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Submitted by System on 09/03/2006, 09:50. Print file.
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==============================================================================

Quake III Arena (patch V1.27), for PC (Gameplay FAQ)
by: Jim Mazurek
e-mail: JChops@versusbooks.com

FAQ VERSION 3.6 (Updated 1-1-01)

==============================================================================
===TABLE OF CONTENTS==========================================================
==============================================================================
1. Disclaimer
2. Quick Intro
3. General Tips & Tactics
4. Weapon Breakdown/Analysis
5. Power-Up Breakdown/Analysis
6. Level Breakdown/Analysis (under construction!)
7. Item Re-spawn Times
8. Secrets/Easter Eggs
9. Useful Console Commands
10. Personal Setup
11. A Little Bit O' Respect
12. Q3A Web Resources/Links
13. Credits, Special Thanks

==============================================================================
1.)DISCLAIMER=================================================================
==============================================================================
Most of you know this stuff by now, but I'll repeat it for the numbskulls who
insist upon stealing other FAQ writers work. Unauthorized use this FAQ
ANYWHERE besides www.GameFaqs.com is absolutely NOT permitted. I had
previously listed this as a "notify-me-before-you-use-it-anywhere" kinda
thing, but no one seemed to care. It's not that I don't want my work published
anywhere else, but because I INSIST on keeping my FAQs in the most current and
updated form possible. When FAQs are just being copied and pasted all over the
place, versions get screwed, the info gets misunderstood, and I get tons of e-
mails asking me questions that I've already addressed in newer versions of the
FAQ. Just use common sense -- and have a little respect for my work, will ya?

==============================================================================
2.)QUICK INTRO================================================================
==============================================================================
I'll be the first to admit that Quake III Arena doesn't really need a gameplay
FAQ. As such, you should know that this FAQ certainly isn't designed to be
your ultimate resource on Q3 -- there are plenty of web sites for that. What
this FAQ does do is cover a wide variety of interesting topics that most
beginning/intermediate players should find both helpful and amusing. Try to
keep in mind that I designed this FAQ to be both informative and helpful to
new players while still remaining hardcore enough for experienced players to
enjoy.

==============================================================================
3.)GENERAL TIPS & TACTICS=====================================================
==============================================================================
ARMOR/HEALTH INFO
Taking damage is treated a bit different when you have both health and armor
as opposed to having health only. The inflicted damage will always distribute
2/3 to armor, and 1/3 to health. In other words, if you have 100 health, and
100 armor, a direct rocket blast will still take off 100 points of damage, but
will now be distributed as 66 points of damage to your armor, and 34 points of
damage to your health. This ratio is the same for all weapons. Make a mental
note of this, and turn the armor into one of the most sought after items on
the map. Statistically, once you get the armor advantage (or get "tanked up"),
you're ahead of the game. Every shot your opponent lands can only do 33%
damage, where as your own will do 100%. Keep the armor flowing in on your
side, and your opponents the hell away from it.

------------------------------------------------------------------------------
ROCKET JUMPING
Rocket Jumping isn't something you'll want to do in place of regular jumping,
but you'll need to use it as a method of getting to otherwise inaccessible
areas. There are spots on almost every map that can be rocket jumped to, with
some levels actually requiring you to rocket jump for a certain item
(specifically, Q3DM15 for the BFG10K). To do a rocket jump correctly, you'll
need to look straight down, and hit a rocket blast right as you hit the jump
button. If done correctly, you'll fly far higher than a normal jump could ever
take you. Also note that you'll suffer damage from this technique, which is
why I previously stated that a rocket jump shouldn't replace your regular
jumps. Practice it, and use it to find shortcuts on your favorite levels.

------------------------------------------------------------------------------
RE-SPAWNS
If only I had the official 3D rendered maps where I could point out each of
the re-spawn points... Man, what a gem that would be. Without the maps, at
least you can be aware that there ARE a certain number of re-spawns for each
map. This is actually a bigger deal for TDM games than it is for DM/1V1 games,
although some of the smaller levels lend themselves quite well for some re-
spawn fragging fun. Take Q3DM1 for example, where there are only four or five
possible re-spawns on the whole map. If you're playing this game one on one,
you've got a pretty good chance that your opponent will re-spawn quite close
to your current position after you've fragged him. Make a point to take him
out before he has a chance to get to the RL or RA and you'll be golden. Don't
feel like you're "cheaping" your opponent either. Believe me, everyone has had
their own fair share of re-spawn frags. It's all part of the game.

------------------------------------------------------------------------------
EXPLOSIONS THROUGH THIN WALLS/FLOORS
Certain levels have areas with walls and floors that are thin enough to let
weapons with splash damage penetrate right through them (with small amounts of
splash damage only). Experiment around each of the levels to find these
helpful locations. [Note: If you are playing version 1.27, this so called
"bug" has been removed from the game. I thought it was a cool technique, but
oh well.]

------------------------------------------------------------------------------
AURAL INDICATORS (PART I)
One of the more commonly overlooked elements in Q3 is the sound effects. Yeah,
they sound good and all, but it's those very same sounds that can tip a good
player off as to what's lurking around that corner. Footsteps are a dead
giveaway in a one on one, and you should be aware that a good player will
always know where you are if you're click-clanking around the level. Try using
the walk/run toggle to sneak up on unsuspecting players every once in a while
(when you walk instead of run, there is no footstep sound). Another big part
of the sound game comes from the re-spawn noise. It's a distinct sound, and a
good player will be able to dial right in on it. Like I said in one of the
previous tips -- it's always to your advantage to frag a freshly re-spawned
opponent. So make use of your speakers, and crank 'em up!

------------------------------------------------------------------------------
AURAL INDICATORS (PART II)
Did you know that you can actually gauge your opponent's health by the audible
distress signals they give off? That's right, you can actually tell if your
opponent is ready to kick over and die just by the actual sounds they make
when you hit 'em. Each model has what's known as a "warning" sound. Most
notably are the Sarge with his "Errrawwh!" when he's about to die. Try
starting up a game with a friend and then get him close to death. Hear how the
character makes different sounds as they are about to die? I often find myself
engaging my opponent (subconsciously listening to the sounds they make), and
then working my offensive/defensive strategy depending on how hurt are.
Listening to the sounds isn't something most players even pay attention to,
let alone consider strategy. Oh, the horror...

------------------------------------------------------------------------------
TO RUN... OR FIGHT?
Most players go in with a simple Rambo-strategy: "Attack 'em until either they
die, or I die!" There is no doubt that this works, but you'll need to use a
little more brainpower against advanced players. It's easy to find yourself
running prematurely, therefore opening up to an ass-kicking from behind. What
you should be doing instead, is holding out until the last possible second,
hoping that your opponent will turn and run before you do. The problem with
this strategy is that it depends on many different factors: current health &
armor status, current weapon, opponent's weapon, opponent's health & armor
status, aim, etc. Learning this delicate balance between running and fighting
is a staple technique of any advanced player, and often, one of the main
strategies that separates a great player from an elite.

------------------------------------------------------------------------------
MIND GAMES 101
A 15 minute tourney match isn't much time to "feel" out your opponent, and one
would argue that it isn't even much time to try much of anything when it comes
to really deep, and involving strategy. The one thing a 15 minute match does
do however, is lend enough time to adjust to your opponent (with ADJUST being
the key word here). If you're fighting the ultra-aggressive-attack-at-all-
costs type of player, you need to find a counter strategy -- and find one
FAST. If you're fighting a guy who got three quick kills, and then spends the
rest of the game running and hiding -- you had also better find a solution. Be
creative, and try to come up with things that might frustrate your opponent.
Whatever you do, don't play into their hands. Example: if your opponent
expects you to continually come out of the warper on Q3Tourney2 (where he can
just hop around and kick your ass with rockets), surprise him by NOT using it.
Ingenious, eh? Why be so utterly predictable like the vast majority of Q3
players out there. If you can manage to frustrate your opponent, you can
probably also manage to change his/her strategy altogether. THIS IS IMPORTANT!
You might not beat 'em, but at least it won't be a case of total ownage.

------------------------------------------------------------------------------
USING WARPERS EFFECTIVELY
If you go through a warper, you better freakin' learn how to use it. Lets take
Q3Tourney2 as an example. If you're being chased by someone through the main
room with all of the bounce pads in it, why not run for the warper and do an
immediate 180 degree turn once you pass through it. This gives your opponent
the idea that you're running away, when you're really just leading him into a
trap. Once you're through, start throwing rockets directly at the warper
hoping (or knowing) that your opponent is on his way through it. As he steps
through, he'll get a rocket-in-da-face, either pushing him back through the
warper, injuring him severely, or killing him. This is just ONE example of
what you can do; there are many more situations where this sort of technique
is applicable. Just the other day, I fell victim to my own trap and followed a
guy through the teleporter and WHAM! He was waiting right there with the
Gauntlet-a-buzzing!

------------------------------------------------------------------------------
CONTROLLING THE LEVEL
One of the most effective tactics when playing a one on one is commonly called
controlling (or running) the level. It's referred to as this because the
player will be hovering around the best items on that specific map, whether
it's the Red Armor, Rocket Launcher, or Power-up. Your main objective should
not only be to keep yourself stocked on particular weapons and/or armor, but
to keep those very same weapons OUT of the hands of your opponents. It's
definitely an entirely different technique from camping, since you'll be
moving from place to place instead of just sitting in a designated spot
waiting for opponents to show themselves. So make sure to explain the
difference to anyone on your server that's whining that "you're cheap because
your just hogging all the items & weapons." What would they like you to do,
stop and hand them a RL so they could fight you with more efficiency? The fact
of the matter is, a very good player will "control" a level without the
opposing player ever knowing about it. Every time you go to get the Red Armor,
it's gone! The Rocket Launcher? Gone! And the Quad? Forget about it! You can
simply do "loops" around certain areas, while staying within seconds of your
guarded item (i.e. Red Armor, Rocket Launcher). It's as annoying as it is
effective.

------------------------------------------------------------------------------
AMMO COUNT
It's happened to all of us, that fatal "Click!" just as you were about to let
loose with a rail that would've killed your opponent. But now, you're just
sitting there with your thumb in your ass. The moral of the story is to keep
your eyes on your ammo, even when in the heat of battle. Just make a habit to
glance at it every so often, and soon, it will become second nature.

------------------------------------------------------------------------------
USING BOUNCE PADS EFFECTIVELY
Without a doubt, one of the weirdest things to deal with in Q3A is the bounce
pads. Sometimes they're your best friends (when trying to get out of a messy
situation), and sometimes they're your worst enemies (when a railgunner is
just sitting there waiting to put one up your, er...nevermind). It's very
important to remember that when you hit a bounce pad, your movements are
fairly predictable, making for a somewhat scrumptious railgunner target. Your
only alternative to becoming railbait is to use air control and try to trick
the player as to where you're going. Since Q3 doesn't have much air control,
you'll often find yourself getting whacked around by experienced railers.
Don't just hit the pads and let them push you in the default direction. Use a
little technique to get the weird angles going.
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