br /&gt;
[[File:13 - Cannoball (3).gif]]&lt;br /&gt;
&lt;br /&gt;
Because the cannonball is very fast and flat, you can superman after a cannonball, and for maximum effect do a kickjump before the cannonball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A chain that ties it all together===&lt;br /&gt;
At this point, seasoned players may be feeling smug that they have known everything up to this point, but they may seldom use the superman, because of this:&lt;br /&gt;
&lt;br /&gt;
[[File:14 - Cannoball + Superman.gif]]&lt;br /&gt;
&lt;br /&gt;
Most of you may know that if you are lying down and look in the opposite direction to where you are facing you stand up.&lt;br /&gt;
If you punch (no weapon), stab (knife), or hold change weapon (anything) while doing this, it leads to something interesting.&lt;br /&gt;
&lt;br /&gt;
[[File:16 - Superman Punch_Stab_Q Prone Cancel.gif]]&lt;br /&gt;
&lt;br /&gt;
This can be used in conjunction with supermanning for impressive results, you can superman to within a pixel of the ground, use this trick and lose no speed at all.&lt;br /&gt;
&lt;br /&gt;
[[File:17 - Cannonball Superman.gif]]&lt;br /&gt;
&lt;br /&gt;
You can cannonball and superman anywhere! (It will require practice).&lt;br /&gt;
&lt;br /&gt;
[[File:18 - Cannonball Everywhere.gif]]&lt;br /&gt;
&lt;br /&gt;
This is very effective. Using this trick you can catch up to an EFC, or outrun enemies in many situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prone-Cancel===&lt;br /&gt;
Hold change weapon and prone  '''[X]''' while supermanning to slide over normal polies as if they were ice.&lt;br /&gt;
It can be useful, for example if you are supermanning and about to hit the corner of a building, rather than standing up, just slide over it, easy!&lt;br /&gt;
&lt;br /&gt;
[[File:19 - Weapon Change Cancel Prone (1).gif]]&lt;br /&gt;
&lt;br /&gt;
Or you can slide into the flag to cap, because it looks cool&lt;br /&gt;
&lt;br /&gt;
[[File:20 - Weapon Change Cancel Prone (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rolling===&lt;br /&gt;
Rolling can be used to change direction, similar to the reverse backflip, however, rolling will allow you to change direction and move down, where reverse backflip would change direction and move up.&lt;br /&gt;
&lt;br /&gt;
If you are in the air, you want to be moving so you will hit about a gostek width before the edge, just before you hit switch direction buttons and then once you hit the edge, tap crouch. The direction you face isn't important, as long as you stay facing one way through the whole thing, if you change the way you face during the roll, it will make you be pushed away from the edge.&lt;br /&gt;
&lt;br /&gt;
[[File:21 - Roll (1).gif]]&lt;br /&gt;
&lt;br /&gt;
You can still do the roll in confined areas where it isn't best to be in the air.&lt;br /&gt;
&lt;br /&gt;
[[File:22 - Roll (2).gif]]&lt;br /&gt;
&lt;br /&gt;
If you do a regular forward roll as you hit the corner of a polygon, you can be polybugged (launched). This doesn't happen all the time, but even if it doesn't bug, there isn't much risk of you slowing to a halt, so I nearly always roll as I go over points.&lt;br /&gt;
&lt;br /&gt;
[[File:23 - Pollyboost Roll.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ice sliding===&lt;br /&gt;
This is a very simple trick, simply lay down on ice and move. For some reason you move very fast when laying down on ice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Practicing==&lt;br /&gt;
The bread and butter of all jumps (kickjump, backflips).&lt;br /&gt;
&lt;br /&gt;
The best way to learn these jumps would be with some specially made climb maps. They have simple jumps which will let you apply what you learn, and also have descriptions of what to do right next to the jumps.&lt;br /&gt;
&lt;br /&gt;
If you actually want to practice moving fast and fluid, I would definitely recommend playing Hide 'n Seek.&lt;br /&gt;
&lt;br /&gt;
What you learn from this guide can be applied to nearly any type of [[Gamemodes|Game mode]] of Soldat. Movement, in my opinion, can raise your general skill level, and I also believe is the part that makes Soldat what it is.&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Movement_Tutorial&amp;diff=3131</id>
		<title>Soldat's Comprehensive Movement Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Movement_Tutorial&amp;diff=3131"/>
				<updated>2018-06-10T21:45:18Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
This entry includes 2 movement tutorial:&lt;br /&gt;
&lt;br /&gt;
The first one was written by '''Haste (Bitsoufly)'''. It is an in depth overview, divided to 3 main categories; Basic, Advanced &amp;amp; Misc. The original post can be found in [https://forums.soldat.pl/index.php?topic=42878.0 '''this link''']. &lt;br /&gt;
&lt;br /&gt;
The second one was written by '''Mutilator.NZ''' and the original post can be found in [https://forums.soldat.pl/index.php?topic=37000.0 '''this link'''].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Prior Knowledge=&lt;br /&gt;
It is crucial to be familiar with '''[[Default Controls]]''' (in case you haven't modified them).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Practice Maps=&lt;br /&gt;
This '''.zip''' package contains the following:&lt;br /&gt;
 ctf_jumptut, ctf_learntheflip, freetime12, kz_Climbtut&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/zoTEQX Download]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Haste's Movement Tutorial=&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
===&amp;lt;u&amp;gt;Jumps&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Aborted Jump====&lt;br /&gt;
[[File:CMT 1 - Aborted Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half Jump=====&lt;br /&gt;
[[File:CMT 2 - Half Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
The half jump is a variation of the jump command in which the jump is half the height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Full Jump====&lt;br /&gt;
[[File:CMT 3 - Full Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fake Jump====&lt;br /&gt;
[[File:CMT 4 - Fake Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
The fake jump has the beginning animation of any regular jump, however the feet never leaves the ground.&lt;br /&gt;
&lt;br /&gt;
Performed by first pressing the jump button, then pressing a directional button, and finally releasing both buttons when animation has completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glide Jump====&lt;br /&gt;
[[File:CMT 5 - Glide Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
Jump immediately after releasing a directional button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Side Jump====&lt;br /&gt;
[[File:CMT 6 - Side Jump (1).gif]]&lt;br /&gt;
[[File:CMT 6 - Side Jump (2).gif]]&lt;br /&gt;
&lt;br /&gt;
While holding a directional button, tap the jump button. By adding jets to your side jump you can reach higher and further. Depending on how long you hold the jump button, you'll reach different heights and distances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Mini Side Jump=====&lt;br /&gt;
[[File:CMT 7 - Mini Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Medium Side Jump=====&lt;br /&gt;
[[File:CMT 8 - Medium Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====High Side Jump=====&lt;br /&gt;
[[File:CMT 9 - High Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Held Side Jump====&lt;br /&gt;
[[File:CMT 10 - Held Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
Performed by holding the jump button for the entire duration of the side jump.&lt;br /&gt;
&lt;br /&gt;
We'll see later how this can be used to perform certain moves, such as the late backflip and the late cannonball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Kick Jumping====&lt;br /&gt;
[[File:CMT 11 - Kick Jumping.gif]]&lt;br /&gt;
&lt;br /&gt;
Hold a directional button, and tap the jump button (default: '''[W]''') every time you touch the ground. Tapping the jump button at the right time allows you to build momentum. For a given slope, there will be a certain tapping rhythm that you must judge,&lt;br /&gt;
&lt;br /&gt;
but your judgment will become intuitive with practice. In general, the steeper the slope is, the faster your tapping rhythm will be. The flatter the slope is, the more time there should relatively be between each tap.&lt;br /&gt;
&lt;br /&gt;
=====Flat Slope=====&lt;br /&gt;
[[File:CMT 12 - Flat Slope.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Steep Slope=====&lt;br /&gt;
[[File:CMT 13 - Steep Slope.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Normal Kick Jumps=====&lt;br /&gt;
[[File:CMT 14 - Normal Kick Jumps.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Mini Kick Jumps=====&lt;br /&gt;
[[File:CMT 15 - Mini Kick Jumps.gif]]&lt;br /&gt;
&lt;br /&gt;
As a variation to the side jump, the backjump, which is a side jump itself, counteracts existing momentum (by jumping in the opposite direction, hence the name) to momentarily levitate the player's model off the ground.&lt;br /&gt;
&lt;br /&gt;
The height of elevation is determined by the angle of the slope on which the backjump is performed, as well as the initial speed with which the player is moving.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 17 - Back Jump + Series of Kick Jumps (1).gif]]&lt;br /&gt;
&lt;br /&gt;
The Backjump can also be performed after a series of kick jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 17 - Back Jump and Series of Kick Jumps (1).gif]]   [[File:CMT 18 - Back Jump and Series of Kick Jumps (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Half Side Jump====&lt;br /&gt;
[[File:CMT 19 - Half Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
In tight tunnels, you can use the ceiling as a means to shorten the height and hence trajectory of your jumps: as a result of shorter jumps, you will accelerate faster in these tight tunnels.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 20 - Tight Tunnel Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Rolls&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Roll====&lt;br /&gt;
Pressing the crouch button during horizontal movement allows a player to roll, making him/her momentarily faster than walking speed.&lt;br /&gt;
&lt;br /&gt;
Adding a little jet at the end of rolls is generally beneficial, as the rolls can sometimes abruptly halt your momentum.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 21 - Roll.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Jet Roll====&lt;br /&gt;
The jet roll is a very useful roll that has several functions.&lt;br /&gt;
&lt;br /&gt;
To perform: During the player's model (gostek) rolling animation, press or hold jet.&lt;br /&gt;
&lt;br /&gt;
This helps your player's model avoid getting stuck to the ground and may also help with getting to different places in a short and precise manner.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 22 - Jet Roll (2).gif]] [[File:CMT 22 - Jet Roll (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glide Roll====&lt;br /&gt;
How to do (facing right): Upon the immediate release of the '''[A]''' button (moving left), roll towards the right.&lt;br /&gt;
&lt;br /&gt;
This is useful for cutting corners very quickly. The glide roll is best utilized in confined or tight areas or near edges.&lt;br /&gt;
&lt;br /&gt;
Note: Can be done facing both directions, and no cursor crossing should occur&lt;br /&gt;
&lt;br /&gt;
=====Forward Glide Roll=====&lt;br /&gt;
[[File:CMT 23 - Forward Glide Roll.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Backward Glide Roll=====&lt;br /&gt;
[[File:CMT 24 - Backward Glide Roll.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Roll====&lt;br /&gt;
Performed by switching the cursor to the opposite side of your player's model during a roll.&lt;br /&gt;
&lt;br /&gt;
The movement of the cursor across the player's model is called cursor crossing.&lt;br /&gt;
&lt;br /&gt;
For efficiency purposes, cursor crossing should occur earlier in the roll when nearer to an edge, and visa versa.&lt;br /&gt;
&lt;br /&gt;
These rolls are great to cut corners in tightly packed spaces, like in the top-right tunnels of ''ctf_Kampf''.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 25 - Inverse Roll (1).gif]] [[File:CMT 26 - Inverse Roll (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hard Roll====&lt;br /&gt;
Hard Rolling is when your momentum is taking you one way but you come to a very abrupt halt, allowing you to roll in the other direction. To perform, first press and hold the crouch button, then press a directional button, and then click the jet button.&lt;br /&gt;
&lt;br /&gt;
Normally, your momentum would cause you to slide along the ground while rolling; however, with hard rolling...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;This looks wrong&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 27 - Hard Roll (Wrong).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;And this looks right&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 28 - Hard Roll (Correct 1).gif]] [[File:CMT 29 - Hard Roll (Correct 2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Incline Roll====&lt;br /&gt;
Incline rolling is when you perform a roll into a very steep, inclined surface.&lt;br /&gt;
&lt;br /&gt;
This has proven to give your player a burst of speed up the surface, especially if chained together with a backflip. If you are going to chain an incline roll with a backflip, make sure to perform the incline roll first because it is the move that puts a halt to all the gravitational momentum applied on the player, no matter how great the momentum is or the type of surface on which your player model lands.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 30 - Incline Roll (1).gif]] [[File:CMT 31 - Incline Roll (2).gif]]&lt;br /&gt;
&lt;br /&gt;
 '''&amp;lt;u&amp;gt;Note&amp;lt;/u&amp;gt;:''' The timing will be harder without jets and also on steep, icy surfaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Backflips&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Backflip====&lt;br /&gt;
While facing backward (relative to your Side Jump direction) and holding the jump button mid-air during the jump, click the jet button.&lt;br /&gt;
&lt;br /&gt;
'''Important:''' Do not release the jump button before the jet button has been clicked...&lt;br /&gt;
&lt;br /&gt;
Holding jet during the backflip will increase the upward momentum. &lt;br /&gt;
&lt;br /&gt;
By timing the release of the jump button relative to the click of the jet button, you can vary the height of your backflip.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 32 - Low Backflip (1).gif]] [[File:CMT 33 - Medium Backflip (2).gif]] [[File:CMT 33 - High Backflip (3).gif]]&lt;br /&gt;
&lt;br /&gt;
If you need extra height, you can start your backflip with a backjump.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 34 - Backjump + Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
You can chain several backflips on a slope.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 35 - Slope Backflips Chain.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Backflip====&lt;br /&gt;
&lt;br /&gt;
To perform a reverse backflip: begin by kick jumping in one direction,&lt;br /&gt;
&lt;br /&gt;
then switching directional buttons with your different fingers while mid-air.&lt;br /&gt;
 &lt;br /&gt;
And, finally, clicking the jet button to initiate the backflip.&lt;br /&gt;
&lt;br /&gt;
Remember: you must be facing backward for a backflip to perform, but because the backflip direction is reversed (relative to the kick jump) face forward (relative to the kickjump) for this technique.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 36 - Reverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Late (Delayed) Backflip====&lt;br /&gt;
A late backflip is performed the same way as a regular backflip, however the pressing of the jet button is delayed as you please. Try experimenting!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Late Backflip=====&lt;br /&gt;
[[File:CMT 37 - Late Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Late Reverse Backflip=====&lt;br /&gt;
[[File:CMT 38 - Late Reverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Backflip====&lt;br /&gt;
To perform an inverse backflip, begin the jump by facing forward.&lt;br /&gt;
&lt;br /&gt;
Proceed with a cursor cross then follow up with pressing the opposite directional button. &lt;br /&gt;
&lt;br /&gt;
Now all that's left is to jet.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 39 - Inverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
By combining these techniques you can get some pretty interesting trajectories.&lt;br /&gt;
&lt;br /&gt;
For example, this is a back-jumped late reverse backflip which happens to be inversed as well.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 40 - Backjump Reverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Crossing with the mouse====&lt;br /&gt;
By changing the direction you face during the animation of the backflip, you can fine tune your trajectory. &lt;br /&gt;
&lt;br /&gt;
This can be done one or several times.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 41 - Crossing with the mouse (1).gif]] [[File:CMT 42 - Crossing with the mouse (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spin Backflip====&lt;br /&gt;
You can backflip against a curve to build up horizontal momentum.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 43 - Spin Backflip (1).gif]] [[File:CMT 44 - Spin Backflip (2).gif]] [[File:CMT 45 - Spin Backflip (3).gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wall Backflip====&lt;br /&gt;
By backflipping against a vertical wall, you will get more vertical momentum.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 43 - Wall Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mini Flip====&lt;br /&gt;
A mini-flip develops like a backflip; however, the jet button is pressed at the very beginning of the jump animation.&lt;br /&gt;
&lt;br /&gt;
As a result, no initial momentum is given to the flip, which keeps the player's model much closer to the ground.&lt;br /&gt;
&lt;br /&gt;
Note: There is an alternative way to mini-flip that does not involve pressing jet, however it is much more difficult.&lt;br /&gt;
&lt;br /&gt;
To perform it, while holding the direction button and facing backwards, crouch then jump immediately after.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 46 - Miniflip (1).gif]]&lt;br /&gt;
&lt;br /&gt;
Mini-flipping is one of the fastest ways to get onto a platform that is slightly higher than you, as you can see.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 47 - Miniflip (2).gif]] [[File:CMT 48 - Miniflip (3).gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Micro Flip====&lt;br /&gt;
Using the no jet mini-flip technique, you can adjust the timing of the jump relative to the roll to produce a whole range of smaller flips.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 49 - Microflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
===&amp;lt;u&amp;gt;Cannonballs&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Cannonball====&lt;br /&gt;
Cannonball is one of the fastest horizontal motions in Soldat. &lt;br /&gt;
&lt;br /&gt;
The cannonball is a derivation of the backflip, and it uses the same basic button sequence, with exception to W and jet.&lt;br /&gt;
&lt;br /&gt;
The best way to understand the mechanics of the relationship between backflips and cannonballs is by imagining your player's model in a slingshot. Think of the '''[W]''' button as the trigger: by holding '''[W]''', you keep the sling tense, whereas releasing '''[W]''' lets go of the sling. Because all flips are initiated by the jet button, consider the jet button to be the firepower of the slingshot. With this in mind, you can begin to visualize how the ignition of firepower immediately after the release of the sling [W] would produce a strong accelerating force. In short, the timing of the jet button, in relation to the release of W, determines the angle and velocity of the cannon.&lt;br /&gt;
&lt;br /&gt;
If performed correctly, your player will accelerate in the given direction during the flipping animation.&lt;br /&gt;
&lt;br /&gt;
Chaining multiple successful cannonballs can maximize speed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Real Cannonball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fake Cannonball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Cannonball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Regular Cannonball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
Due to the way collision works in Soldat, jumping upon landing facing forward is faster than facing backwards:&lt;br /&gt;
&lt;br /&gt;
It's a small difference of momentum (~5% increase on average).&lt;br /&gt;
&lt;br /&gt;
Taking advantage of this in the context of cannonballing is called inverse cannonballing.&lt;br /&gt;
&lt;br /&gt;
Notice how the cursor is in front immediately before and after the landing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Cannonball====&lt;br /&gt;
The same method is applied to the reverse cannon as to the reverse backflip. &lt;br /&gt;
&lt;br /&gt;
It is a useful move to cut corners in a very sharp and precise manner.&lt;br /&gt;
&lt;br /&gt;
It can substitute for the glide roll in the case where there is more open space.&lt;br /&gt;
&lt;br /&gt;
Make sure the flipping animation is done before cursor crossing into the next motion. &lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Delayed Cornergrab Cannonball====&lt;br /&gt;
The button sequence to perform this move is identical to that of a regular or reverse cannonball (depending on the direction you face); however, its use and application is entirely different. The Backjump first slows down your player's momentum, and then the cannonball reverses the momentum by accelerating the player in the opposite direction. This is a good move for switching routes.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Backjump Cannonball====&lt;br /&gt;
This move has the same use as the mini-flip. To perform, simply do a backjump followed by a cannonball. &lt;br /&gt;
&lt;br /&gt;
The backjump cannon keeps you closer to the ground than a mini-flip.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Semi Cannonball====&lt;br /&gt;
The semi-cannonball is performed by intentionally letting the release of the W button drag in relation to the jet button. Depending on the timing you can fine tune the height of the semi-cannonball. Judging the desired angle beforehand helps the mind approximate timing. With practice, you can develop a sense of familiarity for certain angles and increase your success rate. &lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
Semi-cannonballing should be used when there is a platform that is too high to cannonball on to and would consume too much time to backflip on to or when achieving a specific angle of acceleration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Too high for a Cannonball=====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Too low for a Backflip=====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Correct way=====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Semi Cannonball====&lt;br /&gt;
In the same fashion as cannonballs, semi-cannonballs can be reversed as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Prone-Cancellations&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Prone-Cancel====&lt;br /&gt;
Ahh... Finally we get to the prone cancel, the move that ties every movement in Soldat together.&lt;br /&gt;
&lt;br /&gt;
What prone-cancel does is it reduces the time it takes for your player to get out of prone.&lt;br /&gt;
&lt;br /&gt;
Literally, you are cancelling out of prone instantly, which allows you to skip the time-wasting animation of standing up.&lt;br /&gt;
&lt;br /&gt;
====Unproning====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Prone-Cancelling====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Punching/Stabbing Prone-Cancel====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Nade Prone-Cancel====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Forward Prone-Cancel====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
The least commonly used pc out of these three in the context of running is the forward prone-cancel, it is harder to get consistant and you won't get it as instant and fast as the other style of prone cancels.&lt;br /&gt;
&lt;br /&gt;
Yet the forward prone-cancel is very useful when in combat as it allows you to keep your mouse steady while performing it. It is therefore especially beneficial with automatic weapons and for dodging while in air.&lt;br /&gt;
&lt;br /&gt;
While you can prone-cancel using punch or stab, if you're using a weapon, the recommended method is to nade cancel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Prone-Cancel====&lt;br /&gt;
Inverse prone cancel is performed by bringing the mouse forward immediately after the prone cancel and before the next jump.&lt;br /&gt;
&lt;br /&gt;
It is the same idea as the inverse cannonball. Taking advantage of soldat collision pohysics for a small increase in momentum due to jumping from a landing facing forward rather than facing backward.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Backward Superman====&lt;br /&gt;
It is sometimes beneficial to use the superman as a means of slowing down.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cannonball Chain w/ Superman====&lt;br /&gt;
Combining the two fastest movements in the game results in the fastest combination in the game.&lt;br /&gt;
&lt;br /&gt;
Once again, best used when cannonballing off a ramp into a superman prone cancel.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Prone Gliding====&lt;br /&gt;
Prone gliding is a movement that lets your player slide around on the ground in prone position using jet.&lt;br /&gt;
&lt;br /&gt;
Prone gliding is triggered by holding nade or switch weapon button, left or right button, and prone button at the same time while jetting. An alternative method is to hold the jet, punch, and prone buttons all together. &lt;br /&gt;
&lt;br /&gt;
If you tap the switch weapon button or nade button repeatedly while doing this, you may go faster depending on the rhythm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
(Tapping '''[E]''' button)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Ice Slides&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Slide Jump====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Glide Jump====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Backflip====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Late Backflip====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Late Reverse Backflip====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Cannon Ball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Superman====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Roll====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Spas Boosting&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Spas Boost (General)====&lt;br /&gt;
The spas boost is a great way to speed up your player's model while running. Each shot from a spas boosts your player's model and adds momentum going to the opposite direction of which the shot was fired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spas Boost Cannon Ball====&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spas Boost Surfing====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spas Boost Combination====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;u&amp;gt;Miscellaneous&amp;lt;/u&amp;gt;==&lt;br /&gt;
====Poly Catching====&lt;br /&gt;
Poly catching is when you catch (with a kickjump) the corners of polies with enough momentum to jump off of the corner to increase your player's velocity as well as speed.&lt;br /&gt;
&lt;br /&gt;
Extremely hard to master but one of the most helpful techniques in Soldat.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
It's also possible to catch corner polies on the way down with a roll or cannonball.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can get a poly boost by barely hitting the corner of a poly (skimming past it) This generally works better with obtuse polies along a flat horizontal plane.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can grab many poly corners. Be creative!&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wall Climbing====&lt;br /&gt;
Some walls can be grabbed as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Parachutes====&lt;br /&gt;
Parachutes automatically activate in maps where the spawn point is well above the ground. Parachutes cannot be summoned. Parachute movement is controlled left and right with left and right movement buttons. Remember you are still falling while wearing a parachute, and you can disengage parachute at any time by pressing the jet button.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Instant Prone====&lt;br /&gt;
Performed by taping the nade button before the prone animation ends. Requires you to be in contact with the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Instant Prone=====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Regular Prone=====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutilator.NZ Movement Tutorial=&lt;br /&gt;
This is a guide so that you can learn the tricks that I use to my advantage, not just in climbing or Hide and Seek, but in regular CTF, DM, INF, whatever game-mode. I think that at least 90% of people that read this guide will take something useful away with them. This guide shares some advanced movement tricks that took me a long time to find, but I will also give a description of jumps such as the backflip, kickjump, reverse backflip and late backflip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kickjump===&lt;br /&gt;
You will use this whenever you want to go up a hill fast.&lt;br /&gt;
&lt;br /&gt;
What you want to do is run up the hill, while (mashing) the jump button. I say (mashing) because there is an optimal rhythm, you do not want to tap it too fast, you will have to practice to find the best time to spend with jump depressed and jump undepressed (better word?), but do not go counting, even if you can count tenths of a second, just practice and you should get a feel for it over time. At the top of the hill press and hold jump without a direction.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can also keep pressing the direction button and press jump to jump to the side.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Of course there are more things to do at the climax of a kickjump, but will get to that later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Backflip===&lt;br /&gt;
====Basic Backflip====&lt;br /&gt;
The easiest backflip.&lt;br /&gt;
&lt;br /&gt;
Gets a bit more height than regular jump '''[W]''', and is also good for jumping to the side and up.&lt;br /&gt;
&lt;br /&gt;
First you want to look in the opposite direction to where you are moving, then while holding a direction button, also press and hold jump '''[W]''', and then right click. After right clicking you will want to let go of jump so you can control your direction.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can perform a basic backflip at the top of a kickjump for better height and distance.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Backflip====&lt;br /&gt;
Useful for changing direction in certain situations.&lt;br /&gt;
&lt;br /&gt;
The reverse backflip is similar to the basic backflip.&lt;br /&gt;
&lt;br /&gt;
This time you start facing the same direction you are going, while holding a direction button, press jump, then quickly change the direction button and right click. All this time you must HOLD the jump button, which is button to most backflips as you will learn.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can also perform this jump at the top of a kickjump, if you want to go straight up.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Late Backflip====&lt;br /&gt;
Can be used to get into narrow tunnels in a vertical wall, although there are not many maps with this, as it is usually a hassle to move through. I decided to include this jump because you might just find a use for it.&lt;br /&gt;
&lt;br /&gt;
This jump is almost exactly the same as a regular backflip.&lt;br /&gt;
&lt;br /&gt;
While holding a direction button, press and hold jump, but do not right click until you are ready to flip, also make sure you do not release '''[W]''' or the direction button, or it will not work.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You would really only ever use a late backflip at the top of a kickjump in climbing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Notes regarding backflips====&lt;br /&gt;
 * You must always start a backflip with the direction and jump button combo.&lt;br /&gt;
 * You must hold jump between the initial jump and right clicking.&lt;br /&gt;
 * When you want to flip you must be holding a directional button, and facing the opposite direction as the directional button, regardless of which way you are actually moving. Click to flip.&lt;br /&gt;
 * This means it doesnâ€™t matter which way you are facing until you actually right click.&lt;br /&gt;
 * Also you can change which way you are facing during the flip (when you curl up) for some interesting, but generally useless tricks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Superman===&lt;br /&gt;
Superman allows you to get good lateral movement in mid air, it is better than standing and holding a direction button.&lt;br /&gt;
&lt;br /&gt;
Superman is very easy, just lie down and start jetting, if your jets run out in mid air, you want to stand up and hold a direction button, as it is better than letting your jets load and then jetting again.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Superman can be effective after a kickjump, but not if you do a regular jump, or any backflip that I have discussed so far. This means doing a jump to the side and supermanning is the best.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cannonball===&lt;br /&gt;
The cannonball is the best single jump that will get you moving fast, quickly. It can also be a pain to learn and master, and also describe. But if you are to learn anything, this would be the best thing to learn. &lt;br /&gt;
&lt;br /&gt;
FUN FACT: Some people call the cannonball simply cball, for ease of typing.&lt;br /&gt;
&lt;br /&gt;
To cannonball you first must press a movement button and look in the opposite direction, next you must tap jump and straight after tapping jump, you must right click. Be careful to not overlap the tapping of jump and the click. You should get this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cannonball is very good for moving fast over relatively flat areas, by stringing them together.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
The cannonball is also very good to use at the climax of a kickjump.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Because the cannonball is very fast and flat, you can superman after a cannonball, and for maximum effect do a kickjump before the cannonball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A chain that ties it all together===&lt;br /&gt;
At this point, seasoned players may be feeling smug that they have known everything up to this point, but they may seldom use the superman, because of this:&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of you may know that if you are lying down and look in the opposite direction to where you are facing you stand up.&lt;br /&gt;
If you punch (no weapon), stab (knife), or hold change weapon (anything) while doing this, it leads to something interesting.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
This can be used in conjunction with supermanning for impressive results, you can superman to within a pixel of the ground, use this trick and lose no speed at all.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can cannonball and superman anywhere! (It will require practice).&lt;br /&gt;
&lt;br /&gt;
This is very effective. Using this trick you can catch up to an EFC, or outrun enemies in many situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prone-Cancel===&lt;br /&gt;
Hold change weapon and prone  '''[X]''' while supermanning to slide over normal polies as if they were ice.&lt;br /&gt;
It can be useful, for example if you are supermanning and about to hit the corner of a building, rather than standing up, just slide over it, easy!&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Or you can slide into the flag to cap, because it looks cool&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rolling===&lt;br /&gt;
Rolling can be used to change direction, similar to the reverse backflip, however, rolling will allow you to change direction and move down, where reverse backflip would change direction and move up.&lt;br /&gt;
&lt;br /&gt;
If you are in the air, you want to be moving so you will hit about a gostek width before the edge, just before you hit switch direction buttons and then once you hit the edge, tap crouch. The direction you face isn't important, as long as you stay facing one way through the whole thing, if you change the way you face during the roll, it will make you be pushed away from the edge.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can still do the roll in confined areas where it isn't best to be in the air.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
If you do a regular forward roll as you hit the corner of a polygon, you can be polybugged (launched). This doesn't happen all the time, but even if it doesn't bug, there isn't much risk of you slowing to a halt, so I nearly always roll as I go over points.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ice sliding===&lt;br /&gt;
This is a very simple trick, simply lay down on ice and move. For some reason you move very fast when laying down on ice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Practicing==&lt;br /&gt;
The bread and butter of all jumps (kickjump, backflips).&lt;br /&gt;
&lt;br /&gt;
The best way to learn these jumps would be with some specially made climb maps. They have simple jumps which will let you apply what you learn, and also have descriptions of what to do right next to the jumps.&lt;br /&gt;
&lt;br /&gt;
If you actually want to practice moving fast and fluid, I would definitely recommend playing Hide 'n Seek.&lt;br /&gt;
&lt;br /&gt;
What you learn from this guide can be applied to nearly any type of [[Gamemodes|Game mode]] of Soldat. Movement, in my opinion, can raise your general skill level, and I also believe is the part that makes Soldat what it is.&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:CMT_33_-_Medium_Backflip_(2).gif&amp;diff=3130</id>
		<title>File:CMT 33 - Medium Backflip (2).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:CMT_33_-_Medium_Backflip_(2).gif&amp;diff=3130"/>
				<updated>2018-06-10T21:44:27Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Nosejj uploaded a new version of File:CMT 33 - Medium Backflip (2).gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:CMT_33_-_High_Backflip_(3).gif&amp;diff=3129</id>
		<title>File:CMT 33 - High Backflip (3).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:CMT_33_-_High_Backflip_(3).gif&amp;diff=3129"/>
				<updated>2018-06-10T21:44:01Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Nosejj uploaded a new version of File:CMT 33 - High Backflip (3).gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Movement_Tutorial&amp;diff=3128</id>
		<title>Soldat's Comprehensive Movement Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Movement_Tutorial&amp;diff=3128"/>
				<updated>2018-06-10T21:43:00Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
This entry includes 2 movement tutorial:&lt;br /&gt;
&lt;br /&gt;
The first one was written by '''Haste (Bitsoufly)'''. It is an in depth overview, divided to 3 main categories; Basic, Advanced &amp;amp; Misc. The original post can be found in [https://forums.soldat.pl/index.php?topic=42878.0 '''this link''']. &lt;br /&gt;
&lt;br /&gt;
The second one was written by '''Mutilator.NZ''' and the original post can be found in [https://forums.soldat.pl/index.php?topic=37000.0 '''this link'''].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Prior Knowledge=&lt;br /&gt;
It is crucial to be familiar with '''[[Default Controls]]''' (in case you haven't modified them).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Practice Maps=&lt;br /&gt;
This '''.zip''' package contains the following:&lt;br /&gt;
 ctf_jumptut, ctf_learntheflip, freetime12, kz_Climbtut&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/zoTEQX Download]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Haste's Movement Tutorial=&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
===&amp;lt;u&amp;gt;Jumps&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Aborted Jump====&lt;br /&gt;
[[File:CMT 1 - Aborted Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half Jump=====&lt;br /&gt;
[[File:CMT 2 - Half Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
The half jump is a variation of the jump command in which the jump is half the height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Full Jump====&lt;br /&gt;
[[File:CMT 3 - Full Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fake Jump====&lt;br /&gt;
[[File:CMT 4 - Fake Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
The fake jump has the beginning animation of any regular jump, however the feet never leaves the ground.&lt;br /&gt;
&lt;br /&gt;
Performed by first pressing the jump button, then pressing a directional button, and finally releasing both buttons when animation has completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glide Jump====&lt;br /&gt;
[[File:CMT 5 - Glide Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
Jump immediately after releasing a directional button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Side Jump====&lt;br /&gt;
[[File:CMT 6 - Side Jump (1).gif]]&lt;br /&gt;
[[File:CMT 6 - Side Jump (2).gif]]&lt;br /&gt;
&lt;br /&gt;
While holding a directional button, tap the jump button. By adding jets to your side jump you can reach higher and further. Depending on how long you hold the jump button, you'll reach different heights and distances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Mini Side Jump=====&lt;br /&gt;
[[File:CMT 7 - Mini Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Medium Side Jump=====&lt;br /&gt;
[[File:CMT 8 - Medium Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====High Side Jump=====&lt;br /&gt;
[[File:CMT 9 - High Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Held Side Jump====&lt;br /&gt;
[[File:CMT 10 - Held Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
Performed by holding the jump button for the entire duration of the side jump.&lt;br /&gt;
&lt;br /&gt;
We'll see later how this can be used to perform certain moves, such as the late backflip and the late cannonball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Kick Jumping====&lt;br /&gt;
[[File:CMT 11 - Kick Jumping.gif]]&lt;br /&gt;
&lt;br /&gt;
Hold a directional button, and tap the jump button (default: '''[W]''') every time you touch the ground. Tapping the jump button at the right time allows you to build momentum. For a given slope, there will be a certain tapping rhythm that you must judge,&lt;br /&gt;
&lt;br /&gt;
but your judgment will become intuitive with practice. In general, the steeper the slope is, the faster your tapping rhythm will be. The flatter the slope is, the more time there should relatively be between each tap.&lt;br /&gt;
&lt;br /&gt;
=====Flat Slope=====&lt;br /&gt;
[[File:CMT 12 - Flat Slope.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Steep Slope=====&lt;br /&gt;
[[File:CMT 13 - Steep Slope.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Normal Kick Jumps=====&lt;br /&gt;
[[File:CMT 14 - Normal Kick Jumps.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Mini Kick Jumps=====&lt;br /&gt;
[[File:CMT 15 - Mini Kick Jumps.gif]]&lt;br /&gt;
&lt;br /&gt;
As a variation to the side jump, the backjump, which is a side jump itself, counteracts existing momentum (by jumping in the opposite direction, hence the name) to momentarily levitate the player's model off the ground.&lt;br /&gt;
&lt;br /&gt;
The height of elevation is determined by the angle of the slope on which the backjump is performed, as well as the initial speed with which the player is moving.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 17 - Back Jump + Series of Kick Jumps (1).gif]]&lt;br /&gt;
&lt;br /&gt;
The Backjump can also be performed after a series of kick jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 17 - Back Jump and Series of Kick Jumps (1).gif]]   [[File:CMT 18 - Back Jump and Series of Kick Jumps (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Half Side Jump====&lt;br /&gt;
[[File:CMT 19 - Half Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
In tight tunnels, you can use the ceiling as a means to shorten the height and hence trajectory of your jumps: as a result of shorter jumps, you will accelerate faster in these tight tunnels.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 20 - Tight Tunnel Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Rolls&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Roll====&lt;br /&gt;
Pressing the crouch button during horizontal movement allows a player to roll, making him/her momentarily faster than walking speed.&lt;br /&gt;
&lt;br /&gt;
Adding a little jet at the end of rolls is generally beneficial, as the rolls can sometimes abruptly halt your momentum.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 21 - Roll.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Jet Roll====&lt;br /&gt;
The jet roll is a very useful roll that has several functions.&lt;br /&gt;
&lt;br /&gt;
To perform: During the player's model (gostek) rolling animation, press or hold jet.&lt;br /&gt;
&lt;br /&gt;
This helps your player's model avoid getting stuck to the ground and may also help with getting to different places in a short and precise manner.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 22 - Jet Roll (2).gif]] [[File:CMT 22 - Jet Roll (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glide Roll====&lt;br /&gt;
How to do (facing right): Upon the immediate release of the '''[A]''' button (moving left), roll towards the right.&lt;br /&gt;
&lt;br /&gt;
This is useful for cutting corners very quickly. The glide roll is best utilized in confined or tight areas or near edges.&lt;br /&gt;
&lt;br /&gt;
Note: Can be done facing both directions, and no cursor crossing should occur&lt;br /&gt;
&lt;br /&gt;
=====Forward Glide Roll=====&lt;br /&gt;
[[File:CMT 23 - Forward Glide Roll.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Backward Glide Roll=====&lt;br /&gt;
[[File:CMT 24 - Backward Glide Roll.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Roll====&lt;br /&gt;
Performed by switching the cursor to the opposite side of your player's model during a roll.&lt;br /&gt;
&lt;br /&gt;
The movement of the cursor across the player's model is called cursor crossing.&lt;br /&gt;
&lt;br /&gt;
For efficiency purposes, cursor crossing should occur earlier in the roll when nearer to an edge, and visa versa.&lt;br /&gt;
&lt;br /&gt;
These rolls are great to cut corners in tightly packed spaces, like in the top-right tunnels of ''ctf_Kampf''.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 25 - Inverse Roll (1).gif]] [[File:CMT 26 - Inverse Roll (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hard Role====&lt;br /&gt;
Hard Rolling is when your momentum is taking you one way but you come to a very abrupt halt, allowing you to roll in the other direction. To perform, first press and hold the crouch button, then press a directional button, and then click the jet button.&lt;br /&gt;
&lt;br /&gt;
Normally, your momentum would cause you to slide along the ground while rolling; however, with hard rolling...&lt;br /&gt;
&lt;br /&gt;
This looks wrong:&lt;br /&gt;
[[File:CMT 27 - Hard Roll (Wrong).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And this looks right:&lt;br /&gt;
[[File:CMT 28 - Hard Roll (Correct 1).gif]] [[File:CMT 29 - Hard Roll (Correct 2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Incline Roll====&lt;br /&gt;
Incline rolling is when you perform a roll into a very steep, inclined surface.&lt;br /&gt;
&lt;br /&gt;
This has proven to give your player a burst of speed up the surface, especially if chained together with a backflip. If you are going to chain an incline roll with a backflip, make sure to perform the incline roll first because it is the move that puts a halt to all the gravitational momentum applied on the player, no matter how great the momentum is or the type of surface on which your player model lands.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 30 - Incline Roll (1).gif]] [[File:CMT 31 - Incline Roll (2).gif]]&lt;br /&gt;
&lt;br /&gt;
 '''&amp;lt;u&amp;gt;Note&amp;lt;/u&amp;gt;:''' The timing will be harder without jets and also on steep, icy surfaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Backflips&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Backflip====&lt;br /&gt;
While facing backward (relative to your Side Jump direction) and holding the jump button mid-air during the jump, click the jet button.&lt;br /&gt;
&lt;br /&gt;
'''Important:''' Do not release the jump button before the jet button has been clicked...&lt;br /&gt;
&lt;br /&gt;
Holding jet during the backflip will increase the upward momentum. &lt;br /&gt;
&lt;br /&gt;
By timing the release of the jump button relative to the click of the jet button, you can vary the height of your backflip.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 32 - Low Backflip (1).gif]] [[File:CMT 33 - Medium Backflip (2)]] [[File:CMT 33 - High Backflip (3).gif]]&lt;br /&gt;
&lt;br /&gt;
If you need extra height, you can start your backflip with a backjump.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 34 - Backjump + Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
You can chain several backflips on a slope.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 35 - Slope Backflips Chain.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Backflip====&lt;br /&gt;
&lt;br /&gt;
To perform a reverse backflip: begin by kick jumping in one direction,&lt;br /&gt;
&lt;br /&gt;
then switching directional buttons with your different fingers while mid-air.&lt;br /&gt;
 &lt;br /&gt;
And, finally, clicking the jet button to initiate the backflip.&lt;br /&gt;
&lt;br /&gt;
Remember: you must be facing backward for a backflip to perform, but because the backflip direction is reversed (relative to the kick jump) face forward (relative to the kickjump) for this technique.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 36 - Reverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Late (Delayed) Backflip====&lt;br /&gt;
A late backflip is performed the same way as a regular backflip, however the pressing of the jet button is delayed as you please. Try experimenting!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Late Backflip=====&lt;br /&gt;
[[File:CMT 37 - Late Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Late Reverse Backflip=====&lt;br /&gt;
[[File:CMT 38 - Late Reverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Backflip====&lt;br /&gt;
To perform an inverse backflip, begin the jump by facing forward.&lt;br /&gt;
&lt;br /&gt;
Proceed with a cursor cross then follow up with pressing the opposite directional button. &lt;br /&gt;
&lt;br /&gt;
Now all that's left is to jet.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 39 - Inverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
By combining these techniques you can get some pretty interesting trajectories.&lt;br /&gt;
&lt;br /&gt;
For example, this is a back-jumped late reverse backflip which happens to be inversed as well.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 40 - Backjump Reverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Crossing with the mouse====&lt;br /&gt;
By changing the direction you face during the animation of the backflip, you can fine tune your trajectory. &lt;br /&gt;
&lt;br /&gt;
This can be done one or several times.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 41 - Crossing with the mouse (1).gif]] [[File:CMT 42 - Crossing with the mouse (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spin Backflip====&lt;br /&gt;
You can backflip against a curve to build up horizontal momentum.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 43 - Spin Backflip (1).gif]] [[File:CMT 44 - Spin Backflip (2).gif]] [[File:CMT 45 - Spin Backflip (3).gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wall Backflip====&lt;br /&gt;
By backflipping against a vertical wall, you will get more vertical momentum.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 43 - Wall Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mini Flip====&lt;br /&gt;
A mini-flip develops like a backflip; however, the jet button is pressed at the very beginning of the jump animation.&lt;br /&gt;
&lt;br /&gt;
As a result, no initial momentum is given to the flip, which keeps the player's model much closer to the ground.&lt;br /&gt;
&lt;br /&gt;
Note: There is an alternative way to mini-flip that does not involve pressing jet, however it is much more difficult.&lt;br /&gt;
&lt;br /&gt;
To perform it, while holding the direction button and facing backwards, crouch then jump immediately after.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 46 - Miniflip (1).gif]]&lt;br /&gt;
&lt;br /&gt;
Mini-flipping is one of the fastest ways to get onto a platform that is slightly higher than you, as you can see.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 47 - Miniflip (2).gif]] [[File:CMT 48 - Miniflip (3).gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Micro Flip====&lt;br /&gt;
Using the no jet mini-flip technique, you can adjust the timing of the jump relative to the roll to produce a whole range of smaller flips.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 49 - Microflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
===&amp;lt;u&amp;gt;Cannonballs&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Cannonball====&lt;br /&gt;
Cannonball is one of the fastest horizontal motions in Soldat. &lt;br /&gt;
&lt;br /&gt;
The cannonball is a derivation of the backflip, and it uses the same basic button sequence, with exception to W and jet.&lt;br /&gt;
&lt;br /&gt;
The best way to understand the mechanics of the relationship between backflips and cannonballs is by imagining your player's model in a slingshot. Think of the '''[W]''' button as the trigger: by holding '''[W]''', you keep the sling tense, whereas releasing '''[W]''' lets go of the sling. Because all flips are initiated by the jet button, consider the jet button to be the firepower of the slingshot. With this in mind, you can begin to visualize how the ignition of firepower immediately after the release of the sling [W] would produce a strong accelerating force. In short, the timing of the jet button, in relation to the release of W, determines the angle and velocity of the cannon.&lt;br /&gt;
&lt;br /&gt;
If performed correctly, your player will accelerate in the given direction during the flipping animation.&lt;br /&gt;
&lt;br /&gt;
Chaining multiple successful cannonballs can maximize speed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Real Cannonball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fake Cannonball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Cannonball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Regular Cannonball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
Due to the way collision works in Soldat, jumping upon landing facing forward is faster than facing backwards:&lt;br /&gt;
&lt;br /&gt;
It's a small difference of momentum (~5% increase on average).&lt;br /&gt;
&lt;br /&gt;
Taking advantage of this in the context of cannonballing is called inverse cannonballing.&lt;br /&gt;
&lt;br /&gt;
Notice how the cursor is in front immediately before and after the landing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Cannonball====&lt;br /&gt;
The same method is applied to the reverse cannon as to the reverse backflip. &lt;br /&gt;
&lt;br /&gt;
It is a useful move to cut corners in a very sharp and precise manner.&lt;br /&gt;
&lt;br /&gt;
It can substitute for the glide roll in the case where there is more open space.&lt;br /&gt;
&lt;br /&gt;
Make sure the flipping animation is done before cursor crossing into the next motion. &lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Delayed Cornergrab Cannonball====&lt;br /&gt;
The button sequence to perform this move is identical to that of a regular or reverse cannonball (depending on the direction you face); however, its use and application is entirely different. The Backjump first slows down your player's momentum, and then the cannonball reverses the momentum by accelerating the player in the opposite direction. This is a good move for switching routes.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Backjump Cannonball====&lt;br /&gt;
This move has the same use as the mini-flip. To perform, simply do a backjump followed by a cannonball. &lt;br /&gt;
&lt;br /&gt;
The backjump cannon keeps you closer to the ground than a mini-flip.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Semi Cannonball====&lt;br /&gt;
The semi-cannonball is performed by intentionally letting the release of the W button drag in relation to the jet button. Depending on the timing you can fine tune the height of the semi-cannonball. Judging the desired angle beforehand helps the mind approximate timing. With practice, you can develop a sense of familiarity for certain angles and increase your success rate. &lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
Semi-cannonballing should be used when there is a platform that is too high to cannonball on to and would consume too much time to backflip on to or when achieving a specific angle of acceleration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Too high for a Cannonball=====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Too low for a Backflip=====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Correct way=====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Semi Cannonball====&lt;br /&gt;
In the same fashion as cannonballs, semi-cannonballs can be reversed as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Prone-Cancellations&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Prone-Cancel====&lt;br /&gt;
Ahh... Finally we get to the prone cancel, the move that ties every movement in Soldat together.&lt;br /&gt;
&lt;br /&gt;
What prone-cancel does is it reduces the time it takes for your player to get out of prone.&lt;br /&gt;
&lt;br /&gt;
Literally, you are cancelling out of prone instantly, which allows you to skip the time-wasting animation of standing up.&lt;br /&gt;
&lt;br /&gt;
====Unproning====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Prone-Cancelling====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Punching/Stabbing Prone-Cancel====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Nade Prone-Cancel====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Forward Prone-Cancel====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
The least commonly used pc out of these three in the context of running is the forward prone-cancel, it is harder to get consistant and you won't get it as instant and fast as the other style of prone cancels.&lt;br /&gt;
&lt;br /&gt;
Yet the forward prone-cancel is very useful when in combat as it allows you to keep your mouse steady while performing it. It is therefore especially beneficial with automatic weapons and for dodging while in air.&lt;br /&gt;
&lt;br /&gt;
While you can prone-cancel using punch or stab, if you're using a weapon, the recommended method is to nade cancel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Prone-Cancel====&lt;br /&gt;
Inverse prone cancel is performed by bringing the mouse forward immediately after the prone cancel and before the next jump.&lt;br /&gt;
&lt;br /&gt;
It is the same idea as the inverse cannonball. Taking advantage of soldat collision pohysics for a small increase in momentum due to jumping from a landing facing forward rather than facing backward.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Backward Superman====&lt;br /&gt;
It is sometimes beneficial to use the superman as a means of slowing down.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cannonball Chain w/ Superman====&lt;br /&gt;
Combining the two fastest movements in the game results in the fastest combination in the game.&lt;br /&gt;
&lt;br /&gt;
Once again, best used when cannonballing off a ramp into a superman prone cancel.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Prone Gliding====&lt;br /&gt;
Prone gliding is a movement that lets your player slide around on the ground in prone position using jet.&lt;br /&gt;
&lt;br /&gt;
Prone gliding is triggered by holding nade or switch weapon button, left or right button, and prone button at the same time while jetting. An alternative method is to hold the jet, punch, and prone buttons all together. &lt;br /&gt;
&lt;br /&gt;
If you tap the switch weapon button or nade button repeatedly while doing this, you may go faster depending on the rhythm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
(Tapping '''[E]''' button)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Ice Slides&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Slide Jump====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Glide Jump====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Backflip====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Late Backflip====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Late Reverse Backflip====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Cannon Ball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Superman====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Roll====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Spas Boosting&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Spas Boost (General)====&lt;br /&gt;
The spas boost is a great way to speed up your player's model while running. Each shot from a spas boosts your player's model and adds momentum going to the opposite direction of which the shot was fired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spas Boost Cannon Ball====&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spas Boost Surfing====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spas Boost Combination====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;u&amp;gt;Miscellaneous&amp;lt;/u&amp;gt;==&lt;br /&gt;
====Poly Catching====&lt;br /&gt;
Poly catching is when you catch (with a kickjump) the corners of polies with enough momentum to jump off of the corner to increase your player's velocity as well as speed.&lt;br /&gt;
&lt;br /&gt;
Extremely hard to master but one of the most helpful techniques in Soldat.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
It's also possible to catch corner polies on the way down with a roll or cannonball.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can get a poly boost by barely hitting the corner of a poly (skimming past it) This generally works better with obtuse polies along a flat horizontal plane.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can grab many poly corners. Be creative!&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wall Climbing====&lt;br /&gt;
Some walls can be grabbed as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Parachutes====&lt;br /&gt;
Parachutes automatically activate in maps where the spawn point is well above the ground. Parachutes cannot be summoned. Parachute movement is controlled left and right with left and right movement buttons. Remember you are still falling while wearing a parachute, and you can disengage parachute at any time by pressing the jet button.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Instant Prone====&lt;br /&gt;
Performed by taping the nade button before the prone animation ends. Requires you to be in contact with the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Instant Prone=====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Regular Prone=====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutilator.NZ Movement Tutorial=&lt;br /&gt;
This is a guide so that you can learn the tricks that I use to my advantage, not just in climbing or Hide and Seek, but in regular CTF, DM, INF, whatever game-mode. I think that at least 90% of people that read this guide will take something useful away with them. This guide shares some advanced movement tricks that took me a long time to find, but I will also give a description of jumps such as the backflip, kickjump, reverse backflip and late backflip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kickjump===&lt;br /&gt;
You will use this whenever you want to go up a hill fast.&lt;br /&gt;
&lt;br /&gt;
What you want to do is run up the hill, while (mashing) the jump button. I say (mashing) because there is an optimal rhythm, you do not want to tap it too fast, you will have to practice to find the best time to spend with jump depressed and jump undepressed (better word?), but do not go counting, even if you can count tenths of a second, just practice and you should get a feel for it over time. At the top of the hill press and hold jump without a direction.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can also keep pressing the direction button and press jump to jump to the side.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Of course there are more things to do at the climax of a kickjump, but will get to that later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Backflip===&lt;br /&gt;
====Basic Backflip====&lt;br /&gt;
The easiest backflip.&lt;br /&gt;
&lt;br /&gt;
Gets a bit more height than regular jump '''[W]''', and is also good for jumping to the side and up.&lt;br /&gt;
&lt;br /&gt;
First you want to look in the opposite direction to where you are moving, then while holding a direction button, also press and hold jump '''[W]''', and then right click. After right clicking you will want to let go of jump so you can control your direction.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can perform a basic backflip at the top of a kickjump for better height and distance.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Backflip====&lt;br /&gt;
Useful for changing direction in certain situations.&lt;br /&gt;
&lt;br /&gt;
The reverse backflip is similar to the basic backflip.&lt;br /&gt;
&lt;br /&gt;
This time you start facing the same direction you are going, while holding a direction button, press jump, then quickly change the direction button and right click. All this time you must HOLD the jump button, which is button to most backflips as you will learn.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can also perform this jump at the top of a kickjump, if you want to go straight up.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Late Backflip====&lt;br /&gt;
Can be used to get into narrow tunnels in a vertical wall, although there are not many maps with this, as it is usually a hassle to move through. I decided to include this jump because you might just find a use for it.&lt;br /&gt;
&lt;br /&gt;
This jump is almost exactly the same as a regular backflip.&lt;br /&gt;
&lt;br /&gt;
While holding a direction button, press and hold jump, but do not right click until you are ready to flip, also make sure you do not release '''[W]''' or the direction button, or it will not work.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You would really only ever use a late backflip at the top of a kickjump in climbing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Notes regarding backflips====&lt;br /&gt;
 * You must always start a backflip with the direction and jump button combo.&lt;br /&gt;
 * You must hold jump between the initial jump and right clicking.&lt;br /&gt;
 * When you want to flip you must be holding a directional button, and facing the opposite direction as the directional button, regardless of which way you are actually moving. Click to flip.&lt;br /&gt;
 * This means it doesnâ€™t matter which way you are facing until you actually right click.&lt;br /&gt;
 * Also you can change which way you are facing during the flip (when you curl up) for some interesting, but generally useless tricks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Superman===&lt;br /&gt;
Superman allows you to get good lateral movement in mid air, it is better than standing and holding a direction button.&lt;br /&gt;
&lt;br /&gt;
Superman is very easy, just lie down and start jetting, if your jets run out in mid air, you want to stand up and hold a direction button, as it is better than letting your jets load and then jetting again.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Superman can be effective after a kickjump, but not if you do a regular jump, or any backflip that I have discussed so far. This means doing a jump to the side and supermanning is the best.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cannonball===&lt;br /&gt;
The cannonball is the best single jump that will get you moving fast, quickly. It can also be a pain to learn and master, and also describe. But if you are to learn anything, this would be the best thing to learn. &lt;br /&gt;
&lt;br /&gt;
FUN FACT: Some people call the cannonball simply cball, for ease of typing.&lt;br /&gt;
&lt;br /&gt;
To cannonball you first must press a movement button and look in the opposite direction, next you must tap jump and straight after tapping jump, you must right click. Be careful to not overlap the tapping of jump and the click. You should get this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cannonball is very good for moving fast over relatively flat areas, by stringing them together.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
The cannonball is also very good to use at the climax of a kickjump.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Because the cannonball is very fast and flat, you can superman after a cannonball, and for maximum effect do a kickjump before the cannonball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A chain that ties it all together===&lt;br /&gt;
At this point, seasoned players may be feeling smug that they have known everything up to this point, but they may seldom use the superman, because of this:&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of you may know that if you are lying down and look in the opposite direction to where you are facing you stand up.&lt;br /&gt;
If you punch (no weapon), stab (knife), or hold change weapon (anything) while doing this, it leads to something interesting.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
This can be used in conjunction with supermanning for impressive results, you can superman to within a pixel of the ground, use this trick and lose no speed at all.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can cannonball and superman anywhere! (It will require practice).&lt;br /&gt;
&lt;br /&gt;
This is very effective. Using this trick you can catch up to an EFC, or outrun enemies in many situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prone-Cancel===&lt;br /&gt;
Hold change weapon and prone  '''[X]''' while supermanning to slide over normal polies as if they were ice.&lt;br /&gt;
It can be useful, for example if you are supermanning and about to hit the corner of a building, rather than standing up, just slide over it, easy!&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Or you can slide into the flag to cap, because it looks cool&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rolling===&lt;br /&gt;
Rolling can be used to change direction, similar to the reverse backflip, however, rolling will allow you to change direction and move down, where reverse backflip would change direction and move up.&lt;br /&gt;
&lt;br /&gt;
If you are in the air, you want to be moving so you will hit about a gostek width before the edge, just before you hit switch direction buttons and then once you hit the edge, tap crouch. The direction you face isn't important, as long as you stay facing one way through the whole thing, if you change the way you face during the roll, it will make you be pushed away from the edge.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can still do the roll in confined areas where it isn't best to be in the air.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
If you do a regular forward roll as you hit the corner of a polygon, you can be polybugged (launched). This doesn't happen all the time, but even if it doesn't bug, there isn't much risk of you slowing to a halt, so I nearly always roll as I go over points.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ice sliding===&lt;br /&gt;
This is a very simple trick, simply lay down on ice and move. For some reason you move very fast when laying down on ice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Practicing==&lt;br /&gt;
The bread and butter of all jumps (kickjump, backflips).&lt;br /&gt;
&lt;br /&gt;
The best way to learn these jumps would be with some specially made climb maps. They have simple jumps which will let you apply what you learn, and also have descriptions of what to do right next to the jumps.&lt;br /&gt;
&lt;br /&gt;
If you actually want to practice moving fast and fluid, I would definitely recommend playing Hide 'n Seek.&lt;br /&gt;
&lt;br /&gt;
What you learn from this guide can be applied to nearly any type of [[Gamemodes|Game mode]] of Soldat. Movement, in my opinion, can raise your general skill level, and I also believe is the part that makes Soldat what it is.&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
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				<updated>2018-06-10T21:42:35Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

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				<updated>2018-06-10T21:42:33Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

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		<title>File:CMT 33 - High Backflip (3).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:CMT_33_-_High_Backflip_(3).gif&amp;diff=3125"/>
				<updated>2018-06-10T21:41:55Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Nosejj uploaded a new version of File:CMT 33 - High Backflip (3).gif&lt;/p&gt;
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		<author><name>Nosejj</name></author>	</entry>

	<entry>
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				<updated>2018-06-10T21:41:50Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Nosejj uploaded a new version of File:CMT 17 - Back Jump + Series of Kick Jumps (1).gif&lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Nosejj</name></author>	</entry>

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				<updated>2018-06-10T21:41:50Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Nosejj uploaded a new version of File:CMT 18 - Back Jump + Series of Kick Jumps (2).gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Movement_Tutorial&amp;diff=3122</id>
		<title>Soldat's Comprehensive Movement Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Movement_Tutorial&amp;diff=3122"/>
				<updated>2018-06-10T21:40:57Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Added 49 first gifs&lt;/p&gt;
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&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
This entry includes 2 movement tutorial:&lt;br /&gt;
&lt;br /&gt;
The first one was written by '''Haste (Bitsoufly)'''. It is an in depth overview, divided to 3 main categories; Basic, Advanced &amp;amp; Misc. The original post can be found in [https://forums.soldat.pl/index.php?topic=42878.0 '''this link''']. &lt;br /&gt;
&lt;br /&gt;
The second one was written by '''Mutilator.NZ''' and the original post can be found in [https://forums.soldat.pl/index.php?topic=37000.0 '''this link'''].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Prior Knowledge=&lt;br /&gt;
It is crucial to be familiar with '''[[Default Controls]]''' (in case you haven't modified them).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Practice Maps=&lt;br /&gt;
This '''.zip''' package contains the following:&lt;br /&gt;
 ctf_jumptut, ctf_learntheflip, freetime12, kz_Climbtut&lt;br /&gt;
&lt;br /&gt;
[https://goo.gl/zoTEQX Download]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Haste's Movement Tutorial=&lt;br /&gt;
==Basic Techniques==&lt;br /&gt;
===&amp;lt;u&amp;gt;Jumps&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Aborted Jump====&lt;br /&gt;
[[File:CMT 1 - Aborted Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Half Jump=====&lt;br /&gt;
[[File:CMT 2 - Half Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
The half jump is a variation of the jump command in which the jump is half the height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Full Jump====&lt;br /&gt;
[[File:CMT 3 - Full Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fake Jump====&lt;br /&gt;
[[File:CMT 4 - Fake Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
The fake jump has the beginning animation of any regular jump, however the feet never leaves the ground.&lt;br /&gt;
&lt;br /&gt;
Performed by first pressing the jump button, then pressing a directional button, and finally releasing both buttons when animation has completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glide Jump====&lt;br /&gt;
[[File:CMT 5 - Glide Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
Jump immediately after releasing a directional button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Side Jump====&lt;br /&gt;
[[File:CMT 6 - Side Jump (1).gif]]&lt;br /&gt;
[[File:CMT 6 - Side Jump (2).gif]]&lt;br /&gt;
&lt;br /&gt;
While holding a directional button, tap the jump button. By adding jets to your side jump you can reach higher and further. Depending on how long you hold the jump button, you'll reach different heights and distances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Mini Side Jump=====&lt;br /&gt;
[[File:CMT 7 - Mini Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Medium Side Jump=====&lt;br /&gt;
[[File:CMT 8 - Medium Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====High Side Jump=====&lt;br /&gt;
[[File:CMT 9 - High Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Held Side Jump====&lt;br /&gt;
[[File:CMT 10 - Held Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
Performed by holding the jump button for the entire duration of the side jump.&lt;br /&gt;
&lt;br /&gt;
We'll see later how this can be used to perform certain moves, such as the late backflip and the late cannonball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Kick Jumping====&lt;br /&gt;
[[File:CMT 11 - Kick Jumping.gif]]&lt;br /&gt;
&lt;br /&gt;
Hold a directional button, and tap the jump button (default: '''[W]''') every time you touch the ground. Tapping the jump button at the right time allows you to build momentum. For a given slope, there will be a certain tapping rhythm that you must judge,&lt;br /&gt;
&lt;br /&gt;
but your judgment will become intuitive with practice. In general, the steeper the slope is, the faster your tapping rhythm will be. The flatter the slope is, the more time there should relatively be between each tap.&lt;br /&gt;
&lt;br /&gt;
=====Flat Slope=====&lt;br /&gt;
[[File:CMT 12 - Flat Slope.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Steep Slope=====&lt;br /&gt;
[[File:CMT 13 - Steep Slope.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Normal Kick Jumps=====&lt;br /&gt;
[[File:CMT 14 - Normal Kick Jumps.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Mini Kick Jumps=====&lt;br /&gt;
[[File:CMT 15 - Mini Kick Jumps.gif]]&lt;br /&gt;
&lt;br /&gt;
As a variation to the side jump, the backjump, which is a side jump itself, counteracts existing momentum (by jumping in the opposite direction, hence the name) to momentarily levitate the player's model off the ground.&lt;br /&gt;
&lt;br /&gt;
The height of elevation is determined by the angle of the slope on which the backjump is performed, as well as the initial speed with which the player is moving.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 17 - Back Jump + Series of Kick Jumps (1).gif]]&lt;br /&gt;
&lt;br /&gt;
The Backjump can also be performed after a series of kick jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 18 - Back Jump + Series of Kick Jumps (1).gif]]   [[File:CMT 17 - Back Jump + Series of Kick Jumps (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Half Side Jump====&lt;br /&gt;
[[File:CMT 19 - Half Side Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
In tight tunnels, you can use the ceiling as a means to shorten the height and hence trajectory of your jumps: as a result of shorter jumps, you will accelerate faster in these tight tunnels.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 20 - Tight Tunnel Jump.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Rolls&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Roll====&lt;br /&gt;
Pressing the crouch button during horizontal movement allows a player to roll, making him/her momentarily faster than walking speed.&lt;br /&gt;
&lt;br /&gt;
Adding a little jet at the end of rolls is generally beneficial, as the rolls can sometimes abruptly halt your momentum.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 21 - Roll.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Jet Roll====&lt;br /&gt;
The jet roll is a very useful roll that has several functions.&lt;br /&gt;
&lt;br /&gt;
To perform: During the player's model (gostek) rolling animation, press or hold jet.&lt;br /&gt;
&lt;br /&gt;
This helps your player's model avoid getting stuck to the ground and may also help with getting to different places in a short and precise manner.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 22 - Jet Roll (2).gif]] [[File:CMT 22 - Jet Roll (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Glide Roll====&lt;br /&gt;
How to do (facing right): Upon the immediate release of the '''[A]''' button (moving left), roll towards the right.&lt;br /&gt;
&lt;br /&gt;
This is useful for cutting corners very quickly. The glide roll is best utilized in confined or tight areas or near edges.&lt;br /&gt;
&lt;br /&gt;
Note: Can be done facing both directions, and no cursor crossing should occur&lt;br /&gt;
&lt;br /&gt;
=====Forward Glide Roll=====&lt;br /&gt;
[[File:CMT 23 - Forward Glide Roll.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Backward Glide Roll=====&lt;br /&gt;
[[File:CMT 24 - Backward Glide Roll.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Roll====&lt;br /&gt;
Performed by switching the cursor to the opposite side of your player's model during a roll.&lt;br /&gt;
&lt;br /&gt;
The movement of the cursor across the player's model is called cursor crossing.&lt;br /&gt;
&lt;br /&gt;
For efficiency purposes, cursor crossing should occur earlier in the roll when nearer to an edge, and visa versa.&lt;br /&gt;
&lt;br /&gt;
These rolls are great to cut corners in tightly packed spaces, like in the top-right tunnels of ''ctf_Kampf''.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 25 - Inverse Roll (1).gif]] [[File:CMT 26 - Inverse Roll (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hard Role====&lt;br /&gt;
Hard Rolling is when your momentum is taking you one way but you come to a very abrupt halt, allowing you to roll in the other direction. To perform, first press and hold the crouch button, then press a directional button, and then click the jet button.&lt;br /&gt;
&lt;br /&gt;
Normally, your momentum would cause you to slide along the ground while rolling; however, with hard rolling...&lt;br /&gt;
&lt;br /&gt;
This looks wrong:&lt;br /&gt;
[[File:CMT 27 - Hard Roll (Wrong).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And this looks right:&lt;br /&gt;
[[File:CMT 28 - Hard Roll (Correct 1).gif]] [[File:CMT 29 - Hard Roll (Correct 2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Incline Roll====&lt;br /&gt;
Incline rolling is when you perform a roll into a very steep, inclined surface.&lt;br /&gt;
&lt;br /&gt;
This has proven to give your player a burst of speed up the surface, especially if chained together with a backflip. If you are going to chain an incline roll with a backflip, make sure to perform the incline roll first because it is the move that puts a halt to all the gravitational momentum applied on the player, no matter how great the momentum is or the type of surface on which your player model lands.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 30 - Incline Roll (1).gif]] [[File:CMT 31 - Incline Roll (2).gif]]&lt;br /&gt;
&lt;br /&gt;
 '''&amp;lt;u&amp;gt;Note&amp;lt;/u&amp;gt;:''' The timing will be harder without jets and also on steep, icy surfaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Backflips&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Backflip====&lt;br /&gt;
While facing backward (relative to your Side Jump direction) and holding the jump button mid-air during the jump, click the jet button.&lt;br /&gt;
&lt;br /&gt;
'''Important:''' Do not release the jump button before the jet button has been clicked...&lt;br /&gt;
&lt;br /&gt;
Holding jet during the backflip will increase the upward momentum. &lt;br /&gt;
&lt;br /&gt;
By timing the release of the jump button relative to the click of the jet button, you can vary the height of your backflip.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 32 - Low Backflip (1).gif]] [[File:CMT 33 - Medium Backflip (2)]] [[File:CMT 33 - High Backflip (3).gif]]&lt;br /&gt;
&lt;br /&gt;
If you need extra height, you can start your backflip with a backjump.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 34 - Backjump + Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
You can chain several backflips on a slope.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 35 - Slope Backflips Chain.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Backflip====&lt;br /&gt;
&lt;br /&gt;
To perform a reverse backflip: begin by kick jumping in one direction,&lt;br /&gt;
&lt;br /&gt;
then switching directional buttons with your different fingers while mid-air.&lt;br /&gt;
 &lt;br /&gt;
And, finally, clicking the jet button to initiate the backflip.&lt;br /&gt;
&lt;br /&gt;
Remember: you must be facing backward for a backflip to perform, but because the backflip direction is reversed (relative to the kick jump) face forward (relative to the kickjump) for this technique.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 36 - Reverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Late (Delayed) Backflip====&lt;br /&gt;
A late backflip is performed the same way as a regular backflip, however the pressing of the jet button is delayed as you please. Try experimenting!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Late Backflip=====&lt;br /&gt;
[[File:CMT 37 - Late Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Late Reverse Backflip=====&lt;br /&gt;
[[File:CMT 38 - Late Reverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Backflip====&lt;br /&gt;
To perform an inverse backflip, begin the jump by facing forward.&lt;br /&gt;
&lt;br /&gt;
Proceed with a cursor cross then follow up with pressing the opposite directional button. &lt;br /&gt;
&lt;br /&gt;
Now all that's left is to jet.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 39 - Inverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
By combining these techniques you can get some pretty interesting trajectories.&lt;br /&gt;
&lt;br /&gt;
For example, this is a back-jumped late reverse backflip which happens to be inversed as well.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 40 - Backjump Reverse Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Crossing with the mouse====&lt;br /&gt;
By changing the direction you face during the animation of the backflip, you can fine tune your trajectory. &lt;br /&gt;
&lt;br /&gt;
This can be done one or several times.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 41 - Crossing with the mouse (1).gif]] [[File:CMT 42 - Crossing with the mouse (2).gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spin Backflip====&lt;br /&gt;
You can backflip against a curve to build up horizontal momentum.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 43 - Spin Backflip (1).gif]] [[File:CMT 44 - Spin Backflip (2).gif]] [[File:CMT 45 - Spin Backflip (3).gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wall Backflip====&lt;br /&gt;
By backflipping against a vertical wall, you will get more vertical momentum.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 43 - Wall Backflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mini Flip====&lt;br /&gt;
A mini-flip develops like a backflip; however, the jet button is pressed at the very beginning of the jump animation.&lt;br /&gt;
&lt;br /&gt;
As a result, no initial momentum is given to the flip, which keeps the player's model much closer to the ground.&lt;br /&gt;
&lt;br /&gt;
Note: There is an alternative way to mini-flip that does not involve pressing jet, however it is much more difficult.&lt;br /&gt;
&lt;br /&gt;
To perform it, while holding the direction button and facing backwards, crouch then jump immediately after.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 46 - Miniflip (1).gif]]&lt;br /&gt;
&lt;br /&gt;
Mini-flipping is one of the fastest ways to get onto a platform that is slightly higher than you, as you can see.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 47 - Miniflip (2).gif]] [[File:CMT 48 - Miniflip (3).gif]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Micro Flip====&lt;br /&gt;
Using the no jet mini-flip technique, you can adjust the timing of the jump relative to the roll to produce a whole range of smaller flips.&lt;br /&gt;
&lt;br /&gt;
[[File:CMT 49 - Microflip.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Techniques==&lt;br /&gt;
===&amp;lt;u&amp;gt;Cannonballs&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Cannonball====&lt;br /&gt;
Cannonball is one of the fastest horizontal motions in Soldat. &lt;br /&gt;
&lt;br /&gt;
The cannonball is a derivation of the backflip, and it uses the same basic button sequence, with exception to W and jet.&lt;br /&gt;
&lt;br /&gt;
The best way to understand the mechanics of the relationship between backflips and cannonballs is by imagining your player's model in a slingshot. Think of the '''[W]''' button as the trigger: by holding '''[W]''', you keep the sling tense, whereas releasing '''[W]''' lets go of the sling. Because all flips are initiated by the jet button, consider the jet button to be the firepower of the slingshot. With this in mind, you can begin to visualize how the ignition of firepower immediately after the release of the sling [W] would produce a strong accelerating force. In short, the timing of the jet button, in relation to the release of W, determines the angle and velocity of the cannon.&lt;br /&gt;
&lt;br /&gt;
If performed correctly, your player will accelerate in the given direction during the flipping animation.&lt;br /&gt;
&lt;br /&gt;
Chaining multiple successful cannonballs can maximize speed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Real Cannonball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fake Cannonball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Cannonball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Regular Cannonball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
Due to the way collision works in Soldat, jumping upon landing facing forward is faster than facing backwards:&lt;br /&gt;
&lt;br /&gt;
It's a small difference of momentum (~5% increase on average).&lt;br /&gt;
&lt;br /&gt;
Taking advantage of this in the context of cannonballing is called inverse cannonballing.&lt;br /&gt;
&lt;br /&gt;
Notice how the cursor is in front immediately before and after the landing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Cannonball====&lt;br /&gt;
The same method is applied to the reverse cannon as to the reverse backflip. &lt;br /&gt;
&lt;br /&gt;
It is a useful move to cut corners in a very sharp and precise manner.&lt;br /&gt;
&lt;br /&gt;
It can substitute for the glide roll in the case where there is more open space.&lt;br /&gt;
&lt;br /&gt;
Make sure the flipping animation is done before cursor crossing into the next motion. &lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Delayed Cornergrab Cannonball====&lt;br /&gt;
The button sequence to perform this move is identical to that of a regular or reverse cannonball (depending on the direction you face); however, its use and application is entirely different. The Backjump first slows down your player's momentum, and then the cannonball reverses the momentum by accelerating the player in the opposite direction. This is a good move for switching routes.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Backjump Cannonball====&lt;br /&gt;
This move has the same use as the mini-flip. To perform, simply do a backjump followed by a cannonball. &lt;br /&gt;
&lt;br /&gt;
The backjump cannon keeps you closer to the ground than a mini-flip.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Semi Cannonball====&lt;br /&gt;
The semi-cannonball is performed by intentionally letting the release of the W button drag in relation to the jet button. Depending on the timing you can fine tune the height of the semi-cannonball. Judging the desired angle beforehand helps the mind approximate timing. With practice, you can develop a sense of familiarity for certain angles and increase your success rate. &lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
Semi-cannonballing should be used when there is a platform that is too high to cannonball on to and would consume too much time to backflip on to or when achieving a specific angle of acceleration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Too high for a Cannonball=====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Too low for a Backflip=====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Correct way=====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Semi Cannonball====&lt;br /&gt;
In the same fashion as cannonballs, semi-cannonballs can be reversed as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Prone-Cancellations&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Prone-Cancel====&lt;br /&gt;
Ahh... Finally we get to the prone cancel, the move that ties every movement in Soldat together.&lt;br /&gt;
&lt;br /&gt;
What prone-cancel does is it reduces the time it takes for your player to get out of prone.&lt;br /&gt;
&lt;br /&gt;
Literally, you are cancelling out of prone instantly, which allows you to skip the time-wasting animation of standing up.&lt;br /&gt;
&lt;br /&gt;
====Unproning====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Prone-Cancelling====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Punching/Stabbing Prone-Cancel====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Nade Prone-Cancel====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Forward Prone-Cancel====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
The least commonly used pc out of these three in the context of running is the forward prone-cancel, it is harder to get consistant and you won't get it as instant and fast as the other style of prone cancels.&lt;br /&gt;
&lt;br /&gt;
Yet the forward prone-cancel is very useful when in combat as it allows you to keep your mouse steady while performing it. It is therefore especially beneficial with automatic weapons and for dodging while in air.&lt;br /&gt;
&lt;br /&gt;
While you can prone-cancel using punch or stab, if you're using a weapon, the recommended method is to nade cancel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inverse Prone-Cancel====&lt;br /&gt;
Inverse prone cancel is performed by bringing the mouse forward immediately after the prone cancel and before the next jump.&lt;br /&gt;
&lt;br /&gt;
It is the same idea as the inverse cannonball. Taking advantage of soldat collision pohysics for a small increase in momentum due to jumping from a landing facing forward rather than facing backward.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Backward Superman====&lt;br /&gt;
It is sometimes beneficial to use the superman as a means of slowing down.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cannonball Chain w/ Superman====&lt;br /&gt;
Combining the two fastest movements in the game results in the fastest combination in the game.&lt;br /&gt;
&lt;br /&gt;
Once again, best used when cannonballing off a ramp into a superman prone cancel.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Prone Gliding====&lt;br /&gt;
Prone gliding is a movement that lets your player slide around on the ground in prone position using jet.&lt;br /&gt;
&lt;br /&gt;
Prone gliding is triggered by holding nade or switch weapon button, left or right button, and prone button at the same time while jetting. An alternative method is to hold the jet, punch, and prone buttons all together. &lt;br /&gt;
&lt;br /&gt;
If you tap the switch weapon button or nade button repeatedly while doing this, you may go faster depending on the rhythm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
(Tapping '''[E]''' button)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Ice Slides&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Slide Jump====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Glide Jump====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Backflip====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Late Backflip====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Late Reverse Backflip====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Cannon Ball====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Superman====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Slide Roll====&lt;br /&gt;
[[File:Example.jpg]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Spas Boosting&amp;lt;/u&amp;gt;===&lt;br /&gt;
====Spas Boost (General)====&lt;br /&gt;
The spas boost is a great way to speed up your player's model while running. Each shot from a spas boosts your player's model and adds momentum going to the opposite direction of which the shot was fired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spas Boost Cannon Ball====&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spas Boost Surfing====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spas Boost Combination====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;u&amp;gt;Miscellaneous&amp;lt;/u&amp;gt;==&lt;br /&gt;
====Poly Catching====&lt;br /&gt;
Poly catching is when you catch (with a kickjump) the corners of polies with enough momentum to jump off of the corner to increase your player's velocity as well as speed.&lt;br /&gt;
&lt;br /&gt;
Extremely hard to master but one of the most helpful techniques in Soldat.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
It's also possible to catch corner polies on the way down with a roll or cannonball.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can get a poly boost by barely hitting the corner of a poly (skimming past it) This generally works better with obtuse polies along a flat horizontal plane.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can grab many poly corners. Be creative!&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wall Climbing====&lt;br /&gt;
Some walls can be grabbed as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Parachutes====&lt;br /&gt;
Parachutes automatically activate in maps where the spawn point is well above the ground. Parachutes cannot be summoned. Parachute movement is controlled left and right with left and right movement buttons. Remember you are still falling while wearing a parachute, and you can disengage parachute at any time by pressing the jet button.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]] [[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Instant Prone====&lt;br /&gt;
Performed by taping the nade button before the prone animation ends. Requires you to be in contact with the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Instant Prone=====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Regular Prone=====&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutilator.NZ Movement Tutorial=&lt;br /&gt;
This is a guide so that you can learn the tricks that I use to my advantage, not just in climbing or Hide and Seek, but in regular CTF, DM, INF, whatever game-mode. I think that at least 90% of people that read this guide will take something useful away with them. This guide shares some advanced movement tricks that took me a long time to find, but I will also give a description of jumps such as the backflip, kickjump, reverse backflip and late backflip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kickjump===&lt;br /&gt;
You will use this whenever you want to go up a hill fast.&lt;br /&gt;
&lt;br /&gt;
What you want to do is run up the hill, while (mashing) the jump button. I say (mashing) because there is an optimal rhythm, you do not want to tap it too fast, you will have to practice to find the best time to spend with jump depressed and jump undepressed (better word?), but do not go counting, even if you can count tenths of a second, just practice and you should get a feel for it over time. At the top of the hill press and hold jump without a direction.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can also keep pressing the direction button and press jump to jump to the side.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Of course there are more things to do at the climax of a kickjump, but will get to that later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Backflip===&lt;br /&gt;
====Basic Backflip====&lt;br /&gt;
The easiest backflip.&lt;br /&gt;
&lt;br /&gt;
Gets a bit more height than regular jump '''[W]''', and is also good for jumping to the side and up.&lt;br /&gt;
&lt;br /&gt;
First you want to look in the opposite direction to where you are moving, then while holding a direction button, also press and hold jump '''[W]''', and then right click. After right clicking you will want to let go of jump so you can control your direction.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can perform a basic backflip at the top of a kickjump for better height and distance.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reverse Backflip====&lt;br /&gt;
Useful for changing direction in certain situations.&lt;br /&gt;
&lt;br /&gt;
The reverse backflip is similar to the basic backflip.&lt;br /&gt;
&lt;br /&gt;
This time you start facing the same direction you are going, while holding a direction button, press jump, then quickly change the direction button and right click. All this time you must HOLD the jump button, which is button to most backflips as you will learn.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can also perform this jump at the top of a kickjump, if you want to go straight up.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Late Backflip====&lt;br /&gt;
Can be used to get into narrow tunnels in a vertical wall, although there are not many maps with this, as it is usually a hassle to move through. I decided to include this jump because you might just find a use for it.&lt;br /&gt;
&lt;br /&gt;
This jump is almost exactly the same as a regular backflip.&lt;br /&gt;
&lt;br /&gt;
While holding a direction button, press and hold jump, but do not right click until you are ready to flip, also make sure you do not release '''[W]''' or the direction button, or it will not work.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You would really only ever use a late backflip at the top of a kickjump in climbing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Notes regarding backflips====&lt;br /&gt;
 * You must always start a backflip with the direction and jump button combo.&lt;br /&gt;
 * You must hold jump between the initial jump and right clicking.&lt;br /&gt;
 * When you want to flip you must be holding a directional button, and facing the opposite direction as the directional button, regardless of which way you are actually moving. Click to flip.&lt;br /&gt;
 * This means it doesnâ€™t matter which way you are facing until you actually right click.&lt;br /&gt;
 * Also you can change which way you are facing during the flip (when you curl up) for some interesting, but generally useless tricks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Superman===&lt;br /&gt;
Superman allows you to get good lateral movement in mid air, it is better than standing and holding a direction button.&lt;br /&gt;
&lt;br /&gt;
Superman is very easy, just lie down and start jetting, if your jets run out in mid air, you want to stand up and hold a direction button, as it is better than letting your jets load and then jetting again.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Superman can be effective after a kickjump, but not if you do a regular jump, or any backflip that I have discussed so far. This means doing a jump to the side and supermanning is the best.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cannonball===&lt;br /&gt;
The cannonball is the best single jump that will get you moving fast, quickly. It can also be a pain to learn and master, and also describe. But if you are to learn anything, this would be the best thing to learn. &lt;br /&gt;
&lt;br /&gt;
FUN FACT: Some people call the cannonball simply cball, for ease of typing.&lt;br /&gt;
&lt;br /&gt;
To cannonball you first must press a movement button and look in the opposite direction, next you must tap jump and straight after tapping jump, you must right click. Be careful to not overlap the tapping of jump and the click. You should get this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cannonball is very good for moving fast over relatively flat areas, by stringing them together.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
The cannonball is also very good to use at the climax of a kickjump.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Because the cannonball is very fast and flat, you can superman after a cannonball, and for maximum effect do a kickjump before the cannonball.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A chain that ties it all together===&lt;br /&gt;
At this point, seasoned players may be feeling smug that they have known everything up to this point, but they may seldom use the superman, because of this:&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Most of you may know that if you are lying down and look in the opposite direction to where you are facing you stand up.&lt;br /&gt;
If you punch (no weapon), stab (knife), or hold change weapon (anything) while doing this, it leads to something interesting.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
This can be used in conjunction with supermanning for impressive results, you can superman to within a pixel of the ground, use this trick and lose no speed at all.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can cannonball and superman anywhere! (It will require practice).&lt;br /&gt;
&lt;br /&gt;
This is very effective. Using this trick you can catch up to an EFC, or outrun enemies in many situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Prone-Cancel===&lt;br /&gt;
Hold change weapon and prone  '''[X]''' while supermanning to slide over normal polies as if they were ice.&lt;br /&gt;
It can be useful, for example if you are supermanning and about to hit the corner of a building, rather than standing up, just slide over it, easy!&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
Or you can slide into the flag to cap, because it looks cool&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rolling===&lt;br /&gt;
Rolling can be used to change direction, similar to the reverse backflip, however, rolling will allow you to change direction and move down, where reverse backflip would change direction and move up.&lt;br /&gt;
&lt;br /&gt;
If you are in the air, you want to be moving so you will hit about a gostek width before the edge, just before you hit switch direction buttons and then once you hit the edge, tap crouch. The direction you face isn't important, as long as you stay facing one way through the whole thing, if you change the way you face during the roll, it will make you be pushed away from the edge.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can still do the roll in confined areas where it isn't best to be in the air.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
If you do a regular forward roll as you hit the corner of a polygon, you can be polybugged (launched). This doesn't happen all the time, but even if it doesn't bug, there isn't much risk of you slowing to a halt, so I nearly always roll as I go over points.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ice sliding===&lt;br /&gt;
This is a very simple trick, simply lay down on ice and move. For some reason you move very fast when laying down on ice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Practicing==&lt;br /&gt;
The bread and butter of all jumps (kickjump, backflips).&lt;br /&gt;
&lt;br /&gt;
The best way to learn these jumps would be with some specially made climb maps. They have simple jumps which will let you apply what you learn, and also have descriptions of what to do right next to the jumps.&lt;br /&gt;
&lt;br /&gt;
If you actually want to practice moving fast and fluid, I would definitely recommend playing Hide 'n Seek.&lt;br /&gt;
&lt;br /&gt;
What you learn from this guide can be applied to nearly any type of [[Gamemodes|Game mode]] of Soldat. Movement, in my opinion, can raise your general skill level, and I also believe is the part that makes Soldat what it is.&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Competitive_CTF_Tutorial&amp;diff=3120</id>
		<title>Soldat's Comprehensive Competitive CTF Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Competitive_CTF_Tutorial&amp;diff=3120"/>
				<updated>2018-06-07T07:40:03Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CCCTFC.png|center]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
'''•''' This tutorial is directed towards new and intermediate Soldat players who would like  to improve their game-play, as well as experienced players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''•''' Playing [[Soldat's Official Discord Server#Soldat Gather on Discord|'''gathers''']] actively will rapidly turn you into a stronger player and you will have the chance to meet the best Soldat players and become part of the competitive '''[[Soldat Community]]'''.&lt;br /&gt;
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'''•''' The skill-level in [[Soldat's Official Discord Server#Soldat Gather on Discord|'''gathers''']] is relatively high compared to public servers. Meaning there’s a learning curve for newer players in most cases (like in the majority of things in life). It takes a while to wrap one’s head around and adjust to concepts and tactics. But don't be discouraged or too frightened to play! This tutorial is designed to help new players progress faster.&lt;br /&gt;
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'''•''' The tutorial is primarily intended for gather players (3v3, randomized teams). Keep in mind that circumstances may constantly be changing in a Soldat CTF match. Being able to adapt quickly goes a long way, especially in gathers. The only way to learn this is through experience, that's why practice is of course the most important thing. This tutorial is merely meant to provide some general guidelines to keep in mind throughout the game.&lt;br /&gt;
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=Server settings used in Gathers=&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;Default Format&amp;lt;/u&amp;gt;:''' 3vs3 (Best of 3 maps)&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;Time Limit&amp;lt;/u&amp;gt;:''' 10 (per map)&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;Respawn Time&amp;lt;/u&amp;gt;:''' 3-5 seconds&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;Capture Limit&amp;lt;/u&amp;gt;:''' 10&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;[[Weapons]]&amp;lt;/u&amp;gt;:''' All enabled (besides stationary guns)&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;[[Bonuses]]&amp;lt;/u&amp;gt;:''' Disabled&lt;br /&gt;
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=Map knowledge=&lt;br /&gt;
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It is highly recommended to gain map knowledge prior to playing [[Soldat's Official Discord Server#Soldat Gather on Discord|Gathers]]. In order to do so, you can:&lt;br /&gt;
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'''1) Begin an offline session''' ('''START GAME''' in-game tab) to walk around the maps and explore paths in each CTF map.&lt;br /&gt;
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'''2) Play on CTF [https://soldat.pl/en/lobby public servers]''' ('''JOIN GAME''' in-game tab) to gain experience in those maps, and possibly in other custom maps.&lt;br /&gt;
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'''3) Be brave;''' dive into deep water and learn as you go.&lt;br /&gt;
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The most popular maps in [[Soldat's Official Discord Server#Soldat Gather on Discord|Gather]] nowadays are: ''Guardian, Rotten, IceBeam, Wretch, Blade.'' &lt;br /&gt;
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The reason that these maps are favored is due to their size and fast game-play which suits the default 3vs3 format [[Soldat's Official Discord Server#Soldat Gather on Discord|gathers]] use (just like public servers for example, usually use big enough maps to consist large teams).&lt;br /&gt;
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=Weapons=&lt;br /&gt;
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Soldat does not have classes or a buy system to determine which weapon you can choose from, and you also do not run out of ammunition. You can select from all available weapons without limitation. You can change your weapons whenever you re-spawn. Press '''[TAB]''' to enable or disable the weapons menu.&lt;br /&gt;
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Weapons will provide greater damage when player’s inherited velocity is greater, meaning you will do more damage moving towards your target. You will also take more damage moving towards the enemy’s bullets.&lt;br /&gt;
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Weapons in Soldat are fairly balanced. However, it is recommended to adjust your choice of weapon depending on the map and situation.&lt;br /&gt;
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Playing [[Barrett M82A1|Barrett]] on a fast-paced map such as '''''ctf_Wretch''''' might not be considered the best weapon choice of weapon, while it's a better choice on larger maps such as '''''ctf_Nuubia''''' or '''''ctf_Mayapan'''''.&lt;br /&gt;
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'''Tip:''' You can equip yourself with 2 primary weapons (e.g [[AK-74]] &amp;amp; [[Barrett M82A1|Barrett]]). To carry 2 primary weapons simply drop your secondary weapon and pick up a weapon from the ground.&lt;br /&gt;
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Gathers are currently testing the new '''weapons mod''' (WM) for the upcoming Soldat version 1.7.2.&lt;br /&gt;
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You can view the new weapons mod [http://gather.soldat.pl/172/beta10/weapons.ini '''here'''] or test it in '''#gather''' on our [[Soldat's Official Discord Server|'''Discord server''']].&lt;br /&gt;
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=Movement=&lt;br /&gt;
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'''• [https://forums.soldat.pl/index.php?topic=42878.0 Haste's Comprehensive Movement Tutorial]'''&lt;br /&gt;
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'''• [https://www.youtube.com/watch?v=SxaH8dxk-Kw Ginn's Running Tutorial]'''&lt;br /&gt;
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The first one is an '''in-depth''' tutorial of all movements in Soldat. The second one will teach the most fast-efficient set of movements&lt;br /&gt;
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=Aim=&lt;br /&gt;
===Crosshair===&lt;br /&gt;
The crosshair is the thing you move around with the mouse. It indicates where you’re aiming. Placing the crosshair on a teammate will show their nickname, and health points percentage. Placing the crosshair on an enemy however, will only show their nicknames red (Doesn’t work on crouched or proning enemies).&lt;br /&gt;
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===Crosshair placement===&lt;br /&gt;
The best crosshair placement depends on the gun, your and your enemy’s movement,  and the distance between you and your enemy. Some weapons bullets lose speed as they go further. In order to better understand bullet velocity, try shooting at enemies in different situations and angles.&lt;br /&gt;
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Also, if you’re getting shot, most guns will become less accurate (bink) due to getting hit. If that wasn’t enough, most guns will become less accurate (bink) when you get hit by bullets, and you movement can affect accuracy (for instance: [[Barrett M82A1|Barrett]] &amp;amp; [[Ruger 77|Ruger-77]]).&lt;br /&gt;
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===Practice===&lt;br /&gt;
A great way to practice your aiming skills outside of gathers is engaging in what’s called “1vs1 aim”. The best setting would be a server with CTF set as its game-mode on the map: Rok. This way you always re-spawn at the same spots and not randomly across the map,  making it easier to focus on aiming. At each round, use your primary gun '''&amp;lt;u&amp;gt;only&amp;lt;/u&amp;gt;''' (no secondary, no grenades) for 10 minutes. No fancy running away, just engage in aiming only - Stats don’t matter in this practice meta, just try to focus on your aim.&lt;br /&gt;
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=Capture the Flag (CTF)=&lt;br /&gt;
[[File:CCCT-1.png|thumb|right|Flag carrier indication in chat]]&lt;br /&gt;
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[[File:CCCT-2.png|thumb|right|Stolen flag indicator in interface]]&lt;br /&gt;
This game-mode consists of two teams: '''&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alpha (Red)&amp;lt;/span&amp;gt; &amp;amp; &amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;Bravo (Blue)&amp;lt;/span&amp;gt;'''. The goal is for each team to steal the enemy's flag and bring it back to their own flag. The team with more captures (caps) in the round (each map is a round) are the winners. The team with more captures (caps) at the end of the round (each map is a round) wins.&lt;br /&gt;
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There are 32 [[Default_Maps#Capture_the_Flag_Maps|'''default CTF maps''']] in Soldat, as well as hundreds of [http://tms.jrgp.org/2010/ '''custom made maps'''].&lt;br /&gt;
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Games in Soldat CTF are solely decided by cap difference. That means capturing the flag, or preventing your opponent from doing the same, should be the driving motivation for everything you do during a game. Sounds obvious, right? But it's easier said than done. In fact, some might say that this is one of the most common sources of mistakes, even among experienced players. With so many other things going on, it can be hard to keep track of the position of both flags at all times. The most helpful tool for this task is your [[Game Screen#HUD|'''interface''']].&lt;br /&gt;
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Being roughly aware of where the flags are is well and good, but you will also have to react correctly. When one or both of the flags have been captured and you are still alive, your next decision will often make the difference between making and breaking a cap. Which decision is the right one will depend on the specific situation. But it is important to realize, that every time a flag gets removed from its designated spot, you have potentially reached a critical point in the game and need to be on high alert.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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'''1)''' More often than not, preventing a cap is better than making a cap.&lt;br /&gt;
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'''2)''' When your flag gets captured and you are close to a path the EFC (Enemy Flag Carrier) might use to escape, abandon any engagement you're in and obstruct that path.&lt;br /&gt;
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'''3)''' On the contrary, when your teammate captures the enemy flag, make sure he reaches his destination safely. Do not leave the vicinity of your base to go for another attack unless you are absolutely certain that your teammate will cap without your help.&lt;br /&gt;
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'''4)''' Even just slowing the EFC down can give your team time to move in and return the flag.&lt;br /&gt;
[[File:CCCT-3.png|200px|thumb|right|ctf_Rotten Scenario #1]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Examples&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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This picture (ctf_Rotten Scenario #1) shows a common situation on ctf_Rotten. You are the left Bravo player, your teammate has just captured the enemy flag. Prioritizing the flag in this situation means staying put in your position, it is also important not to jump or use jetpack. This allows your teammate to throw the flag to you as indicated by the green arrow. If you are still standing on the platform you can catch the flag and jump immediately, either setting up a powerful throw towards your base or an escape. This will more often than not result in a cap for your team. A common mistake in this situation is not to stay on the platform, but to rush towards the upper enemy spawn in order to get some kills, as indicated by the red arrow.&lt;br /&gt;
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[[File:CCCT-4.png|200px|thumb|right|ctf_Rotten Scenario #2]]&lt;br /&gt;
Another example on ctf_Rotten (ctf_Rotten Scenario #2). Your teammate is escaping with the enemy flag and about to score. Opponents are chasing from top and low. Low is the faster route, so it is important that you block off the rushing enemy (green arrow). Even if your teammate does get killed from the enemies chasing him top, the flag will often fall towards the lower spawn of your base (yellow circle), where you are still waiting. A common mistake is to go into the direction of the red arrow, trying to block the enemy top. In that case the enemy chasing low will more often than not get in close, kill your teammate and return the flag before you can react. This can possibly even lead to your opponent setting up a cap instead.&lt;br /&gt;
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[[File:CCCT-5.png|200px|thumb|right|ctf_Guardian Scenario]]&lt;br /&gt;
In this example (ctf_Guardian Scenario), it is your opponent who has just captured your flag. You're the only team member alive. To stand a chance in preventing a cap, you need to completely change focus from the two enemies in front of you towards the low/mid route. Throw nades low and try to occupy the middle bridge, in order to buy your team as much time as possible to reinforce.&lt;br /&gt;
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=Roles=&lt;br /&gt;
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The main goal of CTF is of course getting as many captures as possible. However, there are also roles for each player in a team. The roles may vary between different maps and different teams. It is utterly important to think what's  good for the team and to play together. Teamwork makes the dream work!&lt;br /&gt;
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These roles aren't pre-set in Soldat, and should be communicated with your team before each map. In reality, the plan does not always work, hence roles should be flexible. Prepare yourself for being creative in case the roles don't work out perfectly and find the ways to cover your teammates failures, or communicate to swap roles mid-game if the current tactic does not work out.&lt;br /&gt;
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===Route related roles===&lt;br /&gt;
Usually two players take the main route, usually it is  the bigger route. while 1 player takes the alt (alternative) route, usually a narrow or isolated route commonly used for escaping with the flag. Sometimes, if your team wants to put in a little more pressure, it's possible to skip the alt route from time to time (providing it is clear of enemies) to get quicker into their base and apply more pressure. But! it might leave your base undefended.&lt;br /&gt;
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===Personal gamestyle roles===&lt;br /&gt;
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=====Rusher=====&lt;br /&gt;
The role of a rusher is to dive straight into the enemy's base in attempt to snatch their flag, sometimes even completely ignoring enemies in order to get that capture. However, it might be considerably smarter to eliminate enemies whilst still trying to rush to the flag. Your teammates will need cover for potential enemy leaks, so keep an eye on your base with peripheral vision even if your role is to rush. Rushing can be done pretty much with any weapon, however the [[M79]] and [[Spas-12]] which their boosting abilities allows for faster movement across the map.&lt;br /&gt;
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=====Defender=====&lt;br /&gt;
The role of a defender is to eliminate any enemies that teammates fail to killed (leak). A defensive player is needed in most maps. That being said, it is not highly recommended to play super defensive bunker-style for 10 minutes every map, because a lot of maps are about applying constant pressure. If you have the role of the defender, try to find a balance and develop a sense of when you attack and when you defend. Defenders usually play automatic weapons because the clip-sizes allow them to eliminate multiple enemies.&lt;br /&gt;
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=====All Rounder=====&lt;br /&gt;
The role of an all-rounder basically means a combination of a rusher and a defender. Stability (deathmatch-wise), flexibility (different responses for different situations) are important traits.&lt;br /&gt;
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=Attacking vs Defending=&lt;br /&gt;
One of the most basic decisions you will be constantly making throughout a game is whether to advance, retreat, or hold your position. This is a big part of what seperates a teamplayer from someone who tries to win the game alone. Needless to say, the teamplayer is usually the more successful one.&lt;br /&gt;
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[[File:CCCT-6.png|200px|thumb|right|ctf_Guardian Attacking vs Defending]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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'''1)''' Try to avoid attacking alone, unless you know there is only one enemy defending the enemy's base. It is often better to hold for a second or two to give your teammates time to catch up with you, rather than rush a well defended base one by one.&lt;br /&gt;
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'''2)''' If your team is rushing and you are the last player to leave the base, it is your responsibility to defend the base! Check every route that leads to your base carefully,before you leave to support your team.&lt;br /&gt;
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'''3)''' Watch what your team is doing. Try to adjust your playstyle to suit the needs of your team. If you have two teammates who are defending heavily, consider taking up the role of putting pressure on the enemy base and vice versa.&lt;br /&gt;
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'''4)''' When in doubt, defend. If you're unsure how to help your team in a specific situation or in general, making sure your flag is safe is a good way to be useful. Eventually you will notice situations where it's good to leave the base and rush, but defending is a good way to gather some experience without being a burden to your team.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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In this picture you're the Bravo player inside the green circle. Both of your teammates are attacking the enemy base. This means you're your team's last line of defense. Check both top and low carefully, as indicated by the green arrows, before you proceed to help your team (yellow arrow).&lt;br /&gt;
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=Positioning=&lt;br /&gt;
Positioning is the art of gaining an advantage over your opponent purely by the location of your player's model (gostej). It is one of the most crucial aspects of winning duels in Soldat. Contrary to what some newer players might imagine, the majority of all duels in Soldat are decided by positioning, not by &amp;quot;aim&amp;quot;. Do not misunderstand, if you're not hitting any shots you're not going to win any duels. However, the aiming mechanics in Soldat are rather simple. I dare to say any player can easily hit around 75% of their shots at medium distance, with a little practice (using one of the automatic guns). For gather players, hitting close to every shot with automatic weapons is pretty much a given, even in normal gathers (notice that this refers to a situation where you fight vs a static enemy at around the same height as you. It's not a goal to reach in the in-game weapon accuracy stats - those are almost entirely meaningless, because a good player will shoot a lot even without seeing an enemy). For this reason, positioning is very important for deciding duels and also teamfights.&lt;br /&gt;
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Good vs bad positioning is extremely situational, it depends greatly on a number of things, starting with the map you're playing. It is thus another aspect of the game that you can best improve by practice.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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'''1)''' Ask yourself what your goal in a specific situation is and adjust your position accordingly. If you're waiting for your teammate to attack together, position yourself in a way that will allow you to move quickly or even boost when he arrives. If your goal is to defend your base, position yourself in a way that makes it difficult to rush you down in order to stall your opponent. &lt;br /&gt;
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'''2)''' On a map that's either very small and closed or allows for very fast movement, being below your opponent is often an advantage, because you will be able to get close to your opponent and throw a nade at them from below, which will (hopefully) result in instant death.&lt;br /&gt;
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'''3)''' On a map that's very open or generally doesn't allow very fast movement, it is often better to be above your opponent, because if you can stay out of the range of enemy nades, the extra damage from your weapon will be decisive (head is easier to hit from above, gravity adds bullet speed, which adds more damage).&lt;br /&gt;
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'''4)''' Pay attention to your team! Stay out of your team's way to reducing the chance of blocking their nades and shots. This also makes it more difficult for your opponents to take out your team, as they will have to kill you one by one, instead of just spamming nades in one direction.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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[[File:CCCT-7.png|200px|thumb|right|ctf_Guardian Positioning]]&lt;br /&gt;
This picture shows a popular position on ctf_Guardian. Due to the walls all around the position it is easy to defend with nades, especially against enemies from above. It is also very flexible, as you can reach any point of the map within seconds. If you manage to control this position well throughout the game, it will give your team an often decisive advantage.&lt;br /&gt;
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=Common mistakes=&lt;br /&gt;
===Old Dog, New Tricks===&lt;br /&gt;
Do not be afraid to learn something new (this one is dedicated to all the oldies out there). Yes, some of us have been playing over a decade now, but it doesn’t mean that we’re always open minded. Playing 15 years doesn’t negate the fact that there might be something you've missed, or something that you haven’t developed enough. Whether it’s movement, aiming, game-sense or whichever other aspect comes to mind. Try to keep an open mind, and use losing, and observing the enemies’ actions, as a learning process. If you’ll be open minded, you might be able to enjoy the game more, and get better at it as well. Double profit.&lt;br /&gt;
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===Leaking===&lt;br /&gt;
Leaking can mean you completely missed an enemy due to not scanning the areas whilst on the go towards enemy base. It can also mean that you've failed a 1vs1 and failed to communicate it out to your team with [[Profiles and Taunts|taunts]], so they can try to cover the route. &lt;br /&gt;
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A good way to avoid leaks is to try to keep peripheral vision and active awareness of your surroundings. If you're sure an enemy is not approaching, drag your crosshair around the corners of the map to see those blind spots and make sure you haven't missed an enemy (even if your teammates did not acknowledge you in team-chat). Also in every 1vs1 that you fail, use the respective taunt to hint your team-mates which path to cover.&lt;br /&gt;
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===Ignoring Info===&lt;br /&gt;
Team chat, [[Profiles and Taunts|Taunts]] and Radio Menu are there for a reason. It's extremely important to keep communicating with the team during the match.&lt;br /&gt;
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Soldat has key-bindings ([[Profiles and Taunts|taunts]]) to send team-chat messages in a fast way. This allows you to give your team the needed information such as where the “EFC” (Enemy Flag Carrier) or the “FFC” (Friendly Flag Carrier) are located. You can assign those '[[Profiles and Taunts|taunts]]' to ALT + [1,2,3...A,B,C...]. Get the [http://sfd.doc776.org/app/49 Soldat Taunt Editor tool] to create or customize [[Profiles and Taunts|taunts]].&lt;br /&gt;
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Make sure to use the information your team provides in order to enhance team-play. Also make sure to deliver the CORRECT info to your team. If you mistakenly deliver 2 locations of enemy flag carrier, it might confuse your teammates and at times even harm the team's performance.&lt;br /&gt;
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 Sometimes people will use an '''&amp;quot;EFC LOW&amp;quot;''' taunt if friendly flag is loose low, or '''&amp;quot;FFC LOW&amp;quot;''' if enemy's flag is loose low.&lt;br /&gt;
 It can be a little confusing, but with enough awareness, could be used to your advantage.&lt;br /&gt;
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===“Doubling” a route or not manning your route===&lt;br /&gt;
as mentioned above, the roles are a general guideline, to keep an understanding between the teammates, who does what in the match. In most cases, not manning your route might force your teammates to clean up after your “leak” and generally might cause a lack of flow due to them having to pursue other roles. It’s a very risky move and a player should be a hundred percent sure that’s the right time or situation for doubling, meaning that the route is either completely clear or there’s a teammate covering using that path for that specific round for you.&lt;br /&gt;
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===No focus on base===&lt;br /&gt;
In many situations it is highly important to clear the base first, for example: in IceBeam, there's a potential for multiple caps in a short time due to the skeleton of the map). Make sure to clear the base unless you're in a position that forces you to rush out of there, or you see that your teammates are defusing the situation. If you're not sure they're handling it (you see they're very Low HP), stick around until the situation is dealt with.&lt;br /&gt;
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===Points greediness===&lt;br /&gt;
It’s a common misconception in CTF to think that you can make up for your lack of performance at flag capturing, with a good kills and death (K/D) score. However, remember that, at the end of the map, the team's capturing score is the one that matters. Be mindful of your surroundings, cover your teammates in a way that’ll contribute to the match and not only your personal stats.&lt;br /&gt;
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===Use your weapons===&lt;br /&gt;
use your [[Secondary Weapons|secondary weapon]] and your grenades! Each player is equipped with a secondary weapons ([[USSOCOM]], [[Combat Knife]], [[Chainsaw]] &amp;amp; [[M72 LAW]]). Each weapon is unique and can be used for different scenarios. You can switch to your secondary weapon by pressing ''[Q]''.&lt;br /&gt;
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- '''[[USSOCOM]]''' pistol is usually equipped with one-shot weapons ([[M79]], [[Barrett M82A1|Barrett]]). &lt;br /&gt;
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- '''[[Combat Knife]]''' is probably the most common secondary weapon, it can be thrown, very useful for spawn killing or instant-knife-kill upon re-spawn to prevent enemies from capturing the flag. The knife can also be used when the spawn protection is still, commonly called in the community: insta-knife (instant knifing).&lt;br /&gt;
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- '''[[Chainsaw]]''' is perhaps the hardest secondary to use. Both for novice and experienced shooters, and especially against experienced players. You will need a good concept of movement to use it to your advantage. &lt;br /&gt;
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- '''[[M72 LAW]]''' very good for defensive scenarios, lurking and spawn killing. You can aim to common spots and &amp;quot;blind shot&amp;quot; or use known ricochet spots to get those blind shots as well. It is sometimes used even is a preventive weapon in a way, for example: you get the flag in ctf_Dropdown and players are respawning and you push them back into spawn by hitting the poly near them. Then escape with the flag or throw flag to teammate.&lt;br /&gt;
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- '''[[Frag Grenade|Frag grenades]]''': Default re-spawn grants 1 grenade, and grenade kits grant a maximum of 3 grenades. Using grenades whilst shooting the enemy can provide a very quick kill with a minimal usage of bullets. It is a very effective and commonly used method. Another thing you can use grenades for is boosting on colliders to gain speed (probably should practice that as well outside of gather to prevent losing an excessive amount of health due to boosting fails).&lt;br /&gt;
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'''''Summary'''''&lt;br /&gt;
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It might seem a lot of work, but once you get used to each on of these concepts. It can pretty much become autopilot-mode, and you’ll use these good habits without thinking twice.&lt;br /&gt;
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=Productive Mindset=&lt;br /&gt;
Playing lots without improvement can be demotivating. However, most days than others, our own attitude towards the game directly affects the game-play. It’s beneficial to eliminate any focus on bugs, eats, trolling, flaming and skill gaps. Yes, shit happens, but focusing on it won’t gain you the lead again. And might even distract you and your team.&lt;br /&gt;
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Try to develop a '''''productive mindset'''''. It will undoubtedly help you develop your skill and you’ll enjoy the game even more.&lt;br /&gt;
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If you find someone’s comments or general attitude non-profitable and only a distraction to your game-play, consider using the '''/mute''' command. Sometimes it’s better to have no info, and looking for problems actively instead of listening to a toxic teammate.&lt;br /&gt;
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=Awareness=&lt;br /&gt;
Soldat is a very fast-paced game, and over the course of a 10 minute map, a lot can happen. It's your job to be aware of as much of this as possible. This is one of the most difficult aspects of Soldat to master. You will constantly be bombarded with information during a game, which has to be converted into decisions, sometimes within the fraction of a second. It is often what seperates a good player from a very good player.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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'''1)''' Pay attention to your interface. It indicates the position of your teammates at the border of your screen, which can help in various situations. If you want to take it a step further you can also use the minimap. The kill log is also a great source of information during a game.&lt;br /&gt;
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'''2)''' Use the free camera to scan the map when you're dead. If you press '''[W]''' after you've died, you will enter free cam mode, which allows you to scout the map for a brief amount of time.&lt;br /&gt;
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'''3)''' Switch weapons if needed! If your opponent just stole your flag and is escaping as you respawn, pick a weapon with high bullet-speed to chase him down ([[Ruger 77|Ruger-77]] or [[Steyr AUG]]). If you're playing [[Barrett M82A1|Barrett]] or [[M79]] and you see opponents rushing your base as you respawn, switch to a weapon which is more suited to defend your base. You can switch back when your base is safe.&lt;br /&gt;
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'''4)''' Try to mentally keep track of every opponent and every teammate. When did they last die? Which route are they likely to take after respawning? If you are having trouble keeping track of every single player, focus on who you believe to be the enemy team's most dangerous player.&lt;br /&gt;
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=Configuration Hints=&lt;br /&gt;
===Flag throw===&lt;br /&gt;
Default key combination  for a flag throw is '''[W+S]''', however it may interfere with some of the movements a player can perform and result in undesired flag throws that might cost the team a point. It is highly suggested to bind it to '''[G]''' because of its proximity to the W, S, A, D - default movement keys layout, and the it’s not bound to any other action. If you have customized your keys already, pick the most comfortable one for your setup.&lt;br /&gt;
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===Force Background Colors===&lt;br /&gt;
In some maps it can very useful to have. take for example '''''ctf_Catch''''', it has an extremely dark map background. Using a custom background forced color might enhance visibility. Some players use this option in all maps. This can be done inside of Soldat in the Player tab on the upper right-hand corner.&lt;br /&gt;
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===Remove Background Scenery===&lt;br /&gt;
Removing some of the scenery objects from your screen while playing might be also beneficial for some players to relate on pure game-play and not on the excessive details some maps have to offer. While it neglects art aspects of maps, a lot of competitive players have found this setting useful. You can un-check render background scenery through config.exe file in your soldat directory, inside More tab.&lt;br /&gt;
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=Modification Hints=&lt;br /&gt;
You can use custom modifications to enhance visibility and make it easier, for example, to see grenades or bullet trajectory better - [https://forums.soldat.pl/index.php?board=25.0 '''Soldat Forums Modifications Board'''].&lt;br /&gt;
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As well as '''Clutter Free''' can provide a nice cleaner look to your Soldat - [https://forums.soldat.pl/index.php?topic=43946 '''Link''']&lt;br /&gt;
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=External Links=&lt;br /&gt;
You can read this article on the following forums:&lt;br /&gt;
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* [http://www.sctfl.net/forums/index.php?topic=56550.0 Advanced Soldat CTF Tutorial] by '''Tanaka'''&lt;br /&gt;
* Soldat Comprehensive Competitive CTF Tutorial on [http://www.sctfl.net/forums/index.php?topic=56548 SCTFL Forums] or on [https://forums.soldat.pl/index.php?topic=45155 Soldat Forums] by '''nosejj'''.&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Competitive_CTF_Tutorial&amp;diff=3119</id>
		<title>Soldat's Comprehensive Competitive CTF Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Competitive_CTF_Tutorial&amp;diff=3119"/>
				<updated>2018-06-07T07:39:29Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: &lt;/p&gt;
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&lt;div&gt;[[File:CCCTFC.png|center]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
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'''•''' This tutorial is directed towards new and intermediate Soldat players who would like  to improve their game-play, as well as experienced players.&lt;br /&gt;
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'''•''' Playing [[Soldat's Official Discord Server#Soldat Gather on Discord|'''gathers''']] actively will rapidly turn you into a stronger player and you will have the chance to meet the best Soldat players and become part of the competitive '''[[Soldat Community]]'''.&lt;br /&gt;
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'''•''' The skill-level in [[Soldat's Official Discord Server#Soldat Gather on Discord|'''gathers''']] is relatively high compared to public servers. Meaning there’s a learning curve for newer players in most cases (like in the majority of things in life). It takes a while to wrap one’s head around and adjust to concepts and tactics. But don't be discouraged or too frightened to play! This tutorial is designed to help new players progress faster.&lt;br /&gt;
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'''•''' The tutorial is primarily intended for gather players (3v3, randomized teams). Keep in mind that circumstances may constantly be changing in a Soldat CTF match. Being able to adapt quickly goes a long way, especially in gathers. The only way to learn this is through experience, that's why practice is of course the most important thing. This tutorial is merely meant to provide some general guidelines to keep in mind throughout the game.&lt;br /&gt;
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=Server settings used in Gathers=&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;Default Format&amp;lt;/u&amp;gt;:''' 3vs3 (Best of 3 maps)&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;Time Limit&amp;lt;/u&amp;gt;:''' 10 (per map)&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;Respawn Time&amp;lt;/u&amp;gt;:''' 3-5 seconds&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;Capture Limit&amp;lt;/u&amp;gt;:''' 10&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;[[Weapons]]&amp;lt;/u&amp;gt;:''' All enabled (besides stationary guns)&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;[[Bonuses]]&amp;lt;/u&amp;gt;:''' Disabled&lt;br /&gt;
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=Map knowledge=&lt;br /&gt;
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It is highly recommended to gain map knowledge prior to playing [[Soldat's Official Discord Server#Soldat Gather on Discord|Gathers]]. In order to do so, you can:&lt;br /&gt;
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'''1) Begin an offline session''' ('''START GAME''' in-game tab) to walk around the maps and explore paths in each CTF map.&lt;br /&gt;
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'''2) Play on CTF [https://soldat.pl/en/lobby public servers]''' ('''JOIN GAME''' in-game tab) to gain experience in those maps, and possibly in other custom maps.&lt;br /&gt;
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'''3) Be brave;''' dive into deep water and learn as you go.&lt;br /&gt;
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The most popular maps in [[Soldat's Official Discord Server#Soldat Gather on Discord|Gather]] nowadays are: ''Guardian, Rotten, IceBeam, Wretch, Blade.'' &lt;br /&gt;
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The reason that these maps are favored is due to their size and fast game-play which suits the default 3vs3 format [[Soldat's Official Discord Server#Soldat Gather on Discord|gathers]] use (just like public servers for example, usually use big enough maps to consist large teams).&lt;br /&gt;
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=Weapons=&lt;br /&gt;
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Soldat does not have classes or a buy system to determine which weapon you can choose from, and you also do not run out of ammunition. You can select from all available weapons without limitation. You can change your weapons whenever you re-spawn. Press '''[TAB]''' to enable or disable the weapons menu.&lt;br /&gt;
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Weapons will provide greater damage when player’s inherited velocity is greater, meaning you will do more damage moving towards your target. You will also take more damage moving towards the enemy’s bullets.&lt;br /&gt;
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Weapons in Soldat are fairly balanced. However, it is recommended to adjust your choice of weapon depending on the map and situation.&lt;br /&gt;
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Playing [[Barrett M82A1|Barrett]] on a fast-paced map such as '''''ctf_Wretch''''' might not be considered the best weapon choice of weapon, while it's a better choice on larger maps such as '''''ctf_Nuubia''''' or '''''ctf_Mayapan'''''.&lt;br /&gt;
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'''Tip:''' You can equip yourself with 2 primary weapons (e.g [[AK-74]] &amp;amp; [[Barrett M82A1|Barrett]]). To carry 2 primary weapons simply drop your secondary weapon and pick up a weapon from the ground.&lt;br /&gt;
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Gathers are currently testing the new '''weapons mod''' (WM) for the upcoming Soldat version 1.7.2.&lt;br /&gt;
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You can view the new weapons mod [http://gather.soldat.pl/172/beta10/weapons.ini '''here'''] or test it in '''#gather''' on our [[Soldat's Official Discord Server|'''Discord server''']].&lt;br /&gt;
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=Movement=&lt;br /&gt;
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'''• [https://forums.soldat.pl/index.php?topic=42878.0 Haste's Comprehensive Movement Tutorial]'''&lt;br /&gt;
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'''• [https://www.youtube.com/watch?v=SxaH8dxk-Kw Ginn's Running Tutorial]'''&lt;br /&gt;
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The first one is an '''in-depth''' tutorial of all movements in Soldat. The second one will teach the most fast-efficient set of movements&lt;br /&gt;
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=Aim=&lt;br /&gt;
===Crosshair===&lt;br /&gt;
The crosshair is the thing you move around with the mouse. It indicates where you’re aiming. Placing the crosshair on a teammate will show their nickname, and health points percentage. Placing the crosshair on an enemy however, will only show their nicknames red (Doesn’t work on crouched or proning enemies).&lt;br /&gt;
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===Crosshair placement===&lt;br /&gt;
The best crosshair placement depends on the gun, your and your enemy’s movement,  and the distance between you and your enemy. Some weapons bullets lose speed as they go further. In order to better understand bullet velocity, try shooting at enemies in different situations and angles.&lt;br /&gt;
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Also, if you’re getting shot, most guns will become less accurate (bink) due to getting hit. If that wasn’t enough, most guns will become less accurate (bink) when you get hit by bullets, and you movement can affect accuracy (for instance: [[Barrett M82A1|Barrett]] &amp;amp; [[Ruger 77|Ruger-77]]).&lt;br /&gt;
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===Practice===&lt;br /&gt;
A great way to practice your aiming skills outside of gathers is engaging in what’s called “1vs1 aim”. The best setting would be a server with CTF set as its game-mode on the map: Rok. This way you always re-spawn at the same spots and not randomly across the map,  making it easier to focus on aiming. At each round, use your primary gun '''&amp;lt;u&amp;gt;only&amp;lt;/u&amp;gt;''' (no secondary, no grenades) for 10 minutes. No fancy running away, just engage in aiming only - Stats don’t matter in this practice meta, just try to focus on your aim.&lt;br /&gt;
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=Capture the Flag (CTF)=&lt;br /&gt;
[[File:CCCT-1.png|thumb|right|Flag carrier indication in chat]]&lt;br /&gt;
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[[File:CCCT-2.png|thumb|right|Stolen flag indicator in interface]]&lt;br /&gt;
This game-mode consists of two teams: '''&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alpha (Red)&amp;lt;/span&amp;gt; &amp;amp; &amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;Bravo (Blue)&amp;lt;/span&amp;gt;'''. The goal is for each team to steal the enemy's flag and bring it back to their own flag. The team with more captures (caps) in the round (each map is a round) are the winners. The team with more captures (caps) at the end of the round (each map is a round) wins.&lt;br /&gt;
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There are 32 [[Default_Maps#Capture_the_Flag_Maps|'''default CTF maps''']] in Soldat, as well as hundreds of [http://tms.jrgp.org/2010/ '''custom made maps'''].&lt;br /&gt;
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Games in Soldat CTF are solely decided by cap difference. That means capturing the flag, or preventing your opponent from doing the same, should be the driving motivation for everything you do during a game. Sounds obvious, right? But it's easier said than done. In fact, some might say that this is one of the most common sources of mistakes, even among experienced players. With so many other things going on, it can be hard to keep track of the position of both flags at all times. The most helpful tool for this task is your [[Game Screen#HUD|'''interface''']].&lt;br /&gt;
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Being roughly aware of where the flags are is well and good, but you will also have to react correctly. When one or both of the flags have been captured and you are still alive, your next decision will often make the difference between making and breaking a cap. Which decision is the right one will depend on the specific situation. But it is important to realize, that every time a flag gets removed from its designated spot, you have potentially reached a critical point in the game and need to be on high alert.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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'''1)''' More often than not, preventing a cap is better than making a cap.&lt;br /&gt;
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'''2)''' When your flag gets captured and you are close to a path the EFC (Enemy Flag Carrier) might use to escape, abandon any engagement you're in and obstruct that path.&lt;br /&gt;
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'''3)''' On the contrary, when your teammate captures the enemy flag, make sure he reaches his destination safely. Do not leave the vicinity of your base to go for another attack unless you are absolutely certain that your teammate will cap without your help.&lt;br /&gt;
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'''4)''' Even just slowing the EFC down can give your team time to move in and return the flag.&lt;br /&gt;
[[File:CCCT-3.png|200px|thumb|right|ctf_Rotten Scenario #1]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Examples&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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This picture (ctf_Rotten Scenario #1) shows a common situation on ctf_Rotten. You are the left Bravo player, your teammate has just captured the enemy flag. Prioritizing the flag in this situation means staying put in your position, it is also important not to jump or use jetpack. This allows your teammate to throw the flag to you as indicated by the green arrow. If you are still standing on the platform you can catch the flag and jump immediately, either setting up a powerful throw towards your base or an escape. This will more often than not result in a cap for your team. A common mistake in this situation is not to stay on the platform, but to rush towards the upper enemy spawn in order to get some kills, as indicated by the red arrow.&lt;br /&gt;
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[[File:CCCT-4.png|200px|thumb|right|ctf_Rotten Scenario #2]]&lt;br /&gt;
Another example on ctf_Rotten (ctf_Rotten Scenario #2). Your teammate is escaping with the enemy flag and about to score. Opponents are chasing from top and low. Low is the faster route, so it is important that you block off the rushing enemy (green arrow). Even if your teammate does get killed from the enemies chasing him top, the flag will often fall towards the lower spawn of your base (yellow circle), where you are still waiting. A common mistake is to go into the direction of the red arrow, trying to block the enemy top. In that case the enemy chasing low will more often than not get in close, kill your teammate and return the flag before you can react. This can possibly even lead to your opponent setting up a cap instead.&lt;br /&gt;
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[[File:CCCT-5.png|200px|thumb|right|ctf_Guardian Scenario]]&lt;br /&gt;
In this example (ctf_Guardian Scenario), it is your opponent who has just captured your flag. You're the only team member alive. To stand a chance in preventing a cap, you need to completely change focus from the two enemies in front of you towards the low/mid route. Throw nades low and try to occupy the middle bridge, in order to buy your team as much time as possible to reinforce.&lt;br /&gt;
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=Roles=&lt;br /&gt;
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The main goal of CTF is of course getting as many captures as possible. However, there are also roles for each player in a team. The roles may vary between different maps and different teams. It is utterly important to think what's  good for the team and to play together. Teamwork makes the dream work!&lt;br /&gt;
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These roles aren't pre-set in Soldat, and should be communicated with your team before each map. In reality, the plan does not always work, hence roles should be flexible. Prepare yourself for being creative in case the roles don't work out perfectly and find the ways to cover your teammates failures, or communicate to swap roles mid-game if the current tactic does not work out.&lt;br /&gt;
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===Route related roles===&lt;br /&gt;
Usually two players take the main route, usually it is  the bigger route. while 1 player takes the alt (alternative) route, usually a narrow or isolated route commonly used for escaping with the flag. Sometimes, if your team wants to put in a little more pressure, it's possible to skip the alt route from time to time (providing it is clear of enemies) to get quicker into their base and apply more pressure. But! it might leave your base undefended.&lt;br /&gt;
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===Personal gamestyle roles===&lt;br /&gt;
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=====Rusher=====&lt;br /&gt;
The role of a rusher is to dive straight into the enemy's base in attempt to snatch their flag, sometimes even completely ignoring enemies in order to get that capture. However, it might be considerably smarter to eliminate enemies whilst still trying to rush to the flag. Your teammates will need cover for potential enemy leaks, so keep an eye on your base with peripheral vision even if your role is to rush. Rushing can be done pretty much with any weapon, however the [[M79]] and [[Spas-12]] which their boosting abilities allows for faster movement across the map.&lt;br /&gt;
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=====Defender=====&lt;br /&gt;
The role of a defender is to eliminate any enemies that teammates fail to killed (leak). A defensive player is needed in most maps. That being said, it is not highly recommended to play super defensive bunker-style for 10 minutes every map, because a lot of maps are about applying constant pressure. If you have the role of the defender, try to find a balance and develop a sense of when you attack and when you defend. Defenders usually play automatic weapons because the clip-sizes allow them to eliminate multiple enemies.&lt;br /&gt;
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=====All Rounder=====&lt;br /&gt;
The role of an all-rounder basically means a combination of a rusher and a defender. Stability (deathmatch-wise), flexibility (different responses for different situations) are important traits.&lt;br /&gt;
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=Attacking vs Defending=&lt;br /&gt;
One of the most basic decisions you will be constantly making throughout a game is whether to advance, retreat, or hold your position. This is a big part of what seperates a teamplayer from someone who tries to win the game alone. Needless to say, the teamplayer is usually the more successful one.&lt;br /&gt;
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[[File:CCCT-6.png|200px|thumb|right|ctf_Guardian Attacking vs Defending]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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'''1)''' Try to avoid attacking alone, unless you know there is only one enemy defending the enemy's base. It is often better to hold for a second or two to give your teammates time to catch up with you, rather than rush a well defended base one by one.&lt;br /&gt;
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'''2)''' If your team is rushing and you are the last player to leave the base, it is your responsibility to defend the base! Check every route that leads to your base carefully,before you leave to support your team.&lt;br /&gt;
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'''3)''' Watch what your team is doing. Try to adjust your playstyle to suit the needs of your team. If you have two teammates who are defending heavily, consider taking up the role of putting pressure on the enemy base and vice versa.&lt;br /&gt;
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'''4)''' When in doubt, defend. If you're unsure how to help your team in a specific situation or in general, making sure your flag is safe is a good way to be useful. Eventually you will notice situations where it's good to leave the base and rush, but defending is a good way to gather some experience without being a burden to your team.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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In this picture you're the Bravo player inside the green circle. Both of your teammates are attacking the enemy base. This means you're your team's last line of defense. Check both top and low carefully, as indicated by the green arrows, before you proceed to help your team (yellow arrow).&lt;br /&gt;
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&lt;br /&gt;
=Positioning=&lt;br /&gt;
Positioning is the art of gaining an advantage over your opponent purely by the location of your player's model (gostej). It is one of the most crucial aspects of winning duels in Soldat. Contrary to what some newer players might imagine, the majority of all duels in Soldat are decided by positioning, not by &amp;quot;aim&amp;quot;. Do not misunderstand, if you're not hitting any shots you're not going to win any duels. However, the aiming mechanics in Soldat are rather simple. I dare to say any player can easily hit around 75% of their shots at medium distance, with a little practice (using one of the automatic guns). For gather players, hitting close to every shot with automatic weapons is pretty much a given, even in normal gathers (notice that this refers to a situation where you fight vs a static enemy at around the same height as you. It's not a goal to reach in the in-game weapon accuracy stats - those are almost entirely meaningless, because a good player will shoot a lot even without seeing an enemy). For this reason, positioning is very important for deciding duels and also teamfights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good vs bad positioning is extremely situational, it depends greatly on a number of things, starting with the map you're playing. It is thus another aspect of the game that you can best improve by practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
'''1)''' Ask yourself what your goal in a specific situation is and adjust your position accordingly. If you're waiting for your teammate to attack together, position yourself in a way that will allow you to move quickly or even boost when he arrives. If your goal is to defend your base, position yourself in a way that makes it difficult to rush you down in order to stall your opponent. &lt;br /&gt;
&lt;br /&gt;
'''2)''' On a map that's either very small and closed or allows for very fast movement, being below your opponent is often an advantage, because you will be able to get close to your opponent and throw a nade at them from below, which will (hopefully) result in instant death.&lt;br /&gt;
&lt;br /&gt;
'''3)''' On a map that's very open or generally doesn't allow very fast movement, it is often better to be above your opponent, because if you can stay out of the range of enemy nades, the extra damage from your weapon will be decisive (head is easier to hit from above, gravity adds bullet speed, which adds more damage).&lt;br /&gt;
&lt;br /&gt;
'''4)''' Pay attention to your team! Stay out of your team's way to reducing the chance of blocking their nades and shots. This also makes it more difficult for your opponents to take out your team, as they will have to kill you one by one, instead of just spamming nades in one direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
[[File:CCCT-7.png|200px|thumb|right|ctf_Guardian Positioning]]&lt;br /&gt;
This picture shows a popular position on ctf_Guardian. Due to the walls all around the position it is easy to defend with nades, especially against enemies from above. It is also very flexible, as you can reach any point of the map within seconds. If you manage to control this position well throughout the game, it will give your team an often decisive advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Common mistakes=&lt;br /&gt;
===Old Dog, New Tricks===&lt;br /&gt;
Do not be afraid to learn something new (this one is dedicated to all the oldies out there). Yes, some of us have been playing over a decade now, but it doesn’t mean that we’re always open minded. Playing 15 years doesn’t negate the fact that there might be something you've missed, or something that you haven’t developed enough. Whether it’s movement, aiming, game-sense or whichever other aspect comes to mind. Try to keep an open mind, and use losing, and observing the enemies’ actions, as a learning process. If you’ll be open minded, you might be able to enjoy the game more, and get better at it as well. Double profit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Leaking===&lt;br /&gt;
Leaking can mean you completely missed an enemy due to not scanning the areas whilst on the go towards enemy base. It can also mean that you've failed a 1vs1 and failed to communicate it out to your team with [[Profiles and Taunts|taunts]], so they can try to cover the route. &lt;br /&gt;
&lt;br /&gt;
A good way to avoid leaks is to try to keep peripheral vision and active awareness of your surroundings. If you're sure an enemy is not approaching, drag your crosshair around the corners of the map to see those blind spots and make sure you haven't missed an enemy (even if your teammates did not acknowledge you in team-chat). Also in every 1vs1 that you fail, use the respective taunt to hint your team-mates which path to cover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ignoring Info===&lt;br /&gt;
Team chat, [[Profiles and Taunts|Taunts]] and Radio Menu are there for a reason. It's extremely important to keep communicating with the team during the match.&lt;br /&gt;
&lt;br /&gt;
Soldat has key-bindings ([[Profiles and Taunts|taunts]]) to send team-chat messages in a fast way. This allows you to give your team the needed information such as where the “EFC” (Enemy Flag Carrier) or the “FFC” (Friendly Flag Carrier) are located. You can assign those '[[Profiles and Taunts|taunts]]' to ALT + [1,2,3...A,B,C...]. Get the [http://sfd.doc776.org/app/49 Soldat Taunt Editor tool] to create or customize [[Profiles and Taunts|taunts]].&lt;br /&gt;
&lt;br /&gt;
Make sure to use the information your team provides in order to enhance team-play. Also make sure to deliver the CORRECT info to your team. If you mistakenly deliver 2 locations of enemy flag carrier, it might confuse your teammates and at times even harm the team's performance.&lt;br /&gt;
&lt;br /&gt;
 Sometimes people will use an '''&amp;quot;EFC LOW&amp;quot;''' taunt if friendly flag is loose low, or '''&amp;quot;FFC LOW&amp;quot;''' if enemy's flag is loose low.&lt;br /&gt;
 It can be a little confusing, but with enough awareness, could be used to your advantage.&lt;br /&gt;
&lt;br /&gt;
===“Doubling” a route or not manning your route===&lt;br /&gt;
as mentioned above, the roles are a general guideline, to keep an understanding between the teammates, who does what in the match. In most cases, not manning your route might force your teammates to clean up after your “leak” and generally might cause a lack of flow due to them having to pursue other roles. It’s a very risky move and a player should be a hundred percent sure that’s the right time or situation for doubling, meaning that the route is either completely clear or there’s a teammate covering using that path for that specific round for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===No focus on base===&lt;br /&gt;
In many situations it is highly important to clear the base first, for example: in IceBeam, there's a potential for multiple caps in a short time due to the skeleton of the map). Make sure to clear the base unless you're in a position that forces you to rush out of there, or you see that your teammates are defusing the situation. If you're not sure they're handling it (you see they're very Low HP), stick around until the situation is dealt with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Points greediness===&lt;br /&gt;
It’s a common misconception in CTF to think that you can make up for your lack of performance at flag capturing, with a good kills and death (K/D) score. However, remember that, at the end of the map, the team's capturing score is the one that matters. Be mindful of your surroundings, cover your teammates in a way that’ll contribute to the match and not only your personal stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Use your weapons===&lt;br /&gt;
use your [[Secondary Weapons|secondary weapon]] and your grenades! Each player is equipped with a secondary weapons ([[USSOCOM]], [[Combat Knife]], [[Chainsaw]] &amp;amp; [[M72 LAW]]). Each weapon is unique and can be used for different scenarios. You can switch to your secondary weapon by pressing ''[Q]''.&lt;br /&gt;
&lt;br /&gt;
- '''[[USSOCOM]]''' pistol is usually equipped with one-shot weapons ([[M79]], [[Barrett M82A1|Barrett]]). &lt;br /&gt;
&lt;br /&gt;
- '''[[Combat Knife]]''' is probably the most common secondary weapon, it can be thrown, very useful for spawn killing or instant-knife-kill upon re-spawn to prevent enemies from capturing the flag. The knife can also be used when the spawn protection is still, commonly called in the community: insta-knife (instant knifing).&lt;br /&gt;
&lt;br /&gt;
- '''[[Chainsaw]]''' is perhaps the hardest secondary to use. Both for novice and experienced shooters, and especially against experienced players. You will need a good concept of movement to use it to your advantage. &lt;br /&gt;
&lt;br /&gt;
- '''[[M72 LAW]]''' very good for defensive scenarios, lurking and spawn killing. You can aim to common spots and &amp;quot;blind shot&amp;quot; or use known ricochet spots to get those blind shots as well. It is sometimes used even is a preventive weapon in a way, for example: you get the flag in ctf_Dropdown and players are respawning and you push them back into spawn by hitting the poly near them. Then escape with the flag or throw flag to teammate.&lt;br /&gt;
&lt;br /&gt;
- '''[[Frag Grenade|Frag grenades]]''': Default re-spawn grants 1 grenade, and grenade kits grant a maximum of 3 grenades. Using grenades whilst shooting the enemy can provide a very quick kill with a minimal usage of bullets. It is a very effective and commonly used method. Another thing you can use grenades for is boosting on colliders to gain speed (probably should practice that as well outside of gather to prevent losing an excessive amount of health due to boosting fails).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
It might seem a lot of work, but once you get used to each on of these concepts. It can pretty much become autopilot-mode, and you’ll use these good habits without thinking twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Productive Mindset=&lt;br /&gt;
Playing lots without improvement can be demotivating. However, most days than others, our own attitude towards the game directly affects the game-play. It’s beneficial to eliminate any focus on bugs, eats, trolling, flaming and skill gaps. Yes, shit happens, but focusing on it won’t gain you the lead again. And might even distract you and your team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Try to develop a '''''productive mindset'''''. It will undoubtedly help you develop your skill and you’ll enjoy the game even more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you find someone’s comments or general attitude non-profitable and only a distraction to your game-play, consider using the '''/mute''' command. Sometimes it’s better to have no info, and looking for problems actively instead of listening to a toxic teammate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Awareness=&lt;br /&gt;
Soldat is a very fast-paced game, and over the course of a 10 minute map, a lot can happen. It's your job to be aware of as much of this as possible. This is one of the most difficult aspects of Soldat to master. You will constantly be bombarded with information during a game, which has to be converted into decisions, sometimes within the fraction of a second. It is often what seperates a good player from a very good player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
'''1)''' Pay attention to your interface. It indicates the position of your teammates at the border of your screen, which can help in various situations. If you want to take it a step further you can also use the minimap. The kill log is also a great source of information during a game.&lt;br /&gt;
&lt;br /&gt;
'''2)''' Use the free camera to scan the map when you're dead. If you press '''[W]''' after you've died, you will enter free cam mode, which allows you to scout the map for a brief amount of time.&lt;br /&gt;
&lt;br /&gt;
'''3)''' Switch weapons if needed! If your opponent just stole your flag and is escaping as you respawn, pick a weapon with high bullet-speed to chase him down ([[Ruger 77|Ruger-77]] or [[Steyr AUG]]). If you're playing [[Barrett M82A1|Barrett]] or [[M79]] and you see opponents rushing your base as you respawn, switch to a weapon which is more suited to defend your base. You can switch back when your base is safe.&lt;br /&gt;
&lt;br /&gt;
'''4)''' Try to mentally keep track of every opponent and every teammate. When did they last die? Which route are they likely to take after respawning? If you are having trouble keeping track of every single player, focus on who you believe to be the enemy team's most dangerous player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Configuration Hints=&lt;br /&gt;
===Flag throw===&lt;br /&gt;
Default key combination  for a flag throw is '''[W+S]''', however it may interfere with some of the movements a player can perform and result in undesired flag throws that might cost the team a point. It is highly suggested to bind it to '''[G]''' because of its proximity to the W, S, A, D - default movement keys layout, and the it’s not bound to any other action. If you have customized your keys already, pick the most comfortable one for your setup.&lt;br /&gt;
&lt;br /&gt;
===Force Background Colors===&lt;br /&gt;
In some maps it can very useful to have. take for example '''''ctf_Catch''''', it has an extremely dark map background. Using a custom background forced color might enhance visibility. Some players use this option in all maps. This can be done inside of Soldat in the Player tab on the upper right-hand corner.&lt;br /&gt;
&lt;br /&gt;
===Remove Background Scenery===&lt;br /&gt;
Removing some of the scenery objects from your screen while playing might be also beneficial for some players to relate on pure game-play and not on the excessive details some maps have to offer. While it neglects art aspects of maps, a lot of competitive players have found this setting useful. You can un-check render background scenery through config.exe file in your soldat directory, inside More tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Modification Hints=&lt;br /&gt;
You can use custom modifications to enhance visibility and make it easier, for example, to see grenades or bullet trajectory better - [https://forums.soldat.pl/index.php?board=25.0 '''Soldat Forums Modifications Board'''].&lt;br /&gt;
&lt;br /&gt;
As well as '''Clutter Free''' can provide a nice cleaner look to your Soldat - [https://forums.soldat.pl/index.php?topic=43946 '''Link''']&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
You can read this article on the following forums:&lt;br /&gt;
&lt;br /&gt;
* [http://www.sctfl.net/forums/index.php?topic=56550.0 Advanced Soldat CTF Tutorial] by '''Tanaka'''&lt;br /&gt;
* Soldat Comprehensive Competitive CTF Tutorial on [http://www.sctfl.net/forums/index.php?topic=56548 SCTFL Forums] or on [https://forums.soldat.pl/index.php?topic=45155 Soldat Forums] by '''nosejj'''.&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Competitive_CTF_Tutorial&amp;diff=3118</id>
		<title>Soldat's Comprehensive Competitive CTF Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Competitive_CTF_Tutorial&amp;diff=3118"/>
				<updated>2018-06-07T07:19:53Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Added Tanaka's thread link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CCCTFC.png|center]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
'''•''' This tutorial is directed towards new and intermediate Soldat players who would like  to improve their game-play, as well as experienced players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''•''' Playing [[Soldat's Official Discord Server#Soldat Gather on Discord|'''gathers''']] actively will rapidly turn you into a stronger player and you will have the chance to meet the best Soldat players and become part of the competitive '''[[Soldat Community]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''•''' The skill-level in [[Soldat's Official Discord Server#Soldat Gather on Discord|'''gathers''']] is relatively high compared to public servers. Meaning there’s a learning curve for newer players in most cases (like in the majority of things in life). It takes a while to wrap one’s head around and adjust to concepts and tactics. But don't be discouraged or too frightened to play! This tutorial is designed to help new players progress faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''•''' The tutorial is primarily intended for gather players (3v3, randomized teams). Keep in mind that circumstances may constantly be changing in a Soldat CTF match. Being able to adapt quickly goes a long way, especially in gathers. The only way to learn this is through experience, that's why practice is of course the most important thing. This tutorial is merely meant to provide some general guidelines to keep in mind throughout the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Server settings used in Gathers=&lt;br /&gt;
&lt;br /&gt;
'''• &amp;lt;u&amp;gt;Default Format&amp;lt;/u&amp;gt;:''' 3vs3 (Best of 3 maps)&lt;br /&gt;
&lt;br /&gt;
'''• &amp;lt;u&amp;gt;Time Limit&amp;lt;/u&amp;gt;:''' 10 (per map)&lt;br /&gt;
&lt;br /&gt;
'''• &amp;lt;u&amp;gt;Respawn Time&amp;lt;/u&amp;gt;:''' 3-5 seconds&lt;br /&gt;
&lt;br /&gt;
'''• &amp;lt;u&amp;gt;Capture Limit&amp;lt;/u&amp;gt;:''' 10&lt;br /&gt;
&lt;br /&gt;
'''• &amp;lt;u&amp;gt;[[Weapons]]&amp;lt;/u&amp;gt;:''' All enabled (besides stationary guns)&lt;br /&gt;
&lt;br /&gt;
'''• &amp;lt;u&amp;gt;[[Bonuses]]&amp;lt;/u&amp;gt;:''' Disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Map knowledge=&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to gain map knowledge prior to playing [[Soldat's Official Discord Server#Soldat Gather on Discord|Gathers]]. In order to do so, you can:&lt;br /&gt;
&lt;br /&gt;
'''1) Begin an offline session''' ('''START GAME''' in-game tab) to walk around the maps and explore paths in each CTF map.&lt;br /&gt;
&lt;br /&gt;
'''2) Play on CTF [https://soldat.pl/en/lobby public servers]''' ('''JOIN GAME''' in-game tab) to gain experience in those maps, and possibly in other custom maps.&lt;br /&gt;
&lt;br /&gt;
'''3) Be brave;''' dive into deep water and learn as you go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most popular maps in [[Soldat's Official Discord Server#Soldat Gather on Discord|Gather]] nowadays are: ''Guardian, Rotten, IceBeam, Wretch, Blade.'' &lt;br /&gt;
&lt;br /&gt;
The reason that these maps are favored is due to their size and fast game-play which suits the default 3vs3 format [[Soldat's Official Discord Server#Soldat Gather on Discord|gathers]] use (just like public servers for example, usually use big enough maps to consist large teams).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
Soldat does not have classes or a buy system to determine which weapon you can choose from, and you also do not run out of ammunition. You can select from all available weapons without limitation. You can change your weapons whenever you re-spawn. Press '''[TAB]''' to enable or disable the weapons menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapons will provide greater damage when player’s inherited velocity is greater, meaning you will do more damage moving towards your target. You will also take more damage moving towards the enemy’s bullets.&lt;br /&gt;
&lt;br /&gt;
Weapons in Soldat are fairly balanced. However, it is recommended to adjust your choice of weapon depending on the map and situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Playing [[Barrett M82A1|Barrett]] on a fast-paced map such as '''''ctf_Wretch''''' might not be considered the best weapon choice of weapon, while it's a better choice on larger maps such as '''''ctf_Nuubia''''' or '''''ctf_Mayapan'''''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' You can equip yourself with 2 primary weapons (e.g [[AK-74]] &amp;amp; [[Barrett M82A1|Barrett]]). To carry 2 primary weapons simply drop your secondary weapon and pick up a weapon from the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gathers are currently testing the new '''weapons mod''' (WM) for the upcoming Soldat version 1.7.2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can view the new weapons mod [http://gather.soldat.pl/172/beta10/weapons.ini '''here'''] or test it in '''#gather''' on our [[Soldat's Official Discord Server|'''Discord server''']].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movement=&lt;br /&gt;
&lt;br /&gt;
'''• [https://forums.soldat.pl/index.php?topic=42878.0 Haste's Comprehensive Movement Tutorial]'''&lt;br /&gt;
&lt;br /&gt;
'''• [https://www.youtube.com/watch?v=SxaH8dxk-Kw Ginn's Running Tutorial]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first one is an '''in-depth''' tutorial of all movements in Soldat. The second one will teach the most fast-efficient set of movements&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Aim=&lt;br /&gt;
===Crosshair===&lt;br /&gt;
The crosshair is the thing you move around with the mouse. It indicates where you’re aiming. Placing the crosshair on a teammate will show their nickname, and health points percentage. Placing the crosshair on an enemy however, will only show their nicknames red (Doesn’t work on crouched or proning enemies).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Crosshair placement===&lt;br /&gt;
The best crosshair placement depends on the gun, your and your enemy’s movement,  and the distance between you and your enemy. Some weapons bullets lose speed as they go further. In order to better understand bullet velocity, try shooting at enemies in different situations and angles.&lt;br /&gt;
&lt;br /&gt;
Also, if you’re getting shot, most guns will become less accurate (bink) due to getting hit. If that wasn’t enough, most guns will become less accurate (bink) when you get hit by bullets, and you movement can affect accuracy (for instance: [[Barrett M82A1|Barrett]] &amp;amp; [[Ruger 77|Ruger-77]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Practice===&lt;br /&gt;
A great way to practice your aiming skills outside of gathers is engaging in what’s called “1vs1 aim”. The best setting would be a server with CTF set as its game-mode on the map: Rok. This way you always re-spawn at the same spots and not randomly across the map,  making it easier to focus on aiming. At each round, use your primary gun '''&amp;lt;u&amp;gt;only&amp;lt;/u&amp;gt;''' (no secondary, no grenades) for 10 minutes. No fancy running away, just engage in aiming only - Stats don’t matter in this practice meta, just try to focus on your aim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Capture the Flag (CTF)=&lt;br /&gt;
[[File:CCCT-1.png|thumb|right|Flag carrier indication in chat]]&lt;br /&gt;
&lt;br /&gt;
[[File:CCCT-2.png|thumb|right|Stolen flag indicator in interface]]&lt;br /&gt;
This game-mode consists of two teams: '''&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alpha (Red)&amp;lt;/span&amp;gt; &amp;amp; &amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;Bravo (Blue)&amp;lt;/span&amp;gt;'''. The goal is for each team to steal the enemy's flag and bring it back to their own flag. The team with more captures (caps) in the round (each map is a round) are the winners. The team with more captures (caps) at the end of the round (each map is a round) wins.&lt;br /&gt;
&lt;br /&gt;
There are 32 [[Default_Maps#Capture_the_Flag_Maps|'''default CTF maps''']] in Soldat, as well as hundreds of [http://tms.jrgp.org/2010/ '''custom made maps'''].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Games in Soldat CTF are solely decided by cap difference. That means capturing the flag, or preventing your opponent from doing the same, should be the driving motivation for everything you do during a game. Sounds obvious, right? But it's easier said than done. In fact, some might say that this is one of the most common sources of mistakes, even among experienced players. With so many other things going on, it can be hard to keep track of the position of both flags at all times. The most helpful tool for this task is your [[Game Screen#HUD|'''interface''']].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Being roughly aware of where the flags are is well and good, but you will also have to react correctly. When one or both of the flags have been captured and you are still alive, your next decision will often make the difference between making and breaking a cap. Which decision is the right one will depend on the specific situation. But it is important to realize, that every time a flag gets removed from its designated spot, you have potentially reached a critical point in the game and need to be on high alert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
'''1)''' More often than not, preventing a cap is better than making a cap.&lt;br /&gt;
&lt;br /&gt;
'''2)''' When your flag gets captured and you are close to a path the EFC (Enemy Flag Carrier) might use to escape, abandon any engagement you're in and obstruct that path.&lt;br /&gt;
&lt;br /&gt;
'''3)''' On the contrary, when your teammate captures the enemy flag, make sure he reaches his destination safely. Do not leave the vicinity of your base to go for another attack unless you are absolutely certain that your teammate will cap without your help.&lt;br /&gt;
&lt;br /&gt;
'''4)''' Even just slowing the EFC down can give your team time to move in and return the flag.&lt;br /&gt;
[[File:CCCT-3.png|200px|thumb|right|ctf_Rotten Scenario #1]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Examples&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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This picture (ctf_Rotten Scenario #1) shows a common situation on ctf_Rotten. You are the left Bravo player, your teammate has just captured the enemy flag. Prioritizing the flag in this situation means staying put in your position, it is also important not to jump or use jetpack. This allows your teammate to throw the flag to you as indicated by the green arrow. If you are still standing on the platform you can catch the flag and jump immediately, either setting up a powerful throw towards your base or an escape. This will more often than not result in a cap for your team. A common mistake in this situation is not to stay on the platform, but to rush towards the upper enemy spawn in order to get some kills, as indicated by the red arrow.&lt;br /&gt;
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[[File:CCCT-4.png|200px|thumb|right|ctf_Rotten Scenario #2]]&lt;br /&gt;
Another example on ctf_Rotten (ctf_Rotten Scenario #2). Your teammate is escaping with the enemy flag and about to score. Opponents are chasing from top and low. Low is the faster route, so it is important that you block off the rushing enemy (green arrow). Even if your teammate does get killed from the enemies chasing him top, the flag will often fall towards the lower spawn of your base (yellow circle), where you are still waiting. A common mistake is to go into the direction of the red arrow, trying to block the enemy top. In that case the enemy chasing low will more often than not get in close, kill your teammate and return the flag before you can react. This can possibly even lead to your opponent setting up a cap instead.&lt;br /&gt;
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[[File:CCCT-5.png|200px|thumb|right|ctf_Guardian Scenario]]&lt;br /&gt;
In this example (ctf_Guardian Scenario), it is your opponent who has just captured your flag. You're the only team member alive. To stand a chance in preventing a cap, you need to completely change focus from the two enemies in front of you towards the low/mid route. Throw nades low and try to occupy the middle bridge, in order to buy your team as much time as possible to reinforce.&lt;br /&gt;
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=Roles=&lt;br /&gt;
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The main goal of CTF is of course getting as many captures as possible. However, there are also roles for each player in a team. The roles may vary between different maps and different teams. It is utterly important to think what's  good for the team and to play together. Teamwork makes the dream work!&lt;br /&gt;
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These roles aren't pre-set in Soldat, and should be communicated with your team before each map. In reality, the plan does not always work, hence roles should be flexible. Prepare yourself for being creative in case the roles don't work out perfectly and find the ways to cover your teammates failures, or communicate to swap roles mid-game if the current tactic does not work out.&lt;br /&gt;
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===Route related roles===&lt;br /&gt;
Usually two players take the main route, usually it is  the bigger route. while 1 player takes the alt (alternative) route, usually a narrow or isolated route commonly used for escaping with the flag. Sometimes, if your team wants to put in a little more pressure, it's possible to skip the alt route from time to time (providing it is clear of enemies) to get quicker into their base and apply more pressure. But! it might leave your base undefended.&lt;br /&gt;
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===Personal gamestyle roles===&lt;br /&gt;
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=====Rusher=====&lt;br /&gt;
The role of a rusher is to dive straight into the enemy's base in attempt to snatch their flag, sometimes even completely ignoring enemies in order to get that capture. However, it might be considerably smarter to eliminate enemies whilst still trying to rush to the flag. Your teammates will need cover for potential enemy leaks, so keep an eye on your base with peripheral vision even if your role is to rush. Rushing can be done pretty much with any weapon, however the [[M79]] and [[Spas-12]] which their boosting abilities allows for faster movement across the map.&lt;br /&gt;
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=====Defender=====&lt;br /&gt;
The role of a defender is to eliminate any enemies that teammates fail to killed (leak). A defensive player is needed in most maps. That being said, it is not highly recommended to play super defensive bunker-style for 10 minutes every map, because a lot of maps are about applying constant pressure. If you have the role of the defender, try to find a balance and develop a sense of when you attack and when you defend. Defenders usually play automatic weapons because the clip-sizes allow them to eliminate multiple enemies.&lt;br /&gt;
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=====All Rounder=====&lt;br /&gt;
The role of an all-rounder basically means a combination of a rusher and a defender. Stability (deathmatch-wise), flexibility (different responses for different situations) are important traits.&lt;br /&gt;
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=Attacking vs Defending=&lt;br /&gt;
One of the most basic decisions you will be constantly making throughout a game is whether to advance, retreat, or hold your position. This is a big part of what seperates a teamplayer from someone who tries to win the game alone. Needless to say, the teamplayer is usually the more successful one.&lt;br /&gt;
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[[File:CCCT-6.png|200px|thumb|right|ctf_Guardian Attacking vs Defending]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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'''1)''' Try to avoid attacking alone, unless you know there is only one enemy defending the enemy's base. It is often better to hold for a second or two to give your teammates time to catch up with you, rather than rush a well defended base one by one.&lt;br /&gt;
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'''2)''' If your team is rushing and you are the last player to leave the base, it is your responsibility to defend the base! Check every route that leads to your base carefully,before you leave to support your team.&lt;br /&gt;
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'''3)''' Watch what your team is doing. Try to adjust your playstyle to suit the needs of your team. If you have two teammates who are defending heavily, consider taking up the role of putting pressure on the enemy base and vice versa.&lt;br /&gt;
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'''4)''' When in doubt, defend. If you're unsure how to help your team in a specific situation or in general, making sure your flag is safe is a good way to be useful. Eventually you will notice situations where it's good to leave the base and rush, but defending is a good way to gather some experience without being a burden to your team.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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In this picture you're the Bravo player inside the green circle. Both of your teammates are attacking the enemy base. This means you're your team's last line of defense. Check both top and low carefully, as indicated by the green arrows, before you proceed to help your team (yellow arrow).&lt;br /&gt;
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=Positioning=&lt;br /&gt;
Positioning is the art of gaining an advantage over your opponent purely by the location of your player's model (gostej). It is one of the most crucial aspects of winning duels in Soldat. Contrary to what some newer players might imagine, the majority of all duels in Soldat are decided by positioning, not by &amp;quot;aim&amp;quot;. Do not misunderstand, if you're not hitting any shots you're not going to win any duels. However, the aiming mechanics in Soldat are rather simple. I dare to say any player can easily hit around 75% of their shots at medium distance, with a little practice (using one of the automatic guns). For gather players, hitting close to every shot with automatic weapons is pretty much a given, even in normal gathers (notice that this refers to a situation where you fight vs a static enemy at around the same height as you. It's not a goal to reach in the in-game weapon accuracy stats - those are almost entirely meaningless, because a good player will shoot a lot even without seeing an enemy). For this reason, positioning is very important for deciding duels and also teamfights.&lt;br /&gt;
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Good vs bad positioning is extremely situational, it depends greatly on a number of things, starting with the map you're playing. It is thus another aspect of the game that you can best improve by practice.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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'''1)''' Ask yourself what your goal in a specific situation is and adjust your position accordingly. If you're waiting for your teammate to attack together, position yourself in a way that will allow you to move quickly or even boost when he arrives. If your goal is to defend your base, position yourself in a way that makes it difficult to rush you down in order to stall your opponent. &lt;br /&gt;
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'''2)''' On a map that's either very small and closed or allows for very fast movement, being below your opponent is often an advantage, because you will be able to get close to your opponent and throw a nade at them from below, which will (hopefully) result in instant death.&lt;br /&gt;
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'''3)''' On a map that's very open or generally doesn't allow very fast movement, it is often better to be above your opponent, because if you can stay out of the range of enemy nades, the extra damage from your weapon will be decisive (head is easier to hit from above, gravity adds bullet speed, which adds more damage).&lt;br /&gt;
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'''4)''' Pay attention to your team! Stay out of your team's way to reducing the chance of blocking their nades and shots. This also makes it more difficult for your opponents to take out your team, as they will have to kill you one by one, instead of just spamming nades in one direction.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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[[File:CCCT-7.png|200px|thumb|right|ctf_Guardian Positioning]]&lt;br /&gt;
This picture shows a popular position on ctf_Guardian. Due to the walls all around the position it is easy to defend with nades, especially against enemies from above. It is also very flexible, as you can reach any point of the map within seconds. If you manage to control this position well throughout the game, it will give your team an often decisive advantage.&lt;br /&gt;
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=Common mistakes=&lt;br /&gt;
===Old Dog, New Tricks===&lt;br /&gt;
Do not be afraid to learn something new (this one is dedicated to all the oldies out there). Yes, some of us have been playing over a decade now, but it doesn’t mean that we’re always open minded. Playing 15 years doesn’t negate the fact that there might be something you've missed, or something that you haven’t developed enough. Whether it’s movement, aiming, game-sense or whichever other aspect comes to mind. Try to keep an open mind, and use losing, and observing the enemies’ actions, as a learning process. If you’ll be open minded, you might be able to enjoy the game more, and get better at it as well. Double profit.&lt;br /&gt;
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===Leaking===&lt;br /&gt;
Leaking can mean you completely missed an enemy due to not scanning the areas whilst on the go towards enemy base. It can also mean that you've failed a 1vs1 and failed to communicate it out to your team with [[Profiles and Taunts|taunts]], so they can try to cover the route. &lt;br /&gt;
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A good way to avoid leaks is to try to keep peripheral vision and active awareness of your surroundings. If you're sure an enemy is not approaching, drag your crosshair around the corners of the map to see those blind spots and make sure you haven't missed an enemy (even if your teammates did not acknowledge you in team-chat). Also in every 1vs1 that you fail, use the respective taunt to hint your team-mates which path to cover.&lt;br /&gt;
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===Ignoring Info===&lt;br /&gt;
Team chat, [[Profiles and Taunts|Taunts]] and Radio Menu are there for a reason. It's extremely important to keep communicating with the team during the match.&lt;br /&gt;
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Soldat has key-bindings ([[Profiles and Taunts|taunts]]) to send team-chat messages in a fast way. This allows you to give your team the needed information such as where the “EFC” (Enemy Flag Carrier) or the “FFC” (Friendly Flag Carrier) are located. You can assign those '[[Profiles and Taunts|taunts]]' to ALT + [1,2,3...A,B,C...]. Get the [http://sfd.doc776.org/app/49 Soldat Taunt Editor tool] to create or customize [[Profiles and Taunts|taunts]].&lt;br /&gt;
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Make sure to use the information your team provides in order to enhance team-play. Also make sure to deliver the CORRECT info to your team. If you mistakenly deliver 2 locations of enemy flag carrier, it might confuse your teammates and at times even harm the team's performance.&lt;br /&gt;
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 Sometimes people will use an '''&amp;quot;EFC LOW&amp;quot;''' taunt if friendly flag is loose low, or '''&amp;quot;FFC LOW&amp;quot;''' if enemy's flag is loose low.&lt;br /&gt;
 It can be a little confusing, but with enough awareness, could be used to your advantage.&lt;br /&gt;
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===“Doubling” a route or not manning your route===&lt;br /&gt;
as mentioned above, the roles are a general guideline, to keep an understanding between the teammates, who does what in the match. In most cases, not manning your route might force your teammates to clean up after your “leak” and generally might cause a lack of flow due to them having to pursue other roles. It’s a very risky move and a player should be a hundred percent sure that’s the right time or situation for doubling, meaning that the route is either completely clear or there’s a teammate covering using that path for that specific round for you.&lt;br /&gt;
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===No focus on base===&lt;br /&gt;
In many situations it is highly important to clear the base first, for example: in IceBeam, there's a potential for multiple caps in a short time due to the skeleton of the map). Make sure to clear the base unless you're in a position that forces you to rush out of there, or you see that your teammates are defusing the situation. If you're not sure they're handling it (you see they're very Low HP), stick around until the situation is dealt with.&lt;br /&gt;
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===Points greediness===&lt;br /&gt;
It’s a common misconception in CTF to think that you can make up for your lack of performance at flag capturing, with a good kills and death (K/D) score. However, remember that, at the end of the map, the team's capturing score is the one that matters. Be mindful of your surroundings, cover your teammates in a way that’ll contribute to the match and not only your personal stats.&lt;br /&gt;
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===Use your weapons===&lt;br /&gt;
use your [[Secondary Weapons|secondary weapon]] and your grenades! Each player is equipped with a secondary weapons ([[USSOCOM]], [[Combat Knife]], [[Chainsaw]] &amp;amp; [[M72 LAW]]). Each weapon is unique and can be used for different scenarios. You can switch to your secondary weapon by pressing ''[Q]''.&lt;br /&gt;
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- '''[[USSOCOM]]''' pistol is usually equipped with one-shot weapons ([[M79]], [[Barrett M82A1|Barrett]]). &lt;br /&gt;
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- '''[[Combat Knife]]''' is probably the most common secondary weapon, it can be thrown, very useful for spawn killing or instant-knife-kill upon re-spawn to prevent enemies from capturing the flag. The knife can also be used when the spawn protection is still, commonly called in the community: insta-knife (instant knifing).&lt;br /&gt;
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- '''[[Chainsaw]]''' is perhaps the hardest secondary to use. Both for novice and experienced shooters, and especially against experienced players. You will need a good concept of movement to use it to your advantage. &lt;br /&gt;
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- '''[[M72 LAW]]''' very good for defensive scenarios, lurking and spawn killing. You can aim to common spots and &amp;quot;blind shot&amp;quot; or use known ricochet spots to get those blind shots as well. It is sometimes used even is a preventive weapon in a way, for example: you get the flag in ctf_Dropdown and players are respawning and you push them back into spawn by hitting the poly near them. Then escape with the flag or throw flag to teammate.&lt;br /&gt;
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- '''[[Frag Grenade|Frag grenades]]''': Default re-spawn grants 1 grenade, and grenade kits grant a maximum of 3 grenades. Using grenades whilst shooting the enemy can provide a very quick kill with a minimal usage of bullets. It is a very effective and commonly used method. Another thing you can use grenades for is boosting on colliders to gain speed (probably should practice that as well outside of gather to prevent losing an excessive amount of health due to boosting fails).&lt;br /&gt;
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'''''Summary'''''&lt;br /&gt;
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It might seem a lot of work, but once you get used to each on of these concepts. It can pretty much become autopilot-mode, and you’ll use these good habits without thinking twice.&lt;br /&gt;
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=Productive Mindset=&lt;br /&gt;
Playing lots without improvement can be demotivating. However, most days than others, our own attitude towards the game directly affects the game-play. It’s beneficial to eliminate any focus on bugs, eats, trolling, flaming and skill gaps. Yes, shit happens, but focusing on it won’t gain you the lead again. And might even distract you and your team.&lt;br /&gt;
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Try to develop a '''''productive mindset'''''. It will undoubtedly help you develop your skill and you’ll enjoy the game even more.&lt;br /&gt;
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If you find someone’s comments or general attitude non-profitable and only a distraction to your game-play, consider using the '''/mute''' command. Sometimes it’s better to have no info, and looking for problems actively instead of listening to a toxic teammate.&lt;br /&gt;
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=Awareness=&lt;br /&gt;
Soldat is a very fast-paced game, and over the course of a 10 minute map, a lot can happen. It's your job to be aware of as much of this as possible. This is one of the most difficult aspects of Soldat to master. You will constantly be bombarded with information during a game, which has to be converted into decisions, sometimes within the fraction of a second. It is often what seperates a good player from a very good player.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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'''1)''' Pay attention to your interface. It indicates the position of your teammates at the border of your screen, which can help in various situations. If you want to take it a step further you can also use the minimap. The kill log is also a great source of information during a game.&lt;br /&gt;
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'''2)''' Use the free camera to scan the map when you're dead. If you press '''[W]''' after you've died, you will enter free cam mode, which allows you to scout the map for a brief amount of time.&lt;br /&gt;
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'''3)''' Switch weapons if needed! If your opponent just stole your flag and is escaping as you respawn, pick a weapon with high bullet-speed to chase him down ([[Ruger 77|Ruger-77]] or [[Steyr AUG]]). If you're playing [[Barrett M82A1|Barrett]] or [[M79]] and you see opponents rushing your base as you respawn, switch to a weapon which is more suited to defend your base. You can switch back when your base is safe.&lt;br /&gt;
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'''4)''' Try to mentally keep track of every opponent and every teammate. When did they last die? Which route are they likely to take after respawning? If you are having trouble keeping track of every single player, focus on who you believe to be the enemy team's most dangerous player.&lt;br /&gt;
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=Configuration Hints=&lt;br /&gt;
===Flag throw===&lt;br /&gt;
Default key combination  for a flag throw is '''[W+S]''', however it may interfere with some of the movements a player can perform and result in undesired flag throws that might cost the team a point. It is highly suggested to bind it to '''[G]''' because of its proximity to the W, S, A, D - default movement keys layout, and the it’s not bound to any other action. If you have customized your keys already, pick the most comfortable one for your setup.&lt;br /&gt;
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===Force Background Colors===&lt;br /&gt;
In some maps it can very useful to have. take for example '''''ctf_Catch''''', it has an extremely dark map background. Using a custom background forced color might enhance visibility. Some players use this option in all maps. This can be done inside of Soldat in the Player tab on the upper right-hand corner.&lt;br /&gt;
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===Remove Background Scenery===&lt;br /&gt;
Removing some of the scenery objects from your screen while playing might be also beneficial for some players to relate on pure game-play and not on the excessive details some maps have to offer. While it neglects art aspects of maps, a lot of competitive players have found this setting useful. You can un-check render background scenery through config.exe file in your soldat directory, inside More tab.&lt;br /&gt;
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=Modification Hints=&lt;br /&gt;
You can use custom modifications to enhance visibility and make it easier, for example, to see grenades or bullet trajectory better - [https://forums.soldat.pl/index.php?board=25.0 '''Soldat Forums Modifications Board'''].&lt;br /&gt;
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As well as '''Clutter Free''' can provide a nice cleaner look to your Soldat - [https://forums.soldat.pl/index.php?topic=43946 '''Link''']&lt;br /&gt;
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=External Links=&lt;br /&gt;
You can read this article on the following forums:&lt;br /&gt;
* [http://www.sctfl.net/forums/index.php?topic=56550.0 Advanced Soldat CTF Tutorial by Tanaka]&lt;br /&gt;
* [http://www.sctfl.net/forums/index.php?topic=56548 Soldat Comprehensive Competitive CTF Tutorial on SCTFL Forums by nosejj]&lt;br /&gt;
* [https://forums.soldat.pl/index.php?topic=45155 Soldat Comprehensive Competitive CTF Tutorial on Soldat Forums by nosejj]&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Competitive_CTF_Tutorial&amp;diff=3117</id>
		<title>Soldat's Comprehensive Competitive CTF Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Competitive_CTF_Tutorial&amp;diff=3117"/>
				<updated>2018-06-07T07:18:52Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Merging Tanaka's &amp;quot;Advanced Soldat CTF Tutorial&amp;quot; to this page - Part 2&lt;/p&gt;
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&lt;div&gt;[[File:CCCTFC.png|center]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
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'''•''' This tutorial is directed towards new and intermediate Soldat players who would like  to improve their game-play, as well as experienced players.&lt;br /&gt;
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'''•''' Playing [[Soldat's Official Discord Server#Soldat Gather on Discord|'''gathers''']] actively will rapidly turn you into a stronger player and you will have the chance to meet the best Soldat players and become part of the competitive '''[[Soldat Community]]'''.&lt;br /&gt;
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'''•''' The skill-level in [[Soldat's Official Discord Server#Soldat Gather on Discord|'''gathers''']] is relatively high compared to public servers. Meaning there’s a learning curve for newer players in most cases (like in the majority of things in life). It takes a while to wrap one’s head around and adjust to concepts and tactics. But don't be discouraged or too frightened to play! This tutorial is designed to help new players progress faster.&lt;br /&gt;
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'''•''' The tutorial is primarily intended for gather players (3v3, randomized teams). Keep in mind that circumstances may constantly be changing in a Soldat CTF match. Being able to adapt quickly goes a long way, especially in gathers. The only way to learn this is through experience, that's why practice is of course the most important thing. This tutorial is merely meant to provide some general guidelines to keep in mind throughout the game.&lt;br /&gt;
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=Server settings used in Gathers=&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;Default Format&amp;lt;/u&amp;gt;:''' 3vs3 (Best of 3 maps)&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;Time Limit&amp;lt;/u&amp;gt;:''' 10 (per map)&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;Respawn Time&amp;lt;/u&amp;gt;:''' 3-5 seconds&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;Capture Limit&amp;lt;/u&amp;gt;:''' 10&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;[[Weapons]]&amp;lt;/u&amp;gt;:''' All enabled (besides stationary guns)&lt;br /&gt;
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'''• &amp;lt;u&amp;gt;[[Bonuses]]&amp;lt;/u&amp;gt;:''' Disabled&lt;br /&gt;
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=Map knowledge=&lt;br /&gt;
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It is highly recommended to gain map knowledge prior to playing [[Soldat's Official Discord Server#Soldat Gather on Discord|Gathers]]. In order to do so, you can:&lt;br /&gt;
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'''1) Begin an offline session''' ('''START GAME''' in-game tab) to walk around the maps and explore paths in each CTF map.&lt;br /&gt;
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'''2) Play on CTF [https://soldat.pl/en/lobby public servers]''' ('''JOIN GAME''' in-game tab) to gain experience in those maps, and possibly in other custom maps.&lt;br /&gt;
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'''3) Be brave;''' dive into deep water and learn as you go.&lt;br /&gt;
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The most popular maps in [[Soldat's Official Discord Server#Soldat Gather on Discord|Gather]] nowadays are: ''Guardian, Rotten, IceBeam, Wretch, Blade.'' &lt;br /&gt;
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The reason that these maps are favored is due to their size and fast game-play which suits the default 3vs3 format [[Soldat's Official Discord Server#Soldat Gather on Discord|gathers]] use (just like public servers for example, usually use big enough maps to consist large teams).&lt;br /&gt;
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=Weapons=&lt;br /&gt;
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Soldat does not have classes or a buy system to determine which weapon you can choose from, and you also do not run out of ammunition. You can select from all available weapons without limitation. You can change your weapons whenever you re-spawn. Press '''[TAB]''' to enable or disable the weapons menu.&lt;br /&gt;
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Weapons will provide greater damage when player’s inherited velocity is greater, meaning you will do more damage moving towards your target. You will also take more damage moving towards the enemy’s bullets.&lt;br /&gt;
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Weapons in Soldat are fairly balanced. However, it is recommended to adjust your choice of weapon depending on the map and situation.&lt;br /&gt;
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Playing [[Barrett M82A1|Barrett]] on a fast-paced map such as '''''ctf_Wretch''''' might not be considered the best weapon choice of weapon, while it's a better choice on larger maps such as '''''ctf_Nuubia''''' or '''''ctf_Mayapan'''''.&lt;br /&gt;
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'''Tip:''' You can equip yourself with 2 primary weapons (e.g [[AK-74]] &amp;amp; [[Barrett M82A1|Barrett]]). To carry 2 primary weapons simply drop your secondary weapon and pick up a weapon from the ground.&lt;br /&gt;
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Gathers are currently testing the new '''weapons mod''' (WM) for the upcoming Soldat version 1.7.2.&lt;br /&gt;
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You can view the new weapons mod [http://gather.soldat.pl/172/beta10/weapons.ini '''here'''] or test it in '''#gather''' on our [[Soldat's Official Discord Server|'''Discord server''']].&lt;br /&gt;
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=Movement=&lt;br /&gt;
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'''• [https://forums.soldat.pl/index.php?topic=42878.0 Haste's Comprehensive Movement Tutorial]'''&lt;br /&gt;
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'''• [https://www.youtube.com/watch?v=SxaH8dxk-Kw Ginn's Running Tutorial]'''&lt;br /&gt;
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The first one is an '''in-depth''' tutorial of all movements in Soldat. The second one will teach the most fast-efficient set of movements&lt;br /&gt;
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=Aim=&lt;br /&gt;
===Crosshair===&lt;br /&gt;
The crosshair is the thing you move around with the mouse. It indicates where you’re aiming. Placing the crosshair on a teammate will show their nickname, and health points percentage. Placing the crosshair on an enemy however, will only show their nicknames red (Doesn’t work on crouched or proning enemies).&lt;br /&gt;
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===Crosshair placement===&lt;br /&gt;
The best crosshair placement depends on the gun, your and your enemy’s movement,  and the distance between you and your enemy. Some weapons bullets lose speed as they go further. In order to better understand bullet velocity, try shooting at enemies in different situations and angles.&lt;br /&gt;
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Also, if you’re getting shot, most guns will become less accurate (bink) due to getting hit. If that wasn’t enough, most guns will become less accurate (bink) when you get hit by bullets, and you movement can affect accuracy (for instance: [[Barrett M82A1|Barrett]] &amp;amp; [[Ruger 77|Ruger-77]]).&lt;br /&gt;
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===Practice===&lt;br /&gt;
A great way to practice your aiming skills outside of gathers is engaging in what’s called “1vs1 aim”. The best setting would be a server with CTF set as its game-mode on the map: Rok. This way you always re-spawn at the same spots and not randomly across the map,  making it easier to focus on aiming. At each round, use your primary gun '''&amp;lt;u&amp;gt;only&amp;lt;/u&amp;gt;''' (no secondary, no grenades) for 10 minutes. No fancy running away, just engage in aiming only - Stats don’t matter in this practice meta, just try to focus on your aim.&lt;br /&gt;
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=Capture the Flag (CTF)=&lt;br /&gt;
[[File:CCCT-1.png|thumb|right|Flag carrier indication in chat]]&lt;br /&gt;
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[[File:CCCT-2.png|thumb|right|Stolen flag indicator in interface]]&lt;br /&gt;
This game-mode consists of two teams: '''&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alpha (Red)&amp;lt;/span&amp;gt; &amp;amp; &amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;Bravo (Blue)&amp;lt;/span&amp;gt;'''. The goal is for each team to steal the enemy's flag and bring it back to their own flag. The team with more captures (caps) in the round (each map is a round) are the winners. The team with more captures (caps) at the end of the round (each map is a round) wins.&lt;br /&gt;
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There are 32 [[Default_Maps#Capture_the_Flag_Maps|'''default CTF maps''']] in Soldat, as well as hundreds of [http://tms.jrgp.org/2010/ '''custom made maps'''].&lt;br /&gt;
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Games in Soldat CTF are solely decided by cap difference. That means capturing the flag, or preventing your opponent from doing the same, should be the driving motivation for everything you do during a game. Sounds obvious, right? But it's easier said than done. In fact, some might say that this is one of the most common sources of mistakes, even among experienced players. With so many other things going on, it can be hard to keep track of the position of both flags at all times. The most helpful tool for this task is your [[Game Screen#HUD|'''interface''']].&lt;br /&gt;
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Being roughly aware of where the flags are is well and good, but you will also have to react correctly. When one or both of the flags have been captured and you are still alive, your next decision will often make the difference between making and breaking a cap. Which decision is the right one will depend on the specific situation. But it is important to realize, that every time a flag gets removed from its designated spot, you have potentially reached a critical point in the game and need to be on high alert.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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'''1)''' More often than not, preventing a cap is better than making a cap.&lt;br /&gt;
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'''2)''' When your flag gets captured and you are close to a path the EFC (Enemy Flag Carrier) might use to escape, abandon any engagement you're in and obstruct that path.&lt;br /&gt;
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'''3)''' On the contrary, when your teammate captures the enemy flag, make sure he reaches his destination safely. Do not leave the vicinity of your base to go for another attack unless you are absolutely certain that your teammate will cap without your help.&lt;br /&gt;
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'''4)''' Even just slowing the EFC down can give your team time to move in and return the flag.&lt;br /&gt;
[[File:CCCT-3.png|200px|thumb|right|ctf_Rotten Scenario #1]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Examples&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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This picture (ctf_Rotten Scenario #1) shows a common situation on ctf_Rotten. You are the left Bravo player, your teammate has just captured the enemy flag. Prioritizing the flag in this situation means staying put in your position, it is also important not to jump or use jetpack. This allows your teammate to throw the flag to you as indicated by the green arrow. If you are still standing on the platform you can catch the flag and jump immediately, either setting up a powerful throw towards your base or an escape. This will more often than not result in a cap for your team. A common mistake in this situation is not to stay on the platform, but to rush towards the upper enemy spawn in order to get some kills, as indicated by the red arrow.&lt;br /&gt;
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[[File:CCCT-4.png|200px|thumb|right|ctf_Rotten Scenario #2]]&lt;br /&gt;
Another example on ctf_Rotten (ctf_Rotten Scenario #2). Your teammate is escaping with the enemy flag and about to score. Opponents are chasing from top and low. Low is the faster route, so it is important that you block off the rushing enemy (green arrow). Even if your teammate does get killed from the enemies chasing him top, the flag will often fall towards the lower spawn of your base (yellow circle), where you are still waiting. A common mistake is to go into the direction of the red arrow, trying to block the enemy top. In that case the enemy chasing low will more often than not get in close, kill your teammate and return the flag before you can react. This can possibly even lead to your opponent setting up a cap instead.&lt;br /&gt;
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[[File:CCCT-5.png|200px|thumb|right|ctf_Guardian Scenario]]&lt;br /&gt;
In this example (ctf_Guardian Scenario), it is your opponent who has just captured your flag. You're the only team member alive. To stand a chance in preventing a cap, you need to completely change focus from the two enemies in front of you towards the low/mid route. Throw nades low and try to occupy the middle bridge, in order to buy your team as much time as possible to reinforce.&lt;br /&gt;
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=Roles=&lt;br /&gt;
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The main goal of CTF is of course getting as many captures as possible. However, there are also roles for each player in a team. The roles may vary between different maps and different teams. It is utterly important to think what's  good for the team and to play together. Teamwork makes the dream work!&lt;br /&gt;
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These roles aren't pre-set in Soldat, and should be communicated with your team before each map. In reality, the plan does not always work, hence roles should be flexible. Prepare yourself for being creative in case the roles don't work out perfectly and find the ways to cover your teammates failures, or communicate to swap roles mid-game if the current tactic does not work out.&lt;br /&gt;
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===Route related roles===&lt;br /&gt;
Usually two players take the main route, usually it is  the bigger route. while 1 player takes the alt (alternative) route, usually a narrow or isolated route commonly used for escaping with the flag. Sometimes, if your team wants to put in a little more pressure, it's possible to skip the alt route from time to time (providing it is clear of enemies) to get quicker into their base and apply more pressure. But! it might leave your base undefended.&lt;br /&gt;
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===Personal gamestyle roles===&lt;br /&gt;
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=====Rusher=====&lt;br /&gt;
The role of a rusher is to dive straight into the enemy's base in attempt to snatch their flag, sometimes even completely ignoring enemies in order to get that capture. However, it might be considerably smarter to eliminate enemies whilst still trying to rush to the flag. Your teammates will need cover for potential enemy leaks, so keep an eye on your base with peripheral vision even if your role is to rush. Rushing can be done pretty much with any weapon, however the [[M79]] and [[Spas-12]] which their boosting abilities allows for faster movement across the map.&lt;br /&gt;
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=====Defender=====&lt;br /&gt;
The role of a defender is to eliminate any enemies that teammates fail to killed (leak). A defensive player is needed in most maps. That being said, it is not highly recommended to play super defensive bunker-style for 10 minutes every map, because a lot of maps are about applying constant pressure. If you have the role of the defender, try to find a balance and develop a sense of when you attack and when you defend. Defenders usually play automatic weapons because the clip-sizes allow them to eliminate multiple enemies.&lt;br /&gt;
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=====All Rounder=====&lt;br /&gt;
The role of an all-rounder basically means a combination of a rusher and a defender. Stability (deathmatch-wise), flexibility (different responses for different situations) are important traits.&lt;br /&gt;
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=Attacking vs Defending=&lt;br /&gt;
One of the most basic decisions you will be constantly making throughout a game is whether to advance, retreat, or hold your position. This is a big part of what seperates a teamplayer from someone who tries to win the game alone. Needless to say, the teamplayer is usually the more successful one.&lt;br /&gt;
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[[File:CCCT-6.png|200px|thumb|right|ctf_Guardian Attacking vs Defending]]&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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'''1)''' Try to avoid attacking alone, unless you know there is only one enemy defending the enemy's base. It is often better to hold for a second or two to give your teammates time to catch up with you, rather than rush a well defended base one by one.&lt;br /&gt;
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'''2)''' If your team is rushing and you are the last player to leave the base, it is your responsibility to defend the base! Check every route that leads to your base carefully,before you leave to support your team.&lt;br /&gt;
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'''3)''' Watch what your team is doing. Try to adjust your playstyle to suit the needs of your team. If you have two teammates who are defending heavily, consider taking up the role of putting pressure on the enemy base and vice versa.&lt;br /&gt;
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'''4)''' When in doubt, defend. If you're unsure how to help your team in a specific situation or in general, making sure your flag is safe is a good way to be useful. Eventually you will notice situations where it's good to leave the base and rush, but defending is a good way to gather some experience without being a burden to your team.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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In this picture you're the Bravo player inside the green circle. Both of your teammates are attacking the enemy base. This means you're your team's last line of defense. Check both top and low carefully, as indicated by the green arrows, before you proceed to help your team (yellow arrow).&lt;br /&gt;
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=Positioning=&lt;br /&gt;
Positioning is the art of gaining an advantage over your opponent purely by the location of your player's model (gostej). It is one of the most crucial aspects of winning duels in Soldat. Contrary to what some newer players might imagine, the majority of all duels in Soldat are decided by positioning, not by &amp;quot;aim&amp;quot;. Do not misunderstand, if you're not hitting any shots you're not going to win any duels. However, the aiming mechanics in Soldat are rather simple. I dare to say any player can easily hit around 75% of their shots at medium distance, with a little practice (using one of the automatic guns). For gather players, hitting close to every shot with automatic weapons is pretty much a given, even in normal gathers (notice that this refers to a situation where you fight vs a static enemy at around the same height as you. It's not a goal to reach in the in-game weapon accuracy stats - those are almost entirely meaningless, because a good player will shoot a lot even without seeing an enemy). For this reason, positioning is very important for deciding duels and also teamfights.&lt;br /&gt;
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Good vs bad positioning is extremely situational, it depends greatly on a number of things, starting with the map you're playing. It is thus another aspect of the game that you can best improve by practice.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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'''1)''' Ask yourself what your goal in a specific situation is and adjust your position accordingly. If you're waiting for your teammate to attack together, position yourself in a way that will allow you to move quickly or even boost when he arrives. If your goal is to defend your base, position yourself in a way that makes it difficult to rush you down in order to stall your opponent. &lt;br /&gt;
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'''2)''' On a map that's either very small and closed or allows for very fast movement, being below your opponent is often an advantage, because you will be able to get close to your opponent and throw a nade at them from below, which will (hopefully) result in instant death.&lt;br /&gt;
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'''3)''' On a map that's very open or generally doesn't allow very fast movement, it is often better to be above your opponent, because if you can stay out of the range of enemy nades, the extra damage from your weapon will be decisive (head is easier to hit from above, gravity adds bullet speed, which adds more damage).&lt;br /&gt;
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'''4)''' Pay attention to your team! Stay out of your team's way to reducing the chance of blocking their nades and shots. This also makes it more difficult for your opponents to take out your team, as they will have to kill you one by one, instead of just spamming nades in one direction.&lt;br /&gt;
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'''&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
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[[File:CCCT-7.png|200px|thumb|right|ctf_Guardian Positioning]]&lt;br /&gt;
This picture shows a popular position on ctf_Guardian. Due to the walls all around the position it is easy to defend with nades, especially against enemies from above. It is also very flexible, as you can reach any point of the map within seconds. If you manage to control this position well throughout the game, it will give your team an often decisive advantage.&lt;br /&gt;
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=Common mistakes=&lt;br /&gt;
===Old Dog, New Tricks===&lt;br /&gt;
Do not be afraid to learn something new (this one is dedicated to all the oldies out there). Yes, some of us have been playing over a decade now, but it doesn’t mean that we’re always open minded. Playing 15 years doesn’t negate the fact that there might be something you've missed, or something that you haven’t developed enough. Whether it’s movement, aiming, game-sense or whichever other aspect comes to mind. Try to keep an open mind, and use losing, and observing the enemies’ actions, as a learning process. If you’ll be open minded, you might be able to enjoy the game more, and get better at it as well. Double profit.&lt;br /&gt;
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===Leaking===&lt;br /&gt;
Leaking can mean you completely missed an enemy due to not scanning the areas whilst on the go towards enemy base. It can also mean that you've failed a 1vs1 and failed to communicate it out to your team with [[Profiles and Taunts|taunts]], so they can try to cover the route. &lt;br /&gt;
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A good way to avoid leaks is to try to keep peripheral vision and active awareness of your surroundings. If you're sure an enemy is not approaching, drag your crosshair around the corners of the map to see those blind spots and make sure you haven't missed an enemy (even if your teammates did not acknowledge you in team-chat). Also in every 1vs1 that you fail, use the respective taunt to hint your team-mates which path to cover.&lt;br /&gt;
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===Ignoring Info===&lt;br /&gt;
Team chat, [[Profiles and Taunts|Taunts]] and Radio Menu are there for a reason. It's extremely important to keep communicating with the team during the match.&lt;br /&gt;
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Soldat has key-bindings ([[Profiles and Taunts|taunts]]) to send team-chat messages in a fast way. This allows you to give your team the needed information such as where the “EFC” (Enemy Flag Carrier) or the “FFC” (Friendly Flag Carrier) are located. You can assign those '[[Profiles and Taunts|taunts]]' to ALT + [1,2,3...A,B,C...]. Get the [http://sfd.doc776.org/app/49 Soldat Taunt Editor tool] to create or customize [[Profiles and Taunts|taunts]].&lt;br /&gt;
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Make sure to use the information your team provides in order to enhance team-play. Also make sure to deliver the CORRECT info to your team. If you mistakenly deliver 2 locations of enemy flag carrier, it might confuse your teammates and at times even harm the team's performance.&lt;br /&gt;
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 Sometimes people will use an '''&amp;quot;EFC LOW&amp;quot;''' taunt if friendly flag is loose low, or '''&amp;quot;FFC LOW&amp;quot;''' if enemy's flag is loose low.&lt;br /&gt;
 It can be a little confusing, but with enough awareness, could be used to your advantage.&lt;br /&gt;
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===“Doubling” a route or not manning your route===&lt;br /&gt;
as mentioned above, the roles are a general guideline, to keep an understanding between the teammates, who does what in the match. In most cases, not manning your route might force your teammates to clean up after your “leak” and generally might cause a lack of flow due to them having to pursue other roles. It’s a very risky move and a player should be a hundred percent sure that’s the right time or situation for doubling, meaning that the route is either completely clear or there’s a teammate covering using that path for that specific round for you.&lt;br /&gt;
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===No focus on base===&lt;br /&gt;
In many situations it is highly important to clear the base first, for example: in IceBeam, there's a potential for multiple caps in a short time due to the skeleton of the map). Make sure to clear the base unless you're in a position that forces you to rush out of there, or you see that your teammates are defusing the situation. If you're not sure they're handling it (you see they're very Low HP), stick around until the situation is dealt with.&lt;br /&gt;
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===Points greediness===&lt;br /&gt;
It’s a common misconception in CTF to think that you can make up for your lack of performance at flag capturing, with a good kills and death (K/D) score. However, remember that, at the end of the map, the team's capturing score is the one that matters. Be mindful of your surroundings, cover your teammates in a way that’ll contribute to the match and not only your personal stats.&lt;br /&gt;
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===Use your weapons===&lt;br /&gt;
use your [[Secondary Weapons|secondary weapon]] and your grenades! Each player is equipped with a secondary weapons ([[USSOCOM]], [[Combat Knife]], [[Chainsaw]] &amp;amp; [[M72 LAW]]). Each weapon is unique and can be used for different scenarios. You can switch to your secondary weapon by pressing ''[Q]''.&lt;br /&gt;
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- '''[[USSOCOM]]''' pistol is usually equipped with one-shot weapons ([[M79]], [[Barrett M82A1|Barrett]]). &lt;br /&gt;
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- '''[[Combat Knife]]''' is probably the most common secondary weapon, it can be thrown, very useful for spawn killing or instant-knife-kill upon re-spawn to prevent enemies from capturing the flag. The knife can also be used when the spawn protection is still, commonly called in the community: insta-knife (instant knifing).&lt;br /&gt;
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- '''[[Chainsaw]]''' is perhaps the hardest secondary to use. Both for novice and experienced shooters, and especially against experienced players. You will need a good concept of movement to use it to your advantage. &lt;br /&gt;
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- '''[[M72 LAW]]''' very good for defensive scenarios, lurking and spawn killing. You can aim to common spots and &amp;quot;blind shot&amp;quot; or use known ricochet spots to get those blind shots as well. It is sometimes used even is a preventive weapon in a way, for example: you get the flag in ctf_Dropdown and players are respawning and you push them back into spawn by hitting the poly near them. Then escape with the flag or throw flag to teammate.&lt;br /&gt;
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- '''[[Frag Grenade|Frag grenades]]''': Default re-spawn grants 1 grenade, and grenade kits grant a maximum of 3 grenades. Using grenades whilst shooting the enemy can provide a very quick kill with a minimal usage of bullets. It is a very effective and commonly used method. Another thing you can use grenades for is boosting on colliders to gain speed (probably should practice that as well outside of gather to prevent losing an excessive amount of health due to boosting fails).&lt;br /&gt;
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'''''Summary'''''&lt;br /&gt;
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It might seem a lot of work, but once you get used to each on of these concepts. It can pretty much become autopilot-mode, and you’ll use these good habits without thinking twice.&lt;br /&gt;
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=Productive Mindset=&lt;br /&gt;
Playing lots without improvement can be demotivating. However, most days than others, our own attitude towards the game directly affects the game-play. It’s beneficial to eliminate any focus on bugs, eats, trolling, flaming and skill gaps. Yes, shit happens, but focusing on it won’t gain you the lead again. And might even distract you and your team.&lt;br /&gt;
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Try to develop a '''''productive mindset'''''. It will undoubtedly help you develop your skill and you’ll enjoy the game even more.&lt;br /&gt;
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If you find someone’s comments or general attitude non-profitable and only a distraction to your game-play, consider using the '''/mute''' command. Sometimes it’s better to have no info, and looking for problems actively instead of listening to a toxic teammate.&lt;br /&gt;
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=Awareness=&lt;br /&gt;
Soldat is a very fast-paced game, and over the course of a 10 minute map, a lot can happen. It's your job to be aware of as much of this as possible. This is one of the most difficult aspects of Soldat to master. You will constantly be bombarded with information during a game, which has to be converted into decisions, sometimes within the fraction of a second. It is often what seperates a good player from a very good player.&lt;br /&gt;
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&lt;br /&gt;
'''&amp;lt;u&amp;gt;Some general rules of thumb include&amp;lt;/u&amp;gt;:'''&lt;br /&gt;
&lt;br /&gt;
'''1)''' Pay attention to your interface. It indicates the position of your teammates at the border of your screen, which can help in various situations. If you want to take it a step further you can also use the minimap. The kill log is also a great source of information during a game.&lt;br /&gt;
&lt;br /&gt;
'''2)''' Use the free camera to scan the map when you're dead. If you press '''[W]''' after you've died, you will enter free cam mode, which allows you to scout the map for a brief amount of time.&lt;br /&gt;
&lt;br /&gt;
'''3)''' Switch weapons if needed! If your opponent just stole your flag and is escaping as you respawn, pick a weapon with high bullet-speed to chase him down ([[Ruger 77|Ruger-77]] or [[Steyr AUG]]). If you're playing [[Barrett M82A1|Barrett]] or [[M79]] and you see opponents rushing your base as you respawn, switch to a weapon which is more suited to defend your base. You can switch back when your base is safe.&lt;br /&gt;
&lt;br /&gt;
'''4)''' Try to mentally keep track of every opponent and every teammate. When did they last die? Which route are they likely to take after respawning? If you are having trouble keeping track of every single player, focus on who you believe to be the enemy team's most dangerous player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Configuration Hints=&lt;br /&gt;
===Flag throw===&lt;br /&gt;
Default key combination  for a flag throw is '''[W+S]''', however it may interfere with some of the movements a player can perform and result in undesired flag throws that might cost the team a point. It is highly suggested to bind it to '''[G]''' because of its proximity to the W, S, A, D - default movement keys layout, and the it’s not bound to any other action. If you have customized your keys already, pick the most comfortable one for your setup.&lt;br /&gt;
&lt;br /&gt;
===Force Background Colors===&lt;br /&gt;
In some maps it can very useful to have. take for example '''''ctf_Catch''''', it has an extremely dark map background. Using a custom background forced color might enhance visibility. Some players use this option in all maps. This can be done inside of Soldat in the Player tab on the upper right-hand corner.&lt;br /&gt;
&lt;br /&gt;
===Remove Background Scenery===&lt;br /&gt;
Removing some of the scenery objects from your screen while playing might be also beneficial for some players to relate on pure game-play and not on the excessive details some maps have to offer. While it neglects art aspects of maps, a lot of competitive players have found this setting useful. You can un-check render background scenery through config.exe file in your soldat directory, inside More tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Modification Hints=&lt;br /&gt;
You can use custom modifications to enhance visibility and make it easier, for example, to see grenades or bullet trajectory better - [https://forums.soldat.pl/index.php?board=25.0 '''Soldat Forums Modifications Board'''].&lt;br /&gt;
&lt;br /&gt;
As well as '''Clutter Free''' can provide a nice cleaner look to your Soldat - [https://forums.soldat.pl/index.php?topic=43946 '''Link''']&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
You can read this article on the following forums:&lt;br /&gt;
* [http://www.sctfl.net/forums/index.php?topic=56548 Soldat Comprehensive Competitive CTF Tutorial on SCTFL Forums]&lt;br /&gt;
* [https://forums.soldat.pl/index.php?topic=45155 Soldat Comprehensive Competitive CTF Tutorial on Soldat Forums]&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

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		<author><name>Nosejj</name></author>	</entry>

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				<updated>2018-06-07T06:50:51Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
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		<author><name>Nosejj</name></author>	</entry>

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				<updated>2018-06-07T06:50:51Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
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		<author><name>Nosejj</name></author>	</entry>

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				<updated>2018-06-07T06:50:50Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
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		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Competitive_CTF_Tutorial&amp;diff=3111</id>
		<title>Soldat's Comprehensive Competitive CTF Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Soldat%27s_Comprehensive_Competitive_CTF_Tutorial&amp;diff=3111"/>
				<updated>2018-06-07T06:44:39Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Merging Tanaka's &amp;quot;Advanced Soldat CTF Tutorial&amp;quot; to this page - Part 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CCCTFC.png|center]]&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
'''•''' This tutorial is directed towards new and intermediate Soldat players who would like  to improve their game-play, as well as experienced players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''•''' Playing [[Soldat's Official Discord Server#Soldat Gather on Discord|'''gathers''']] actively will rapidly turn you into a stronger player and you will have the chance to meet the best Soldat players and become part of the competitive '''[[Soldat Community]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''•''' The skill-level in [[Soldat's Official Discord Server#Soldat Gather on Discord|'''gathers''']] is relatively high compared to public servers. Meaning there’s a learning curve for newer players in most cases (like in the majority of things in life). It takes a while to wrap one’s head around and adjust to concepts and tactics. But don't be discouraged or too frightened to play! This tutorial is designed to help new players progress faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''•''' The tutorial is primarily intended for gather players (3v3, randomized teams). Keep in mind that circumstances may constantly be changing in a Soldat CTF match. Being able to adapt quickly goes a long way, especially in gathers. The only way to learn this is through experience, that's why practice is of course the most important thing. This tutorial is merely meant to provide some general guidelines to keep in mind throughout the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Server settings used in Gathers=&lt;br /&gt;
&lt;br /&gt;
'''• &amp;lt;u&amp;gt;Default Format&amp;lt;/u&amp;gt;:''' 3vs3 (Best of 3 maps)&lt;br /&gt;
&lt;br /&gt;
'''• &amp;lt;u&amp;gt;Time Limit&amp;lt;/u&amp;gt;:''' 10 (per map)&lt;br /&gt;
&lt;br /&gt;
'''• &amp;lt;u&amp;gt;Respawn Time&amp;lt;/u&amp;gt;:''' 3-5 seconds&lt;br /&gt;
&lt;br /&gt;
'''• &amp;lt;u&amp;gt;Capture Limit&amp;lt;/u&amp;gt;:''' 10&lt;br /&gt;
&lt;br /&gt;
'''• &amp;lt;u&amp;gt;[[Weapons]]&amp;lt;/u&amp;gt;:''' All enabled (besides stationary guns)&lt;br /&gt;
&lt;br /&gt;
'''• &amp;lt;u&amp;gt;[[Bonuses]]&amp;lt;/u&amp;gt;:''' Disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Capture the Flag (CTF)=&lt;br /&gt;
[[File:CCCT-1.png|thumb|right|Flag carrier indication in chat]]&lt;br /&gt;
&lt;br /&gt;
[[File:CCCT-2.png|thumb|right|Stolen flag indicator in interface]]&lt;br /&gt;
This game-mode consists of two teams: '''&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Alpha (Red)&amp;lt;/span&amp;gt; &amp;amp; &amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;Bravo (Blue)&amp;lt;/span&amp;gt;'''. The goal is for each team to steal the enemy's flag and bring it back to their own flag. The team with more captures (caps) in the round (each map is a round) are the winners. The team with more captures (caps) at the end of the round (each map is a round) wins.&lt;br /&gt;
&lt;br /&gt;
There are 32 [[Default_Maps#Capture_the_Flag_Maps|'''default CTF maps''']] in Soldat, as well as hundreds of [http://tms.jrgp.org/2010/ '''custom made maps'''].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Games in Soldat CTF are solely decided by cap difference. That means capturing the flag, or preventing your opponent from doing the same, should be the driving motivation for everything you do during a game. Sounds obvious, right? But it's easier said than done. In fact, some might say that this is one of the most common sources of mistakes, even among experienced players. With so many other things going on, it can be hard to keep track of the position of both flags at all times. The most helpful tool for this task is your [[Game Screen#HUD|'''interface''']].&lt;br /&gt;
&lt;br /&gt;
Being roughly aware of where the flags are is well and good, but you will also have to react correctly. When one or both of the flags have been captured and you are still alive, your next decision will often make the difference between making and breaking a cap. Which decision is the right one will depend on the specific situation. But it is important to realize, that every time a flag gets removed from its designated spot, you have potentially reached a critical point in the game and need to be on high alert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Map knowledge=&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to gain map knowledge prior to playing [[Soldat's Official Discord Server#Soldat Gather on Discord|Gathers]]. In order to do so, you can:&lt;br /&gt;
&lt;br /&gt;
'''1) Begin an offline session''' ('''START GAME''' in-game tab) to walk around the maps and explore paths in each CTF map.&lt;br /&gt;
&lt;br /&gt;
'''2) Play on CTF [https://soldat.pl/en/lobby public servers]''' ('''JOIN GAME''' in-game tab) to gain experience in those maps, and possibly in other custom maps.&lt;br /&gt;
&lt;br /&gt;
'''3) Be brave;''' dive into deep water and learn as you go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most popular maps in [[Soldat's Official Discord Server#Soldat Gather on Discord|Gather]] nowadays are: ''Guardian, Rotten, IceBeam, Wretch, Blade.'' &lt;br /&gt;
&lt;br /&gt;
The reason that these maps are favored is due to their size and fast game-play which suits the default 3vs3 format [[Soldat's Official Discord Server#Soldat Gather on Discord|gathers]] use (just like public servers for example, usually use big enough maps to consist large teams).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movement=&lt;br /&gt;
&lt;br /&gt;
'''• [https://forums.soldat.pl/index.php?topic=42878.0 Haste's Comprehensive Movement Tutorial]'''&lt;br /&gt;
&lt;br /&gt;
'''• [https://www.youtube.com/watch?v=SxaH8dxk-Kw Ginn's Running Tutorial]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first one is an '''in-depth''' tutorial of all movements in Soldat. The second one will teach the most fast-efficient set of movements&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Aim=&lt;br /&gt;
===Crosshair===&lt;br /&gt;
The crosshair is the thing you move around with the mouse. It indicates where you’re aiming. Placing the crosshair on a teammate will show their nickname, and health points percentage. Placing the crosshair on an enemy however, will only show their nicknames red (Doesn’t work on crouched or proning enemies).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Crosshair placement===&lt;br /&gt;
The best crosshair placement depends on the gun, your and your enemy’s movement,  and the distance between you and your enemy. Some weapons bullets lose speed as they go further. In order to better understand bullet velocity, try shooting at enemies in different situations and angles.&lt;br /&gt;
&lt;br /&gt;
Also, if you’re getting shot, most guns will become less accurate (bink) due to getting hit. If that wasn’t enough, most guns will become less accurate (bink) when you get hit by bullets, and you movement can affect accuracy (for instance: [[Barrett M82A1|Barrett]] &amp;amp; [[Ruger 77|Ruger-77]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Practice===&lt;br /&gt;
A great way to practice your aiming skills outside of gathers is engaging in what’s called “1vs1 aim”. The best setting would be a server with CTF set as its game-mode on the map: Rok. This way you always re-spawn at the same spots and not randomly across the map,  making it easier to focus on aiming. At each round, use your primary gun '''&amp;lt;u&amp;gt;only&amp;lt;/u&amp;gt;''' (no secondary, no grenades) for 10 minutes. No fancy running away, just engage in aiming only - Stats don’t matter in this practice meta, just try to focus on your aim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
&lt;br /&gt;
Soldat does not have classes or a buy system to determine which weapon you can choose from, and you also do not run out of ammunition. You can select from all available weapons without limitation. You can change your weapons whenever you re-spawn. Press '''[TAB]''' to enable or disable the weapons menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapons will provide greater damage when player’s inherited velocity is greater, meaning you will do more damage moving towards your target. You will also take more damage moving towards the enemy’s bullets.&lt;br /&gt;
&lt;br /&gt;
Weapons in Soldat are fairly balanced. However, it is recommended to adjust your choice of weapon depending on the map and situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Playing [[Barrett M82A1|Barrett]] on a fast-paced map such as '''''ctf_Wretch''''' might not be considered the best weapon choice of weapon, while it's a better choice on larger maps such as '''''ctf_Nuubia''''' or '''''ctf_Mayapan'''''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Tip:''' You can equip yourself with 2 primary weapons (e.g [[AK-74]] &amp;amp; [[Barrett M82A1|Barrett]]). To carry 2 primary weapons simply drop your secondary weapon and pick up a weapon from the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gathers are currently testing the new '''weapons mod''' (WM) for the upcoming Soldat version 1.7.2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can view the new weapons mod [http://gather.soldat.pl/172/beta10/weapons.ini '''here'''] or test it in '''#gather''' on our [[Soldat's Official Discord Server|'''Discord server''']].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Roles=&lt;br /&gt;
&lt;br /&gt;
The main goal of CTF is of course getting as many captures as possible. However, there are also roles for each player in a team. The roles may vary between different maps and different teams. It is utterly important to think what's  good for the team and to play together. Teamwork makes the dream work!&lt;br /&gt;
&lt;br /&gt;
These roles aren't pre-set in Soldat, and should be communicated with your team before each map. In reality, the plan does not always work, hence roles should be flexible. Prepare yourself for being creative in case the roles don't work out perfectly and find the ways to cover your teammates failures, or communicate to swap roles mid-game if the current tactic does not work out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Route related roles===&lt;br /&gt;
Usually two players take the main route, usually it is  the bigger route. while 1 player takes the alt (alternative) route, usually a narrow or isolated route commonly used for escaping with the flag. Sometimes, if your team wants to put in a little more pressure, it's possible to skip the alt route from time to time (providing it is clear of enemies) to get quicker into their base and apply more pressure. But! it might leave your base undefended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Personal gamestyle roles===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Rusher=====&lt;br /&gt;
The role of a rusher is to dive straight into the enemy's base in attempt to snatch their flag, sometimes even completely ignoring enemies in order to get that capture. However, it might be considerably smarter to eliminate enemies whilst still trying to rush to the flag. Your teammates will need cover for potential enemy leaks, so keep an eye on your base with peripheral vision even if your role is to rush. Rushing can be done pretty much with any weapon, however the [[M79]] and [[Spas-12]] which their boosting abilities allows for faster movement across the map.&lt;br /&gt;
&lt;br /&gt;
=====Defender=====&lt;br /&gt;
The role of a defender is to eliminate any enemies that teammates fail to killed (leak). A defensive player is needed in most maps. That being said, it is not highly recommended to play super defensive bunker-style for 10 minutes every map, because a lot of maps are about applying constant pressure. If you have the role of the defender, try to find a balance and develop a sense of when you attack and when you defend. Defenders usually play automatic weapons because the clip-sizes allow them to eliminate multiple enemies.&lt;br /&gt;
&lt;br /&gt;
=====All Rounder=====&lt;br /&gt;
The role of an all-rounder basically means a combination of a rusher and a defender. Stability (deathmatch-wise), flexibility (different responses for different situations) are important traits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Common mistakes=&lt;br /&gt;
&lt;br /&gt;
===Old Dog, New Tricks===&lt;br /&gt;
Do not be afraid to learn something new (this one is dedicated to all the oldies out there). Yes, some of us have been playing over a decade now, but it doesn’t mean that we’re always open minded. Playing 15 years doesn’t negate the fact that there might be something you've missed, or something that you haven’t developed enough. Whether it’s movement, aiming, game-sense or whichever other aspect comes to mind. Try to keep an open mind, and use losing, and observing the enemies’ actions, as a learning process. If you’ll be open minded, you might be able to enjoy the game more, and get better at it as well. Double profit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Leaking===&lt;br /&gt;
Leaking can mean you completely missed an enemy due to not scanning the areas whilst on the go towards enemy base. It can also mean that you've failed a 1vs1 and failed to communicate it out to your team with [[Profiles and Taunts|taunts]], so they can try to cover the route. &lt;br /&gt;
&lt;br /&gt;
A good way to avoid leaks is to try to keep peripheral vision and active awareness of your surroundings. If you're sure an enemy is not approaching, drag your crosshair around the corners of the map to see those blind spots and make sure you haven't missed an enemy (even if your teammates did not acknowledge you in team-chat). Also in every 1vs1 that you fail, use the respective taunt to hint your team-mates which path to cover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ignoring Info===&lt;br /&gt;
Team chat, [[Profiles and Taunts|Taunts]] and Radio Menu are there for a reason. It's extremely important to keep communicating with the team during the match.&lt;br /&gt;
&lt;br /&gt;
Soldat has key-bindings ([[Profiles and Taunts|taunts]]) to send team-chat messages in a fast way. This allows you to give your team the needed information such as where the “EFC” (Enemy Flag Carrier) or the “FFC” (Friendly Flag Carrier) are located. You can assign those '[[Profiles and Taunts|taunts]]' to ALT + [1,2,3...A,B,C...]. Get the [http://sfd.doc776.org/app/49 Soldat Taunt Editor tool] to create or customize [[Profiles and Taunts|taunts]].&lt;br /&gt;
&lt;br /&gt;
Make sure to use the information your team provides in order to enhance team-play. Also make sure to deliver the CORRECT info to your team. If you mistakenly deliver 2 locations of enemy flag carrier, it might confuse your teammates and at times even harm the team's performance.&lt;br /&gt;
&lt;br /&gt;
 Sometimes people will use an '''&amp;quot;EFC LOW&amp;quot;''' taunt if friendly flag is loose low, or '''&amp;quot;FFC LOW&amp;quot;''' if enemy's flag is loose low.&lt;br /&gt;
 It can be a little confusing, but with enough awareness, could be used to your advantage.&lt;br /&gt;
&lt;br /&gt;
===“Doubling” a route or not manning your route===&lt;br /&gt;
as mentioned above, the roles are a general guideline, to keep an understanding between the teammates, who does what in the match. In most cases, not manning your route might force your teammates to clean up after your “leak” and generally might cause a lack of flow due to them having to pursue other roles. It’s a very risky move and a player should be a hundred percent sure that’s the right time or situation for doubling, meaning that the route is either completely clear or there’s a teammate covering using that path for that specific round for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===No focus on base===&lt;br /&gt;
In many situations it is highly important to clear the base first, for example: in IceBeam, there's a potential for multiple caps in a short time due to the skeleton of the map). Make sure to clear the base unless you're in a position that forces you to rush out of there, or you see that your teammates are defusing the situation. If you're not sure they're handling it (you see they're very Low HP), stick around until the situation is dealt with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Points greediness===&lt;br /&gt;
It’s a common misconception in CTF to think that you can make up for your lack of performance at flag capturing, with a good kills and death (K/D) score. However, remember that, at the end of the map, the team's capturing score is the one that matters. Be mindful of your surroundings, cover your teammates in a way that’ll contribute to the match and not only your personal stats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Use your weapons===&lt;br /&gt;
use your [[Secondary Weapons|secondary weapon]] and your grenades! Each player is equipped with a secondary weapons ([[USSOCOM]], [[Combat Knife]], [[Chainsaw]] &amp;amp; [[M72 LAW]]). Each weapon is unique and can be used for different scenarios. You can switch to your secondary weapon by pressing ''[Q]''.&lt;br /&gt;
&lt;br /&gt;
- '''[[USSOCOM]]''' pistol is usually equipped with one-shot weapons ([[M79]], [[Barrett M82A1|Barrett]]). &lt;br /&gt;
&lt;br /&gt;
- '''[[Combat Knife]]''' is probably the most common secondary weapon, it can be thrown, very useful for spawn killing or instant-knife-kill upon re-spawn to prevent enemies from capturing the flag. The knife can also be used when the spawn protection is still, commonly called in the community: insta-knife (instant knifing).&lt;br /&gt;
&lt;br /&gt;
- '''[[Chainsaw]]''' is perhaps the hardest secondary to use. Both for novice and experienced shooters, and especially against experienced players. You will need a good concept of movement to use it to your advantage. &lt;br /&gt;
&lt;br /&gt;
- '''[[M72 LAW]]''' very good for defensive scenarios, lurking and spawn killing. You can aim to common spots and &amp;quot;blind shot&amp;quot; or use known ricochet spots to get those blind shots as well. It is sometimes used even is a preventive weapon in a way, for example: you get the flag in ctf_Dropdown and players are respawning and you push them back into spawn by hitting the poly near them. Then escape with the flag or throw flag to teammate.&lt;br /&gt;
&lt;br /&gt;
- '''[[Frag Grenade|Frag grenades]]''': Default re-spawn grants 1 grenade, and grenade kits grant a maximum of 3 grenades. Using grenades whilst shooting the enemy can provide a very quick kill with a minimal usage of bullets. It is a very effective and commonly used method. Another thing you can use grenades for is boosting on colliders to gain speed (probably should practice that as well outside of gather to prevent losing an excessive amount of health due to boosting fails).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summary'''''&lt;br /&gt;
&lt;br /&gt;
It might seem a lot of work, but once you get used to each on of these concepts. It can pretty much become autopilot-mode, and you’ll use these good habits without thinking twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Productive Mindset=&lt;br /&gt;
Playing lots without improvement can be demotivating. However, most days than others, our own attitude towards the game directly affects the game-play. It’s beneficial to eliminate any focus on bugs, eats, trolling, flaming and skill gaps. Yes, shit happens, but focusing on it won’t gain you the lead again. And might even distract you and your team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Try to develop a '''''productive mindset'''''. It will undoubtedly help you develop your skill and you’ll enjoy the game even more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you find someone’s comments or general attitude non-profitable and only a distraction to your game-play, consider using the '''/mute''' command. Sometimes it’s better to have no info, and looking for problems actively instead of listening to a toxic teammate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Configuration Hints=&lt;br /&gt;
&lt;br /&gt;
===Flag throw===&lt;br /&gt;
Default key combination  for a flag throw is '''[W+S]''', however it may interfere with some of the movements a player can perform and result in undesired flag throws that might cost the team a point. It is highly suggested to bind it to '''[G]''' because of its proximity to the W, S, A, D - default movement keys layout, and the it’s not bound to any other action. If you have customized your keys already, pick the most comfortable one for your setup.&lt;br /&gt;
&lt;br /&gt;
===Force Background Colors===&lt;br /&gt;
In some maps it can very useful to have. take for example '''''ctf_Catch''''', it has an extremely dark map background. Using a custom background forced color might enhance visibility. Some players use this option in all maps. This can be done inside of Soldat in the Player tab on the upper right-hand corner.&lt;br /&gt;
&lt;br /&gt;
===Remove Background Scenery===&lt;br /&gt;
Removing some of the scenery objects from your screen while playing might be also beneficial for some players to relate on pure game-play and not on the excessive details some maps have to offer. While it neglects art aspects of maps, a lot of competitive players have found this setting useful. You can un-check render background scenery through config.exe file in your soldat directory, inside More tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Modification Hints=&lt;br /&gt;
You can use custom modifications to enhance visibility and make it easier, for example, to see grenades or bullet trajectory better - [https://forums.soldat.pl/index.php?board=25.0 '''Soldat Forums Modifications Board'''].&lt;br /&gt;
&lt;br /&gt;
As well as '''Clutter Free''' can provide a nice cleaner look to your Soldat - [https://forums.soldat.pl/index.php?topic=43946 '''Link''']&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
You can read this article on the following forums:&lt;br /&gt;
* [http://www.sctfl.net/forums/index.php?topic=56548 Soldat Comprehensive Competitive CTF Tutorial on SCTFL Forums]&lt;br /&gt;
* [https://forums.soldat.pl/index.php?topic=45155 Soldat Comprehensive Competitive CTF Tutorial on Soldat Forums]&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:CCCT-1.png&amp;diff=3109</id>
		<title>File:CCCT-1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:CCCT-1.png&amp;diff=3109"/>
				<updated>2018-06-07T06:40:34Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:CCCT-2.png&amp;diff=3110</id>
		<title>File:CCCT-2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:CCCT-2.png&amp;diff=3110"/>
				<updated>2018-06-07T06:40:34Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Introduction&amp;diff=3107</id>
		<title>Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Introduction&amp;diff=3107"/>
				<updated>2018-06-04T20:43:02Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
[[File:Reviews.gif|Reviews|right]]Soldat is a unique 2D (side-view) multiplayer action game for Windows. It has been influenced by the best of games such as Liero, Worms, Quake, and Counter-Strike and provides a fast-paced gaming experience with tons of blood and flesh. Soldiers fight against each other in 2D battle arenas using a deadly arsenal of military weapons, across 7 default game modes. The game is free to play, with optional registration unlocking cosmetic features, such as colored jet flames and customizable interfaces. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soldat was developed by Michał Marcinkowski (MM) beginning in November of 2001. MM is CEO of the independent game development group [https://pr.thd.vg Transhuman Design] and is also known for his work on games such as [[Crimson Glory]], [[R]] &amp;amp; [[link-dead]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soldat is coded in the Delphi programming language using the JEDI libraries. The first public beta (V 0.9.4b) was released on 09.05.2002. As time passed, the game changed from being developed exclusively by MM, to having many different developers that contribute in different ways, with MM still making the executive decisions for Soldat. Brief history of Soldat's head developers:&lt;br /&gt;
* '''2001 - 2008''' Michał Marcinkowski (MM)&lt;br /&gt;
* '''2008 - 2010''' Nick Cooper (EnEsCe)&lt;br /&gt;
* '''2010 - 2016''' Gregor. A. Cieslak (Shoozza) &lt;br /&gt;
* '''2016 - 2017''' Tomasz Kołosowski (Falcon)&lt;br /&gt;
* '''2017 - 2018''' Gregor. A. Cieslak (Shoozza) &lt;br /&gt;
* '''2018 - present''' Paweł Drzazga (helloer) &amp;amp; Mariano Cuatrin (urraka)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM has previously promised to release Soldat as open source if he ever stops working on it himself (roughly around 2008). But after few years of his decreasing activity on Soldat (due to work on other games) this idea was abandoned, and Soldat was taken over the wings of a few community members that develop the game voluntarily in order to keep it alive. Nowadays the thought of making Soldat opensource is floating again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of April 2018, Shoozza (Gregor A. Cieslak) is the lead developer of Soldat, with the current goal being to release the next version on [https://en.wikipedia.org/wiki/Steam_(software)| Steam].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
June 2018, Shoozza stepped down from the lead developer role to make way for a quicker pace development. The current dev leads are helloer &amp;amp; urraka.&lt;br /&gt;
&lt;br /&gt;
= Screenshots =&lt;br /&gt;
[[File:SoldatThumb.png|1450px|Soldat Thumbnail]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
===Minimum requirements===&lt;br /&gt;
* Computer, Keyboard, Mouse, Monitor&lt;br /&gt;
* OS: Windows XP&lt;br /&gt;
* Processor: 333mhz&lt;br /&gt;
* Memory: 32 MB RAM&lt;br /&gt;
* Graphics: OpenGL 2.1 Support (or higher)&lt;br /&gt;
* Network: Broadband Internet Connection&lt;br /&gt;
* Storage: 250 MB available space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gamemodes=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Soldat has seven main dedicated game modes&amp;lt;/u&amp;gt;:&lt;br /&gt;
*[[Deathmatch]]&lt;br /&gt;
*[[Pointmatch]]&lt;br /&gt;
*[[Teammatch]]&lt;br /&gt;
*[[Rambomatch]]&lt;br /&gt;
*[[Capture the Flag]]&lt;br /&gt;
*[[Infiltration]]&lt;br /&gt;
*[[Hold the Flag]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;It also has three additional sub game modes&amp;lt;/u&amp;gt;:&lt;br /&gt;
*[[Realistic]] mode&lt;br /&gt;
*[[Survival]] mode&lt;br /&gt;
*[[Advance]] mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;There are also custom sub game modes, such as&amp;lt;/u&amp;gt;:&lt;br /&gt;
*[[Climb]]&lt;br /&gt;
*[[Dodgeball]] (DB)&lt;br /&gt;
*[[Domination]] (DOM)&lt;br /&gt;
*[[Hide and Seek]] (H'n'S)&lt;br /&gt;
*[[Knife Only]] (KO)&lt;br /&gt;
*[[OneShots]] (OS)&lt;br /&gt;
*[[Pirates vs Ninjas]]&lt;br /&gt;
*[[Realistic Soldat/Counter Strike]] (RS/CS)&lt;br /&gt;
*[[TW]] (Trench Wars)&lt;br /&gt;
*[[TTW]] (Tactical Trench Wars)&lt;br /&gt;
*[[Zombie]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
See '''[[Weapons]]''' for a detailed description of each available weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:SoldatWeaponsMenu.png|Weapons Selection Menu (In-game)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Default Controls==  &lt;br /&gt;
Fully described list of the default keys setup can be found '''[[Default Controls| Here]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development Tools Used==&lt;br /&gt;
Full list of Development tools used for previous versions and upcoming one can be found '''[[Development Tools Used| Here]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Contact=&lt;br /&gt;
* &amp;lt;u&amp;gt;E-mail&amp;lt;/u&amp;gt;: michal.marcinkowski&amp;lt;at&amp;gt;gmail.com&lt;br /&gt;
* &amp;lt;u&amp;gt;E-mail (regarding registration)&amp;lt;/u&amp;gt;: support@thd.vg&lt;br /&gt;
* &amp;lt;u&amp;gt;Soldat Website&amp;lt;/u&amp;gt;: http://www.soldat.pl&lt;br /&gt;
* &amp;lt;u&amp;gt;Soldat Forums&amp;lt;/u&amp;gt;: http://www.soldatforums.com&lt;br /&gt;
* &amp;lt;u&amp;gt; Soldat Discord Server&amp;lt;/u&amp;gt;: http://gather.soldat.pl/discord&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
[[Full List of Soldat Credits]]&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Introduction&amp;diff=3106</id>
		<title>Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Introduction&amp;diff=3106"/>
				<updated>2018-06-04T20:42:28Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
[[File:Reviews.gif|Reviews|right]]Soldat is a unique 2D (side-view) multiplayer action game for Windows. It has been influenced by the best of games such as Liero, Worms, Quake, and Counter-Strike and provides a fast-paced gaming experience with tons of blood and flesh. Soldiers fight against each other in 2D battle arenas using a deadly arsenal of military weapons, across 7 default game modes. The game is free to play, with optional registration unlocking cosmetic features, such as colored jet flames and customizable interfaces. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soldat was developed by Michał Marcinkowski (MM) beginning in November of 2001. MM is CEO of the independent game development group [https://pr.thd.vg Transhuman Design] and is also known for his work on games such as [[Crimson Glory]], [[R]] &amp;amp; [[link-dead]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soldat is coded in the Delphi programming language using the JEDI libraries. The first public beta (V 0.9.4b) was released on 09.05.2002. As time passed, the game changed from being developed exclusively by MM, to having many different developers that contribute in different ways, with MM still making the executive decisions for Soldat. Brief history of Soldat's head developers:&lt;br /&gt;
* '''2001-2008''' Michał Marcinkowski (MM)&lt;br /&gt;
* '''2008-2010''' Nick Cooper (EnEsCe)&lt;br /&gt;
* '''2010-2016''' Gregor. A. Cieslak (Shoozza) &lt;br /&gt;
* '''2016-2017''' Tomasz Kołosowski (Falcon)&lt;br /&gt;
* '''2017-2018''' Gregor. A. Cieslak (Shoozza) &lt;br /&gt;
* '''2018-present''' Paweł Drzazga (helloer) &amp;amp; Mariano Cuatrin (urraka)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MM has previously promised to release Soldat as open source if he ever stops working on it himself (roughly around 2008). But after few years of his decreasing activity on Soldat (due to work on other games) this idea was abandoned, and Soldat was taken over the wings of a few community members that develop the game voluntarily in order to keep it alive. Nowadays the thought of making Soldat opensource is floating again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of April 2018, Shoozza (Gregor A. Cieslak) is the lead developer of Soldat, with the current goal being to release the next version on [https://en.wikipedia.org/wiki/Steam_(software)| Steam].&lt;br /&gt;
&lt;br /&gt;
June 2018, Shoozza stepped down from the lead developer role to make way for a quicker pace development. The current dev leads are helloer &amp;amp; urraka.&lt;br /&gt;
&lt;br /&gt;
= Screenshots =&lt;br /&gt;
[[File:SoldatThumb.png|1450px|Soldat Thumbnail]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
===Minimum requirements===&lt;br /&gt;
* Computer, Keyboard, Mouse, Monitor&lt;br /&gt;
* OS: Windows XP&lt;br /&gt;
* Processor: 333mhz&lt;br /&gt;
* Memory: 32 MB RAM&lt;br /&gt;
* Graphics: OpenGL 2.1 Support (or higher)&lt;br /&gt;
* Network: Broadband Internet Connection&lt;br /&gt;
* Storage: 250 MB available space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gamemodes=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Soldat has seven main dedicated game modes&amp;lt;/u&amp;gt;:&lt;br /&gt;
*[[Deathmatch]]&lt;br /&gt;
*[[Pointmatch]]&lt;br /&gt;
*[[Teammatch]]&lt;br /&gt;
*[[Rambomatch]]&lt;br /&gt;
*[[Capture the Flag]]&lt;br /&gt;
*[[Infiltration]]&lt;br /&gt;
*[[Hold the Flag]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;It also has three additional sub game modes&amp;lt;/u&amp;gt;:&lt;br /&gt;
*[[Realistic]] mode&lt;br /&gt;
*[[Survival]] mode&lt;br /&gt;
*[[Advance]] mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;There are also custom sub game modes, such as&amp;lt;/u&amp;gt;:&lt;br /&gt;
*[[Climb]]&lt;br /&gt;
*[[Dodgeball]] (DB)&lt;br /&gt;
*[[Domination]] (DOM)&lt;br /&gt;
*[[Hide and Seek]] (H'n'S)&lt;br /&gt;
*[[Knife Only]] (KO)&lt;br /&gt;
*[[OneShots]] (OS)&lt;br /&gt;
*[[Pirates vs Ninjas]]&lt;br /&gt;
*[[Realistic Soldat/Counter Strike]] (RS/CS)&lt;br /&gt;
*[[TW]] (Trench Wars)&lt;br /&gt;
*[[TTW]] (Tactical Trench Wars)&lt;br /&gt;
*[[Zombie]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
See '''[[Weapons]]''' for a detailed description of each available weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:SoldatWeaponsMenu.png|Weapons Selection Menu (In-game)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Default Controls==  &lt;br /&gt;
Fully described list of the default keys setup can be found '''[[Default Controls| Here]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development Tools Used==&lt;br /&gt;
Full list of Development tools used for previous versions and upcoming one can be found '''[[Development Tools Used| Here]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Contact=&lt;br /&gt;
* &amp;lt;u&amp;gt;E-mail&amp;lt;/u&amp;gt;: michal.marcinkowski&amp;lt;at&amp;gt;gmail.com&lt;br /&gt;
* &amp;lt;u&amp;gt;E-mail (regarding registration)&amp;lt;/u&amp;gt;: support@thd.vg&lt;br /&gt;
* &amp;lt;u&amp;gt;Soldat Website&amp;lt;/u&amp;gt;: http://www.soldat.pl&lt;br /&gt;
* &amp;lt;u&amp;gt;Soldat Forums&amp;lt;/u&amp;gt;: http://www.soldatforums.com&lt;br /&gt;
* &amp;lt;u&amp;gt; Soldat Discord Server&amp;lt;/u&amp;gt;: http://gather.soldat.pl/discord&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
[[Full List of Soldat Credits]]&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=Full_List_of_Soldat_Credits&amp;diff=3105</id>
		<title>Full List of Soldat Credits</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=Full_List_of_Soldat_Credits&amp;diff=3105"/>
				<updated>2018-06-04T20:40:14Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Active team members are marked in '''bold text'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=100%&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Developer Team===&lt;br /&gt;
* [[Michał Marcinkowski]] (MM) - Inventor, Project Owner &amp;amp; Business Manager of Soldat. &lt;br /&gt;
* '''Paweł Drzazga (helloer)''' - Current Development Lead&lt;br /&gt;
* '''Mariano Cuatrin (urraka)''' - Current Development Lead&lt;br /&gt;
* Chris GreenBank (ChrisGBK)&lt;br /&gt;
* Daniel Forssten (Skoskav)&lt;br /&gt;
* Gregor. A. Cieslak (Shoozza)&lt;br /&gt;
* Jacob Lindberg (Fryer)&lt;br /&gt;
* Joe Gillotti (jrgp)&lt;br /&gt;
* Michael Himing (tmtgr)&lt;br /&gt;
* Maciek (Mighty)&lt;br /&gt;
* Nick Cooper (EnEsCe)&lt;br /&gt;
* Oliver Kuckertz (Mr)&lt;br /&gt;
* Reko Tiira (reko_t)&lt;br /&gt;
* Tomasz Kołosowski (Falcon)&lt;br /&gt;
* Tony Libell (zakath)&lt;br /&gt;
* Umut Karakas (ExHunter)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lobby Maintenance===&lt;br /&gt;
* '''Joe Gillotti (jrgp)'''&lt;br /&gt;
* '''Ryan Rawdon (FliesLikeABrick)'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon Mod Team===&lt;br /&gt;
* '''Torben Schmidt (darDar)''' - WM Lead&lt;br /&gt;
* Daniel Forssten (Skoskav) - Former WM Lead&lt;br /&gt;
* alexoner&lt;br /&gt;
* bernadinho&lt;br /&gt;
* DragonSlayer&lt;br /&gt;
* Freeman&lt;br /&gt;
* Kenix&lt;br /&gt;
* Mittsu&lt;br /&gt;
* voDKa&lt;br /&gt;
* voltex&lt;br /&gt;
* Zero Static&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mapping Credits===&lt;br /&gt;
[[Default Maps| The full list of mapping credits]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Custom Interfaces (HUD)===&lt;br /&gt;
* '''&amp;quot;Cabbage&amp;quot;''' interface by NightCabbage&lt;br /&gt;
* '''&amp;quot;Lacey v2&amp;quot;''' interface by Urhos&lt;br /&gt;
* '''&amp;quot;Micro1&amp;quot;''' interface by grand_diablo&lt;br /&gt;
* '''&amp;quot;Soldat Style&amp;quot;''' interface by Michal&lt;br /&gt;
*''' &amp;quot;EVO&amp;quot;''' Soldat gostek-gfx by Michal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game music===&lt;br /&gt;
* '''&amp;quot;Bloody Soil&amp;quot;, &amp;quot;Gore&amp;quot; &amp;amp; &amp;quot;Necromancide&amp;quot;''' by BSG&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
===Translations===&lt;br /&gt;
* '''Belarusian''' by '''?'''&lt;br /&gt;
* '''Brazilian Portuguese''' by Felipe Augusto (t3chn0k), Prodigyx, deguix &amp;amp; Hex&lt;br /&gt;
* '''Catalan''' by '''?'''&lt;br /&gt;
* '''Chinese (Traditional)''' by cobrass&lt;br /&gt;
* '''Croatian''' by Wol&amp;amp;, filip2322, Croat &amp;amp; _Freeman_&lt;br /&gt;
* '''Czech''' by cApOnE, |SB|Scroow &amp;amp; rOy&lt;br /&gt;
* '''Dutch''' by DutchFlame&lt;br /&gt;
* '''Estonian''' by Xdada &amp;amp; Guile&lt;br /&gt;
* '''Finnish''' by Eskhata, Jerkington XIII, Draculazla &amp;amp; Reko Tiira (reko_t)&lt;br /&gt;
* '''French''' by Kaze, Colonel ONeill, VinceBros &amp;amp; Bistoufly&lt;br /&gt;
* '''German''' by Gregor A. Cieslak (Shoozza), rumpel, voDKa` &amp;amp; Vermithrax&lt;br /&gt;
* '''Greek''' by Leo&lt;br /&gt;
* '''Hebrew''' by Red Ninja, nosejj &amp;amp; Pavliko&lt;br /&gt;
* '''Hungarian''' by PsychoHUN &amp;amp; Kaimelar&lt;br /&gt;
* '''Italian''' by PANTERA, Lumberjack &amp;amp; DarkSpread&lt;br /&gt;
* '''Japanese''' by sanada&lt;br /&gt;
* '''Korean''' by Kzya &amp;amp; elite&lt;br /&gt;
* '''Lithuanian''' by Honest&lt;br /&gt;
* '''Norwegian''' by evhO, Snu5_Mum12 &amp;amp; RamboViking&lt;br /&gt;
* '''Polish''' by machina, Beowulf, Agate, freestyler &amp;amp; Bonecrusher&lt;br /&gt;
* '''Russian''' by SyavX &amp;amp; n0b-&lt;br /&gt;
* '''Slovak''' by cApOnE, M[a]nny &amp;amp; Roy&lt;br /&gt;
* '''Spanish''' by Fujifabric&lt;br /&gt;
* '''Swedish''' by Jacob Lindberg (Fryer) &amp;amp; Tony Libell (zakath)&lt;br /&gt;
* '''Thai''' by '''?'''&lt;br /&gt;
* '''Turkish''' by XmRipper, verbeia &amp;amp; tjutg&lt;br /&gt;
* '''Ukrainian''' by SyavX&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beta Testing Team===&lt;br /&gt;
* alexoner&lt;br /&gt;
* As de Espada&lt;br /&gt;
* Beowulf Agate&lt;br /&gt;
* bernadinho&lt;br /&gt;
* Bistoufly (Haste)&lt;br /&gt;
* Bonecrusher&lt;br /&gt;
* cobrass&lt;br /&gt;
* darDar&lt;br /&gt;
* Denacke&lt;br /&gt;
* Draculazla&lt;br /&gt;
* DragonSlayer (DS)&lt;br /&gt;
* ds dude&lt;br /&gt;
* Freeman&lt;br /&gt;
* freestyler&lt;br /&gt;
* Fujifabric&lt;br /&gt;
* Furai&lt;br /&gt;
* homerofgods (evhO)&lt;br /&gt;
* Honest&lt;br /&gt;
* iAmBullet&lt;br /&gt;
* jackwade69&lt;br /&gt;
* Kaze&lt;br /&gt;
* Kenix&lt;br /&gt;
* Leo&lt;br /&gt;
* L[0ne]R&lt;br /&gt;
* machina&lt;br /&gt;
* Mighty&lt;br /&gt;
* miketh2005&lt;br /&gt;
* Mittsu&lt;br /&gt;
* mtk&lt;br /&gt;
* M[a]nny&lt;br /&gt;
* Nanouk&lt;br /&gt;
* PANTERA&lt;br /&gt;
* pavliko&lt;br /&gt;
* Petterkowski&lt;br /&gt;
* sanada&lt;br /&gt;
* squiddy&lt;br /&gt;
* SyavX&lt;br /&gt;
* t3chn0k&lt;br /&gt;
* VinceBros&lt;br /&gt;
* Viral&lt;br /&gt;
* voDKa&lt;br /&gt;
* voltex&lt;br /&gt;
* Xadhoom (TheRedDeaTh)&lt;br /&gt;
* xmRipper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Special Thanks (MM)=&lt;br /&gt;
* The whole '''Soldat Community'''! Everybody that mailed me and talked about Soldat on message boards, giving me good advice and motivating me.&lt;br /&gt;
* '''Warsztat''' (http://warsztat.pac.pl) - for their help in testing the former betas.&lt;br /&gt;
* '''Thomasa Jakobsen''' from IO Interactive for his wonderful article (http://www.teknikus.dk/tj/gdc2001.htm).&lt;br /&gt;
* '''Number27''' for his tutorials (I don't have the address).&lt;br /&gt;
* '''FliesLikeABrick''' for hosting and administering Soldat Forums (http://forums.soldat.pl) and all the moderators.&lt;br /&gt;
* '''DNA.Styx''' for administrating the old Soldat Forums.&lt;br /&gt;
* The Soldat Community members, especially: '''Ardaen''' for helping with the Anti-Cheat and network code, '''b00stA''' for the URL shortcut and scripts, '''Hercules Poirot''' for the polygon bugs project and people who helped him.&lt;br /&gt;
* '''Dolny''' for hosting the first official web site, promotion and ideas.&lt;br /&gt;
* '''TRSSam''' for providing the first lobby server.&lt;br /&gt;
* Special, special thanks for all those that tested Soldat and made it a better game (yes it's you)!&lt;br /&gt;
* In a short version I thank: the electricity company, my computers, my keyboard, start menu, John Pascal (or whatever his name is), John 'god' Carmack, Bill G., Sylvester S., Arnold S. ...&lt;br /&gt;
* To those who should be here but didn't remind me that they should be here!&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:23_-_Pollyboost_Roll.gif&amp;diff=3099</id>
		<title>File:23 - Pollyboost Roll.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:23_-_Pollyboost_Roll.gif&amp;diff=3099"/>
				<updated>2018-05-29T20:08:22Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:22_-_Roll_(2).gif&amp;diff=3098</id>
		<title>File:22 - Roll (2).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:22_-_Roll_(2).gif&amp;diff=3098"/>
				<updated>2018-05-29T20:08:21Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:14_-_Cannoball_%2B_Superman.gif&amp;diff=3096</id>
		<title>File:14 - Cannoball + Superman.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:14_-_Cannoball_%2B_Superman.gif&amp;diff=3096"/>
				<updated>2018-05-29T20:08:20Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:17_-_Cannonball_Superman.gif&amp;diff=3097</id>
		<title>File:17 - Cannonball Superman.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:17_-_Cannonball_Superman.gif&amp;diff=3097"/>
				<updated>2018-05-29T20:08:20Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:21_-_Roll_(1).gif&amp;diff=3094</id>
		<title>File:21 - Roll (1).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:21_-_Roll_(1).gif&amp;diff=3094"/>
				<updated>2018-05-29T20:08:19Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:18_-_Cannonball_Everywhere.gif&amp;diff=3095</id>
		<title>File:18 - Cannonball Everywhere.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:18_-_Cannonball_Everywhere.gif&amp;diff=3095"/>
				<updated>2018-05-29T20:08:19Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:19_-_Weapon_Change_Cancel_Prone_(1).gif&amp;diff=3092</id>
		<title>File:19 - Weapon Change Cancel Prone (1).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:19_-_Weapon_Change_Cancel_Prone_(1).gif&amp;diff=3092"/>
				<updated>2018-05-29T20:08:18Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:15_-_Superman_Full-stop.gif&amp;diff=3093</id>
		<title>File:15 - Superman Full-stop.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:15_-_Superman_Full-stop.gif&amp;diff=3093"/>
				<updated>2018-05-29T20:08:18Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:20_-_Weapon_Change_Cancel_Prone_(2).gif&amp;diff=3091</id>
		<title>File:20 - Weapon Change Cancel Prone (2).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:20_-_Weapon_Change_Cancel_Prone_(2).gif&amp;diff=3091"/>
				<updated>2018-05-29T20:08:15Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:16_-_Superman_Punch_Stab_Q_Prone_Cancel.gif&amp;diff=3090</id>
		<title>File:16 - Superman Punch Stab Q Prone Cancel.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:16_-_Superman_Punch_Stab_Q_Prone_Cancel.gif&amp;diff=3090"/>
				<updated>2018-05-29T20:08:12Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:10_-_Superman_(2).gif&amp;diff=3088</id>
		<title>File:10 - Superman (2).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:10_-_Superman_(2).gif&amp;diff=3088"/>
				<updated>2018-05-29T20:08:11Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:12_-_Cannoball_(2).gif&amp;diff=3089</id>
		<title>File:12 - Cannoball (2).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:12_-_Cannoball_(2).gif&amp;diff=3089"/>
				<updated>2018-05-29T20:08:11Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:7_-_Late_Backflip.gif&amp;diff=3087</id>
		<title>File:7 - Late Backflip.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:7_-_Late_Backflip.gif&amp;diff=3087"/>
				<updated>2018-05-29T20:08:10Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:11_-_Cannonball_(1).gif&amp;diff=3086</id>
		<title>File:11 - Cannonball (1).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:11_-_Cannonball_(1).gif&amp;diff=3086"/>
				<updated>2018-05-29T20:08:08Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:8_-_Late_Backflip_Direction_Change.gif&amp;diff=3084</id>
		<title>File:8 - Late Backflip Direction Change.gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:8_-_Late_Backflip_Direction_Change.gif&amp;diff=3084"/>
				<updated>2018-05-29T20:08:07Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:13_-_Cannoball_(3).gif&amp;diff=3085</id>
		<title>File:13 - Cannoball (3).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:13_-_Cannoball_(3).gif&amp;diff=3085"/>
				<updated>2018-05-29T20:08:07Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:9_-_Superman_(1).gif&amp;diff=3082</id>
		<title>File:9 - Superman (1).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:9_-_Superman_(1).gif&amp;diff=3082"/>
				<updated>2018-05-29T20:08:04Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:5_-_Reverse_Backflip_(1).gif&amp;diff=3083</id>
		<title>File:5 - Reverse Backflip (1).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:5_-_Reverse_Backflip_(1).gif&amp;diff=3083"/>
				<updated>2018-05-29T20:08:04Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:4_-_Basic_Backflip_(2).gif&amp;diff=3081</id>
		<title>File:4 - Basic Backflip (2).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:4_-_Basic_Backflip_(2).gif&amp;diff=3081"/>
				<updated>2018-05-29T20:08:03Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:6_-_Reverse_Backflip_(2).gif&amp;diff=3080</id>
		<title>File:6 - Reverse Backflip (2).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:6_-_Reverse_Backflip_(2).gif&amp;diff=3080"/>
				<updated>2018-05-29T20:08:01Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	<entry>
		<id>https://wiki.soldat.pl/index.php?title=File:3_-_Basic_Backflip_(1).gif&amp;diff=3078</id>
		<title>File:3 - Basic Backflip (1).gif</title>
		<link rel="alternate" type="text/html" href="https://wiki.soldat.pl/index.php?title=File:3_-_Basic_Backflip_(1).gif&amp;diff=3078"/>
				<updated>2018-05-29T20:08:00Z</updated>
		
		<summary type="html">&lt;p&gt;Nosejj: Uploaded with SimpleBatchUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nosejj</name></author>	</entry>

	</feed>