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Strategy
Strategy page
The following is a strategy page for the article DM-Deck17.

Walkthrough[]

Blood Rites[]

"Enter Deck 17 - Magma Refinery... Deck 16's HOT neighbor."
Mission description

As a BloodRites map, this match can be played either as an Instagib match or all-weapons match.

Tournament Finals[]

"Enter Deck 17 - Magma Refinery... Deck 16's HOT neighbor."
Mission description

The team you'll face here is the one from the Godlike tier that scored the better win:loss ratio in the Ladders.

Tips and tricks[]

Main article: DmDeck16
Main article: DM-Deck16][
  • For fun, try pushing players into the pits for an instant kill.
  • Use a lift jump to get to the Shield Pack on the boxes between the two lifts.
  • Careful around the magma pool with the Flak Cannon. You can easily get pushed in by an opponent or even accidently fall in by yourself.
  • Around the large magma pool players are a good target for the rocket launcher because they are either close to the walls or can easily be pushed into the magma.

Prima Official Guide[]

"The classic Deck 16 is cordoned off, but the next deck is functional and full of weapons. Most of the action involves blasting the enemy in the circular outer corridor, or checking the huge deck and the magma pool below. Learn the location of the hard-to-reach items and consistently return to them. Find a few unexpected sniping spots.

Map Patrol
Starting on a ledge overlooking the main deck structure and three ramps, note a sniper rifle in the semicircular top alcove and double damage on a crate underneath. Reach it by double jumping to the upper ledge spanning the main deck. The deck has three crates against the left wall. Between the sniper rifle and the crates are a 50 shield pack and two biorifle ammo packs. Move to the upper ledge's end to grab the biorifle and two more ammo packs.
Head down either of the two ramps (the center one leads to a door below) to the lower decks. Near two crates at the end by the double damage area are two link ammo packs and a door (with an adrenaline pill) to a circular surrounding passage. In the lower deck's middle, on a tiny crate between two large crate stacks is a link gun with two ammo packs. In front of this tiny crate is the second door to the circular surrounding passage and another adrenaline pill.
At the lower ledge's end, which has three ramps connected to the upper ledge area, a central platform runs the length of the deck interior. Jump onto this but watch your footing as there's a lower deck and a pool of lava below. Jump in the middle and land on the narrow center support strut below the platform to get a 100 shield pack. For the moment, stay on the middle platform. A door at one end connects to the circular outer corridor and a double elevator bank, plus a hidden roof support area with the redeemer (accessible only by teleport).
The platform has a wider end near the door, with a minigun and two ammo packs. Run to the other end, under the sniper rifle, and check out the double damage atop the crates. Around the back of the single crate to the right is a shock rifle and two ammo packs. To reach the double damage, head up the nearest large deck ramp and jump or double jump from it. The double damage is on the three crates. Along the right wall is a door (and an adrenaline pill) that leads to the end of the circular corridor and a biorifle.
Head down the large passage near the double damage, stay left of a large crate stack, and claim two health packs. You're now at the start of the circular corridor. A passage in the far right corner leads to a flak cannon and two ammo packs. Note the pipe that you can use as a shortcut, and the sniper, shock, and rocket ammo packs on the opposite wall.
The door leads to the junction with the double elevator bank on your right and the deck platform entrance to your left. Head straight up a ramp, passing the motivational screen. Atop the ramp, a long corridor leads left. Right of the ramp is a sniper rifle and two ammo packs. Run along the corridor to a gap in the left wall that leads to the middle giant ramp in the main deck, and three adrenaline pills.
Pass the door to the deck and inspect the two crates on the right wall. Between them are five health vials. At the corridor's end is a ramp, a flak cannon on a small crate, and two flak ammo packs. Follow the ramp to a curved corridor to the left. Pass through four adrenaline pills to finish the outer circular corridor at the biorifle near the double damage. Find two bio ammo packs here.
Return to the double elevator bank and ride either elevator down to the lower deck. Beneath and between the elevators is a crate stack with a second 50 shield pack on top. To reach it, double jump off a moving elevator (in either direction). Find two health packs and rocket ammo to the stack's right. Jump atop a smaller crate stack to claim another rocket ammo pack. On the opposite wall are left and right corridors to the magma pool; grab four adrenaline pills. Between the corridor entrances, a small alcove holds a shock rifle and two ammo packs.
Enter the magma pool area. A smoke vent on the left side blows you up into the main deck's middle (either to the main ledge or the platform), or you can land on the center strut for the 100 shield pack. Move to the far end of the magma pool, under the double damage, and take the rocket launcher and two ammo packs. Step into a red-glowing teleporter and into a tiny upper chamber with the redeemer! Drop down to the double elevator junction, armed to the teeth!

Deathmatch Dealing
Deck 17 is all about finding the redeemer or sniping those seeking it. Drop down and collect the 100 shield pack on the rafters under the main deck platform, then drop to the rocket launcher and into the teleporter before anyone can catch you. Grab the redeemer, but watch for enemies with the same plan. Once you take the redeemer, step onto a pipe and fire the redeemer into the main deck.
The main area is a great sniping spot; leap to the gap between the wall pipes in the corners for an unexpected camping spot. Double jump over the ramp nearest the double damage to snag this powerful power-up; this is the opposite direction from the redeemer, so choose.
Use a flak cannon on the outer corridor where there's more room. Save the shock rifle for the lower magma pit, or combo those trying to reach the 100 shield pack into the lava (try it at the flak cannon near the lava pond, and the sniper rifle at the lava ramp). Although there are two biorifles, these are useful only in certain circumstances. Confine yourself to the outer corridor, spraying goop on enemies or corners and junctions.
The corner of the flak cannon corridor with the sniper rifle is another great sniping spot, as you can see far down two corridors. A good place for leaping is the middle entrance to the main deck, atop the center ramp. Double jump left to the minigun. While near the minigun, use the lip to reach the link gun or just double jump across. Double jump up on the barrels to the right of the Deck 16 sign, across the barricade, and double jump atop the crates for another snipe spot. View most of the level from the shock rifle area near the DD; aim at the lower magma pool or the double elevator area.
Deck 17 is a translocator's paradise. Translocate into the redeemer area from the double elevator junction. Translocate onto the "17" sign above the door where the minigun is. From here, translocate atop the pipes running above the ledges, and camp. You're next to the ceiling and can shuffle to the shock rifle ledge! Also try translocating onto the monitor (above the door to the biorifle) or the light fittings, as well as to the large crate stack near the double damage and health."


External links and references[]

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