- Joined
- Apr 18, 2011
- Messages
- 2,405
Some shamelessly stolen topics and ideas from Rogue Sniper's thread (click me). His thread also covers some topics outside of the scope of this guide. So feel free to give it a read as well.
The guide is formatted in how a round usually plays out and the different "phases" of it.
VERSION 1.1
Pre-Round Checklist
Phase 1: Cell Block
1a: General Statements
T's should, in most circumstances, be moved out of cell block as fast as possible. A quick gun check and prisoner count is all that is needed if you wish to do so. Killing Ts in cell block is pointless unless they were trying to escape or harm a guard. This includes AFKs as they aren't a threat to you. Try to only kill AFKs after you have the Ts leave the cell block. All it results in is people having to wait ~7 minutes for the round to finally end so they can respawn. CTs should remain in CT areas while the prisoners are in cellblock, this prevents baiting and giving the Ts easy access to a strong weapon.
1b: Vent Cells
A lot of maps have what we call "Vent cells". These are cells that have some sort of breakable wall or floor that leads to a vent, tunnel, or otherwise restricted area that usually contains some sort of weapon. Ts that enter a vent are immediately wanted which means they should be shot on site. Do not kill Ts for breaking a vent in their own cell unless they are delaying by not following orders to vacate their cell or have actually entered the . As soon as you notice a vent in a vent cell is broken, you should immediately pursue the rebelling T. This is where "knowing the map" comes into play. If you know the map and where the vents lead to, you can immediately run there and hopefully catch the T off guard and swiftly and effectively stop and early rebellion. As a warden, delegate a guard to pursue the T. Never run off on your own as warden. It is your job to remain with the majority of the Ts and keep control of the jail.
1c: Exiting Cell Block
As stated above, Ts should be moved out of cellblock as soon as possible. This helps prevent "cell-hopping" to a vent cell or to a cell with a gun. CTs should be positioned accordingly to prevent Ts from running off. After all the Ts have been moved out of cellblock, a quick cell check performed by a guard (or two at most) is extremely important. Some maps come with tactical awareness grenades in the armory. Use these as a safe and danger free way to check cells if at all possible. Once Ts are out of cellblock, the real fun begins.
Phase 2: Post Cell Block
2a: Moving the Ts
A lot of newer wardens struggle with moving the Ts, so hopefully this section will help them. Moving the Ts should be done in increments. Don't expect to move them halfway across the map and not have anybody missing by the time you get there. Try to move the Ts from one section to another over multiple move and freeze orders. This allows your CTs to properly position themselves and let's you do "more with less". I cannot emphasize enough how important it is to properly position your CTs. Some guards may know where to put themselves, other times you'll notice 3 or 4 standing right next to you. Never be afraid to tell your CTs exactly where to go before moving the Ts. Also be aware of where your CTs are so you don't walk the Ts right through them or back them into a corner.
2b: Rebellions
Rebellions should be stopped immediately. Keep calm and give orders. Common orders are "Unstack, face the ground, and freeze. Remain unstacked at all times" and "Get up against a wall, face the wall, unstack and freeze. Remain unstacked at all times." You'll notice both of these orders end with "Remain unstacked at all times". This is extremely important, don't ever feel bad repeating the unstack order multiple times either. If a T makes no effort to remain unstacked with a rebel or is deliberately trying to help the T rebel by staying stacked with him, he/she should be considered a rebel as well and both should be shot. Ts that are obeying orders will generally keep themselves out of harm's way and this will almost never be an issue of freekilling. It is very distinct when a T is helping a rebel vs a T just not understanding what to do in the chaos.
Phase 3: Pre-minigames
3a: Relax a bit
The Ts, and you, should be able to relax a bit before minigames start. Take them to the park, let them swim in the pool, or let them jam out in disco. Relaxation periods should last about 1-2 minutes. This allows you, the warden, to plan out the rest of the day or just decide what game you want them to play first. It also gives the Ts a chance to rebel if they wish, or just some time to enjoy the round before having to play a minigame with the risk of dying.
3b: Role-playing
Don't ever be scared to role-play a warden. It more often than not results in a more enjoyable experience for you and the Ts. You should never be a warden just because you want to get kills or like the power. Wardens should always have the fun of the Ts in mind at all times so leniency is key. However, rebels should always be dealt with immediately.
Phase 4: Minigames
4a: When to start
Mini-games should only really start after a decently timed relaxation period, or when about 1/3 to 1/2 of the Ts are already dead.
4b: Mix it up
Change what minigames you play each round. Nobody enjoys "Couch game > Box race > Simon" every round on canyondam for example. Ask the Ts what they'd like to do and go from there.
4c: Make it quick
The point of minigames is to get to the final T as fast as possible so you can finish the round with their last request. You have to consider all the dead Ts on the server and the fact they are waiting for the next round. If round constantly take too long, they will leave. If a game is taking too long, such as climb on certain maps, never be afraid to set a time limit and take the people that completed the climb + the Ts that are the closest to finishing.
Phase 5: Last request OR Last Guard
5a: Last Request
Last Requests (LRs) should be quick. Never delay an LR or allow an LR to be delayed. And example seen a lot is guards allowing a T to heal in between every single shot-for-shot match. This drags a round on and on and results in people leaving the server. Also as a guard, if you lose a game, allow the T to kill you if he wishes, don't delay LRs. Upon reaching one remaining guard, the prisoner can be killed at any time, and assuming it was a game where a CT was sitting out, he/she should end the LR by killing the last T. LRs should never last more than about 2-3 minutes max.
5b: Last Guard
As the last guard it is your job to eliminate all remaining Ts or proceed to LR. Remember, even if you get to LR you may still kill the T at any time. Never camp as last guard as it only delays the end of the round further, which again, results in people leaving the server. Under no circumstances should CTs ever force last guard. If you have been forced into being the last guard continue the round as normal. This means you should assume the role of the warden and try to get to one remaining T and give LR.
Version History
Version 1: Original Post
Version 1.1: Added a bit about forced last guard and removed personal opinions.
The guide is formatted in how a round usually plays out and the different "phases" of it.
VERSION 1.1
Pre-Round Checklist
- Do you know the map?
- How to move the Ts
- Where the map's games are
- Locations of Vents and where they lead to
- Where to position yourself as a CT when the Ts are being moved
- Have you read this thread(click me)
- Are you comfortable taking warden?
- Can you be lenient?
- Do you know how to handle rebellions?
Phase 1: Cell Block
1a: General Statements
T's should, in most circumstances, be moved out of cell block as fast as possible. A quick gun check and prisoner count is all that is needed if you wish to do so. Killing Ts in cell block is pointless unless they were trying to escape or harm a guard. This includes AFKs as they aren't a threat to you. Try to only kill AFKs after you have the Ts leave the cell block. All it results in is people having to wait ~7 minutes for the round to finally end so they can respawn. CTs should remain in CT areas while the prisoners are in cellblock, this prevents baiting and giving the Ts easy access to a strong weapon.
1b: Vent Cells
A lot of maps have what we call "Vent cells". These are cells that have some sort of breakable wall or floor that leads to a vent, tunnel, or otherwise restricted area that usually contains some sort of weapon. Ts that enter a vent are immediately wanted which means they should be shot on site. Do not kill Ts for breaking a vent in their own cell unless they are delaying by not following orders to vacate their cell or have actually entered the . As soon as you notice a vent in a vent cell is broken, you should immediately pursue the rebelling T. This is where "knowing the map" comes into play. If you know the map and where the vents lead to, you can immediately run there and hopefully catch the T off guard and swiftly and effectively stop and early rebellion. As a warden, delegate a guard to pursue the T. Never run off on your own as warden. It is your job to remain with the majority of the Ts and keep control of the jail.
1c: Exiting Cell Block
As stated above, Ts should be moved out of cellblock as soon as possible. This helps prevent "cell-hopping" to a vent cell or to a cell with a gun. CTs should be positioned accordingly to prevent Ts from running off. After all the Ts have been moved out of cellblock, a quick cell check performed by a guard (or two at most) is extremely important. Some maps come with tactical awareness grenades in the armory. Use these as a safe and danger free way to check cells if at all possible. Once Ts are out of cellblock, the real fun begins.
Phase 2: Post Cell Block
2a: Moving the Ts
A lot of newer wardens struggle with moving the Ts, so hopefully this section will help them. Moving the Ts should be done in increments. Don't expect to move them halfway across the map and not have anybody missing by the time you get there. Try to move the Ts from one section to another over multiple move and freeze orders. This allows your CTs to properly position themselves and let's you do "more with less". I cannot emphasize enough how important it is to properly position your CTs. Some guards may know where to put themselves, other times you'll notice 3 or 4 standing right next to you. Never be afraid to tell your CTs exactly where to go before moving the Ts. Also be aware of where your CTs are so you don't walk the Ts right through them or back them into a corner.
2b: Rebellions
Rebellions should be stopped immediately. Keep calm and give orders. Common orders are "Unstack, face the ground, and freeze. Remain unstacked at all times" and "Get up against a wall, face the wall, unstack and freeze. Remain unstacked at all times." You'll notice both of these orders end with "Remain unstacked at all times". This is extremely important, don't ever feel bad repeating the unstack order multiple times either. If a T makes no effort to remain unstacked with a rebel or is deliberately trying to help the T rebel by staying stacked with him, he/she should be considered a rebel as well and both should be shot. Ts that are obeying orders will generally keep themselves out of harm's way and this will almost never be an issue of freekilling. It is very distinct when a T is helping a rebel vs a T just not understanding what to do in the chaos.
Phase 3: Pre-minigames
3a: Relax a bit
The Ts, and you, should be able to relax a bit before minigames start. Take them to the park, let them swim in the pool, or let them jam out in disco. Relaxation periods should last about 1-2 minutes. This allows you, the warden, to plan out the rest of the day or just decide what game you want them to play first. It also gives the Ts a chance to rebel if they wish, or just some time to enjoy the round before having to play a minigame with the risk of dying.
3b: Role-playing
Don't ever be scared to role-play a warden. It more often than not results in a more enjoyable experience for you and the Ts. You should never be a warden just because you want to get kills or like the power. Wardens should always have the fun of the Ts in mind at all times so leniency is key. However, rebels should always be dealt with immediately.
Phase 4: Minigames
4a: When to start
Mini-games should only really start after a decently timed relaxation period, or when about 1/3 to 1/2 of the Ts are already dead.
4b: Mix it up
Change what minigames you play each round. Nobody enjoys "Couch game > Box race > Simon" every round on canyondam for example. Ask the Ts what they'd like to do and go from there.
4c: Make it quick
The point of minigames is to get to the final T as fast as possible so you can finish the round with their last request. You have to consider all the dead Ts on the server and the fact they are waiting for the next round. If round constantly take too long, they will leave. If a game is taking too long, such as climb on certain maps, never be afraid to set a time limit and take the people that completed the climb + the Ts that are the closest to finishing.
Phase 5: Last request OR Last Guard
5a: Last Request
Last Requests (LRs) should be quick. Never delay an LR or allow an LR to be delayed. And example seen a lot is guards allowing a T to heal in between every single shot-for-shot match. This drags a round on and on and results in people leaving the server. Also as a guard, if you lose a game, allow the T to kill you if he wishes, don't delay LRs. Upon reaching one remaining guard, the prisoner can be killed at any time, and assuming it was a game where a CT was sitting out, he/she should end the LR by killing the last T. LRs should never last more than about 2-3 minutes max.
5b: Last Guard
As the last guard it is your job to eliminate all remaining Ts or proceed to LR. Remember, even if you get to LR you may still kill the T at any time. Never camp as last guard as it only delays the end of the round further, which again, results in people leaving the server. Under no circumstances should CTs ever force last guard. If you have been forced into being the last guard continue the round as normal. This means you should assume the role of the warden and try to get to one remaining T and give LR.
Version History
Version 1: Original Post
Version 1.1: Added a bit about forced last guard and removed personal opinions.
Last edited:




















