Thank you for taking the time to read this guide IÂ have produced, and I hope you find itÂ usefulÂ and informative. This guide is designed not only to introduce people who have never gone on CT side beforeÂ to the art of Wardening, it is also a useful tool forÂ amateur/experienced wardens alike to examine and potentially learn new skills or techniques to better their game.Â Â This guide is in its infancy and I hope to expand it into further volumes, creating a "Warden Bible" for want of a better term.
This guide will not cover simple rule knowledge. The targetÂ audienceÂ for this guide is for those players who have a strong understanding of our rules and what are/are not valid commands.
If you consider yourself an experienced warden and wish to add to this guide, please message SPENT_BRASS on steam with your addition, and if it makes the grade it will be added to the guide and you will be mentioned in the List of contributorsÂ section at the end of this guide.
Section 1 - What is a 'Warden'?
Section 2 - Eligibility.
Section 3Â - At the start of round.
SectionÂ 4Â - CT Control.
Section 5Â - Moving a group of T's.
Section 6Â - Initiating games.
Section 7Â - Dealing with rebeller's/attempted tricks.
Section 8 - Last request and deathwish.
Section 9 - Closing statement.
WHAT IS A 'WARDEN'?
The Warden is without doubt the most important player in any round of JB. It is a player who volunteers to take control of the round and lead the CT's and issue commands to the T's. He/she decides what is going to happen, when it will happen and how it will happen. The main aim of the warden is to keep the CT side alive and somehow eliminate the T's until only one non-rebelling TÂ is left.
He does this by issuing commands, which the T's should follow. Commands may be simple or complicated, it is up to the warden to decide when to be short and sharp with his commands or when to use long, mind boggling strings of commands in an attempt to trick the T's into rebelling.
Another way the warden gets rid of the T's is by making them play various mini-games, 9 times out of 10 resulting in death for the T's who did not complete the game.
The warden then rewards the last T with an LR / DW and the next round begins.
The only requirements to being able to take warden are that you have a lot of CT experience and you are fully aware of what the role entails. You must also have a clear microphone and a voice which can be clearly understood by 90% of the playerbase.
At the start of the round
At the start of the round is where, as a warden, you should instantly be looking to assert yourself. Once you have claimed warden, initiate a command. The command which generally should be played here is a command which you can use to instantly see how many T's you are going to be dealing with and their positions within main cell area.Â
A good command to use here would be something similar to "Touch the front of your cell and face the back and freeze at all times." As soon as you emerge into main cell area, you and your CT's should instantly scan the cells. After 3 seconds have passed you will usually find people are either slow to react or they are touching and facing the front, or maybe even moving side to side for some reason who knows. At this point you and the CT's and instantly pick off a few T's and lighten your workload.
After the initial command and kill phase, which should take no longer than a few seconds, you want to move onto positioning yourself and your CT's in a way which secures the main cell area and gives you good 'arcs of fire' into the main cell area. The image below shows this concept perfectly.
As you can see there is a field with trees in to the front of the 4 men with weapons. Their 'arcs of fire' are the dashed lines starting from their rifle muzzles. If an enemy comes into the first mans arc, it is his responsibility to eliminate the threat.Â
As you can also see, the mens arcs interlink, crossing over each-other to ensure there is no space left unwatched. This is a basic tactic and is extremely effective in ensuring mutual support.
Please re-read this section if you have to and make sure you understand it, as I will simply be referring to this principleÂ as ARCS from now on.
Imagine the field is the main cell area, and when the cells open, no matter where the T's try and escape to, it should be covered by at least 2 CT's, leaving the T's little chance of survival.Â
ONE OF THE MAIN REASONS CT'S LOSE ROUNDS IS BECAUSE THE GUARDS ARE NOT COVERING EACHOTHERS ARCS, OFTEN LEAVING 1 CT TO TRY AND DEAL WITH 5 REBELLERS.Â
As the warden, make sure you identify easy escape routes for the T's and get CT's to have eyes on those areas. If you see a CT b-hopping with his knife out and not paying attention to the cells, educate him quickly.
Second of all, you are extremely vulnerable as warden to attacks. T's will attempt to kill you first as to cause chaos and disruption in the early phases of the round.
You must position yourself into a spot where you are far enough away from the T's to avoid a rush, but close enough to observe and react accordingly. Please see the diagram below.
I have used the cell area from Clouds as an example here. The red zones are what a warden should consider HIGH RISK areas. These are places where you are either un-necessarily close to T's or where you are channeled into going one direction only, such as the bridge to portal. As a warden you should only go into these areas when they are KNOWN to be clear and your CT's arcs are covering these areas.Â
The orange lined zone is classed as MEDIUM RISK. These zones are fairly risky to be in as warden but sometimes you will need to enter this area to give yourself better situtional awareness or travel through to get to an area. Make your time spent in these areas down to a minimum and only use them for essential travel.
The green zone is classed as LOWEST RISK. This means that in this zone you get a good view of the entire area, there is some solid cover and you are able to move about in this zone with relative safety. All possible enemy contact will come from your direct FRONT in this position, it is extremely unlikely at this early stage of the round anyone will have been able to get behind you.
As a golden rule, you need to make your stay in the main cell area as short as possible. One or two commands, a few T's down and start thinking about moving on. Please see below an example of BAD WARDEN POSITIONING.
As you can see from the image, the warden has gone into a cell, possibly to kill a rebeller up close and personal, and has now put himself in a position where he has only one entrance and exit, making it easy for the T's in the surrounding cells to rush him, kill the warden and also get a free weapon for their troubles.Â
On a side note, try not to let more than 2 people hunt at the start of a round. You need complete control of the main cell area at first, and more weapons pointed at T's guarantees that. Also, if you know you have 2 LEM's and 4 silvers on CT, it would be wise to send at least one of the higher ranks off to hunt, as their personal skills SHOULD be a higher level.
In this section we will go further into a subject which we have already touched on which is CT control. This basically means setting up your fellow CT's in a position which will benefit you all if a rebeller(s) decide to take you on. Sometime there is nothing which can be done, if a T has spawned in a vent cell, got and awp and camped out on the other side of the map and lines up a shot on you, that's just unlucky, but there is no reason for CT's to beÂ defeatedÂ by a one-man ambush.
We will now review the image below;
The green circle and arc on the left is the warden. He is midway through a command and is most likely looking around thinking what game to play. Ideally, heÂ should have pre-planned in his mind by the time he gotÂ here which game he is going to play. The CT's on the tower near the portal have positioned themselves well. The one in the green circle is in an ideal position, covered from the rear by the tower and has good arcs to his right incase one of the T's attempts to run. The T in red is in an awesome position in terms of getting a good arc on the area and overlapping with his fellow CT and warden, but being ontop of the tower exposes him to fire from a 360 degree angle.Â
The CT circled in green near jumprope is possibly hunting, heading toward a well-known rebeller area. Wether or not he has permission from the warden to be there is an issue, but if the warden has told him to hunt there, that is good wardening, as he is detatched from the main group to avoid to get caught up in a direct ambush, but is close enough to react if a rebeller was to appear.
Now we switch our attention to the CT circled in blue, who was positioned in a terrible spot and has paid the price for it. Just before this screenshot, a rebelling T came out of the portal to extreme climb and awped the CT. This occured due to the CT being in a complete lack of cover and having no support. The warden should have identified this CT and told him to gain a better position.
As a warden, you must do your best to position your CT's in a way which ensures security and your safety. Do not be afraid to place a marker and tell a specific CT to stand in it and watch a certain area. They will listen to you. If they do not, inform staff and they will be teamlocked.
This guide shall cover everything that may help you if you are freekilled whilst playing at CLWO!
1. What is freekilling
Free killing is (but not limited to) when a CT/Guard kills a T/Prisoner without a justified reason. Free killing can range from a simple mistake to a deliberate kill on someone without reason. Free killing is both extremely annoying and just a waste of staff member(s) time.
2. What to do if you get free killed.
If you are freekilled, it's just an annoyance and can usually be quite frustrating. There are many things you can do if you are a victim of a free kill.
1. Think if you have actually been freekilled or not. If you just claim that you have been freekilled when you haven't, you will annoy staff because they must waste their time investigating your claim and checking out all the information relevant to your death. Also, if you blatantly lie about a free kill, you will most likely not be trusted if in the future you actually are free killed.
Note: All kills are logged in the console (Example Below)
[21:05:19] Â¨Â¨Â¨Â¨ Red kill by Â Â [Nightma] on [Phire] stck fz ljmp lcrh lpckup[-1] dir[W Â - 268Â°]Â
This means: Nightmar3 killed Phire.
Stacks = 0
Frozen Time = 0 seconds
Last jump = 1 second ago
Last Crouch = 3 seconds ago
Last weapon pickup = -1 (never)
Direction = West (268 Degrees)
2. If you have determined that you in fact, were free killed, there are a couple of things you can do to resolve the situation, such as:
Send a message to in game staff by typing an '@' before your message, for example: "@MessageHere"
Tell any online staff in voice chat that you have been freekilled (don't spam)
Say in text chat that you have been freekilled (once again, don't spam)
3. Tips to get it resolved
If a staff member who read your report determines that your death was in fact, a freekill then (s)he may either continue to respawn you and/or slay the free killer.Â
Just don't spam and be descriptive in your message to staff. Two examples:
@i got freekilled
@Phire free killed me, I was doing the warden's command and I got killed for no reason.
[b]Thank you for reading my guide on free killing at CLWO, I hope this can be of any assistance. [/b]
If you want to write a guide in order toÂ get it in this sectionÂ you need to go through a small process which involves quality control and an originality check. In order to get your thread posted here you will first have to post your guideÂ inside our 'other' (link) forum section. If you are posting your guide in the other section in the hope for it to become an 'official' guide you will have to do the following things:
Include the [Guide] prefix in the title of your post.
Make sure the guide has little to no grammatical errors, same goes for spelling errors and punctuationÂ errors.
Format your guide, make use of theÂ features of our forumÂ such as bullet lists, quoting, font size andÂ alignment to increase the readability of your guide.
Make sure your guide is relatively easy to read and to understand as many of our forum users do not speak English as their native language.
Make sure that your signature does not show at the end of your guide (untick the signature box when posting).
When includingÂ images, make sure they are all being retreived via https instead of http.
Make sure you describe every subject in-depth; if you include multiple terms make sure you explain them all in-depth as well unless another guide has already mentioned them.
As soon as your posted guide got reviewed by a valid member they will either supply you with constructive criticism, which you will then have to read through and work on, or they will move your guideÂ to this section. If your guide got moved to this thread you are still able to edit your guide and possibly delete it. A guide can be created by multiple authors ifÂ the other authors involved are mentioned in the guide itself including their forum username (if applicable).
When you haveÂ posted enough guides you will be granted a special forumÂ rank which allows you to move and review other people's guides. It also gives you a custom title on the forums and increases your chance of becoming part of our staff team. If you really show to have talent towards writing informative posts we can ask you to write other things on our forums, such as improving rules, update posts and more. We can also ask you to become a forum moderator which involves editing, closing ,removing and moving posts if needed too.
I've implemented an automatic (no staff involved) warning system that will punish you with teamlocks if you exceed the warning limit.
There are 3 warning levels you can fill up with warnings
minor or low warnings
average or normal warnings
major or high warnings
*these are only for guards
By doing any of these actions you will increase your warning level.
Damaging fellow guards
Gun planting guns
Shooting suicide bombers and kill a friendly
Shooting in stacks
Not claiming warden before 9:00
Not claiming warden and giving everyone global freeday
Spraying CT's to troll them
Killing a CT
Opening cells without warden
The warnings will decay over time and will let you know at the end of the rounds every now and then.
If you have suggestions on what else to warn people for, let me know!
Other changelog -Added bait detection. (still work in progress) -When last guard window gets ignored, force last guard to be denied. -Added slapping to warnings -Removed STAMM and replaced it with my own playtime tracking stats -Added sm_playtime -last guard will ignore low playtime. -freeze time (fz[x]) removes 1 second to get more accurate times -added website removal in names
-added lcrh (last crouch) -hns no longer removes suicide bomb. -added new player notifications -added 2 new settings in !settings to control the new player notifications -Force new player info (!settings) forces you to see the new info messages. -Disable new player info (!settings) allows you to disable the messages. -updated automated lock messages for staff, "we suggest a lock on x"