Daemon
which he’d use to pick off newbies from a hiding place in a bell tower or garret window. He combined this with a liberal amount of verbal abuse, using hot keys to launch the taunts built into the game:
I’ve seen French schoolgirls shoot straighter!
His cable Internet connection usually gave him a ping in the 20-to 50-millisecond range, which was a major advantage against lamers with pings of 150-plus. Their in-game avatars would hesitate as Gragg dropped them. He never tired of piling up the bodies in front of his hiding place.
Deathmatch
OTR
was a distributed network game – that is, one of the players hosted the game map off of his machine and made the match available for anyone to join over the Internet. There were deathmatch clients available that listed all available matches by geographical region – each machine sending out a message that it was available. The server listings numbered in the thousands.
Since Gragg had been playing
OTR
off and on for the last six months – well before the Filipino problem – he wasintimately familiar with every game map. He knew that if he tossed a potato masher grenade from the end of the park in the Saint-Lô map, it would land just behind the vegetable cart on the far end, killing anyone hiding there. He knew a place on the Tunisian map where he could jump up onto shattered rooftops and snipe people with impunity. It took an experienced jumper to make the leap without falling to his death off the balcony.
Frankly, deathmatch had begun to lose its luster until CyberStorm released the custom map editor. Since then, a score of popular custom maps had appeared in the deathmatch server listing. Most of these maps were the out-of-control Rambo fantasies of fourteen-year-old boys, with ridiculous numbers of mounted machine guns and no logic in the placement and design of fortifications. Gragg knew he could do much better, but he didn’t have the inclination to learn the scripting language used to create the maps – no money in it.
So it was with low expectations that Gragg downloaded a new custom map named Monte Cassino. The reasonably historic name was unusual, since the fourteen-year-old crowd usually named maps something like ‘Fuckmeister Shitfest.’
Gragg quickly found a server named Houston Central running the Monte Cassino map. Since it was geographically local, it gave him a killer ping of twenty milliseconds, and he joined the deathmatch already under way.
The moment the map loaded, he noticed differences from other custom maps. First off, he wasn’t even allowed to join the Axis team. The map permitted Internet team play only for the Allied forces. The Germans were bots. It was humans against the AI, which irked Gragg because he loved playing the German side – they were the villains, after all.
Likewise, respawning was different in this map. It wasn’t a straight team match, where you respawned elsewhere after dying. Instead it was described as an ‘objective’ map, where you stayed dead until the last member of your team died oruntil you defeated all the Germans – at which point the map reset and everyone was alive again.
Also, this map had radically different terrain and textures – as though it was all done from scratch. The map consisted of a steep mountain topped by the ruins of a large Benedictine monastery. The scenario description said U.S. heavy bombers had struck the monastery. The resulting ruins turned out to be a maze of shattered walls, charred wooden beams, and entrances to cellars. It provided excellent cover for the Germans, and the designer placed MG42s with interlocking fields of fire along the approaches to the hilltop. The Germans also had light mortars to kill you if you hid behind boulders. It was as if they’d ‘registered’ the coordinates of all the good cover in advance – which was something the Germans might actually do. As a result, Gragg was determined to beat it.
It was quickly apparent that a pack of lone gunmen could not take the monastery. It required an orchestrated attack. It took an hour of goading other teammates using the chat window, but Gragg finally convinced them to coordinate their attack – instead of running hell-bent for leather up the hill. With some experimentation, they soon discovered that half the squad could draw fire from the Krauts while the other half of the force outflanked them on the left, using the steeper incline for cover. If they ran, they’d be spotted and cut down, but if
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