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Home » PC » Quake 3 - Arena » Quake 3 - Arena FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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level that everyone plays, ALL the time. You'll find lots of elevation changes, wacky staircases, and a few rooms that have only one way in. Camp the
RA!!!

WEAPONS                               ARMOR
1 Shotgun                             4 Armor Shards (5 points)
1 Plasma Gun                          3 Yellow Armors (50 points)
2 Rocket Launchers                    1 Red Armor (100 points)
1 Rail Gun

HEALTH                                POWER-UPS
4 Health Bonuses (5 points)           Personal Teleporter
9 Yellow Health (25 points)           Quad Damage
6 Gold Health (50 points)
1 Mega Health (100 points)

EXTRAS
6 Boxes Machine Gun Bullets (x50)
5 Boxes Shotgun Shells (x10)
3 Boxes Plasma Cells (x30)
2 Boxes Rockets (x5)
2 Boxes Rails (x10)

TECHNIQUES
1.) If you play a one on one here, plan on a long and tedious battle. It's very easy not to see each other for long periods of time, especially if the two players have opposing strategies for controlling the level. Because of its size, it's very difficult to control the whole damn thing when facing off against only one player. This map definitely lends itself to either Teamplay or FFA.
2.) The Red Armor is the most desirable area to hold during a TDM game. If your team doesn't have control of the RA, then you should quickly reorganize and get to the RL. The RA room is close to both the Plasma Gun and the Mega
Health, while the RL room is close to the YA and the Quad Damage.
3.) There are several places to rocket jump, and some more useful than others:
A.) From the RL bridge to the hanging lanterns.
B.) From the ground below the RL bridge up to the bridge itself.
C.) From the pit under the RL room back up into the RL room.
D.) At the foot of the stairs in the Plasma Gun room (to get up top)
E.) Up onto the platforms near the Rail Gun (to the sides and behind it)
F.) Up onto the corner ledge across from the YA room with the bounce pad
G.) Across the main pit in the Rail Gun room (horizontally)
H.) Up onto the back of the Gargoyles in the main Rail Gun room
4.) Get the Mega Health from behind the warper in a FFA. People tend to forget about it in the heat of battle, just as they do with the Red and Yellow
Armors. Use free time to get "tanked up," so that when you finally do enter a room with three or four players, you'll have no problem cutting them down to size.

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*Q3DM8-BRIMSTONE ABBEY*
Both the Quad and Invisibility share a spawn point, so it's advisable to keep your eyes open as to what's available in the main room. It's a fairly large level that offers competitive play for both one on one, FFA, and TDM.

WEAPONS                               ARMOR
1 Shotgun                             15 Armor Shards (5 points)
1 Plasma Gun                          1 Yellow Armor (50 points)
2 Grenade Launchers                   1 Red Armor (100 points)
1 Rocket Launcher
1 Rail Gun

HEALTH                                POWER-UPS
3 Health Bonus (5 points)             Quad Damage (shared spawn)
8 Yellow Health (25 points)           Invisibility (shared spawn)
4 Gold Health (50 points)
1 Mega Health (100 points)

EXTRAS
8 Boxes Machine Gun Bullets (x50)
4 Boxes Shotgun Shells (x10)
2 Boxes Plasma Cells (x30)
2 Boxes Grenades (x5)
3 Boxes Rockets (x5)
2 Boxes Rails (x10)

TECHNIQUES
1.) The Red Armor is underwater, and it's a pain to constantly be guarding and watching it. It can be quite difficult to go for the traditional "get-in get- out" technique that you're probably accustomed to when guarding armor spawns.
When you're underwater, it's nearly impossible to dodge rockets from a seasoned player (the water seriously affects your twitch skills). The best bet is to equip a weapon like the Plasma Gun that can throw a lot of flak toward the opponent as you get out of the water quickly.
2.) Invisibility can be crucial in a one on one. Most of the time, the best technique against it seems to be to just hide and wait it out. Trying to hit a nimble player with invisibility is like trying to catch a fly with chopsticks - not easy. To locate players with Invisibility, try watching for smoke rings and/or other muzzle effects on the individual weapons themselves (important!).
This should reveal the bearer's position.

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*Q3DM9-HERO'S KEEP*
This level seems to give most players trouble when it comes to system performance (it runs notably slower than most other maps), and the map is somewhat lackluster for FFA.

WEAPONS                               ARMOR
2 Shotguns                            14 Armor Shards (5 points)
2 Plasma Guns                         2 Yellow Armors (50 points)
1 Rocket Launcher                     1 Red Armor (100 points)
1 Rail Gun

HEALTH                                POWER-UPS
6 Health Bonuses (5 points)           N/A
8 Yellow Health (25 points)
3 Gold Health (50 points)
1 Mega Health (100 points)

EXTRAS
3 Boxes Shotgun Shells (x10)
4 Boxes Plasma Cells (x30)
3 Boxes Rockets (x5)
2 Boxes Rails (x10)

TECHNIQUES
1.) In a tournament, try rocket jumping across the main chasm from ledge to ledge. You'll have quicker access to both Yellow Armors, and a wide variety of ammo refills as well.
2.) The Red Armor room seems like an easy room to guard with a Rail Gun (perched up on the far wall), but it's actually quite difficult if you include the little bounce pad that can get opponents up into range within a second or two. I found it best to stay on the move, and try to cover all three armors instead of just the one RA.
3.) The bounce pads make up the majority of the map, so remember to use discretion when bouncing all around. Especially in a FFA, where players just like to camp and wait for people to land into their target area.

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*Q3TOURNEY3-HELL'S GATE*
This map is probably my least favorite tourney map in the game (next to
Q3Tourney6). Why? Personally, I don't like the whole "one-room-makes-up-the- entire-map-kinda-thing." What ever happened to creeping around corners? Or plotting out a strategy? Nine times out of ten, this map turns into a railfest with the victor being the guy with the better aim (or lower ping).

WEAPONS                               ARMOR
2 Plasma Guns                         4 Armor Shards (5 points)
1 Rocket Launcher                     1 Yellow Armor (50 points)
1 Rail Gun                            1 Red Armor (100 points)

HEALTH                                POWER-UPS
2 Yellow Health (25 points)           Battle Suit
2 Gold Health (50 points)

EXTRAS
2 Boxes Plasma Cells (x30)
1 Boxes Rockets (x5)

TECHNIQUES
1.) This technique is the same as above, except you'll be playing the role of the other guy (showing you how to get the Battle Suit away from him). If nothing else, try not to engage in rocket battles. This is exactly what the opponent will want you to do if he/she has a Battle Suit. Instead, stick to long range attacks with the Rail Gun until the Power-Up wears off. If nothing else, be prepared for a hasty opponent who would do almost anything to engage with you at close range. If nothing else works, just hide and be patient - it only lasts for 30 seconds.
2.) After playing this level quite a bit, it seems like the whole thing is based on mind games with the Rail Gun. Once you've acquired it, the idea is to keep it away from your opponent while staying full on ammo (there are no ammo boxes, so you'll be forced to hang by the Rail Gun itself for refills). Right below the Rail Gun is the Red Armor, which is also very important. Overall, it seems like the side with the RG and the RA is much better to control, especially because you have more than one outlet to the center room without having to rely on a bounce pad for means of exit.
3.) As usual, try to stay off the bounce pads if your opponent is good with the Rail Gun. Hitting them makes you a very predictable target. Sometimes, you'll have no choice. But if you do, it's better to be safe than sorry.
4.) Ever lose track of where your opponent goes on this level? I have. And once, I seriously thought that the guy was invisible! Little be known to me that you can actually rocket jump up to the small ledges above the main walls.
On the side with the rocket launcher, you can actually tuck into a little hole and keep yourself entirely hidden. Of course, he was winning by one point with only a minute to go, and he hid himself to secure the victory (damn turtle!).
If only I had known about that little spot...

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*Q3DM10-THE NAMELESS PLACE*
Unique in several ways, DM10 starts all players with 50 points to their armor bonus (even when you're fragged, you'll respawn with 50), along with a weird "recharging" device that fills up players with both armor and health as they stand in its beam. The recharger is in a very high risk area (as it should be), but people still insist on camping there in hopes of getting the full
200/200 thing going. I find this level boring after one or two minutes...

WEAPONS                               ARMOR
2 Plasma Guns                         3 Yellow Armors (50 points)
1 Lightning Gun                       1 Red Armor (100 points)
1 Rocket Launcher

HEALTH                                POWER-UPS
6 Yellow Health (25 points)           Invisibility (shared spawn)
2 Gold Health (50 points)             Regeneration (shared spawn)
Quad Damage (shared spawn)

EXTRAS
6 Boxes Plasma Cells (x30)
5 Boxes Lightning Cells (x60)
4 Boxes Rockets (x5)

TECHNIQUES
1.) The Power-Up spawn shares three distinctly different items, the
Invisibility, the Regen, and the Quad. The order in which they appear is random (so it IS entirely possible to see two or three Quads in a row).
2.) In a one on one, try knocking your opponent into the small fiery pits next to the recharging device in the main hallway. If he/she falls in, odds are they aren't getting out (the lava will make quick work of them). A well placed
RL shot can get them bouncing in no time.
3.) There's an awful lotta armor spread around this level, and trying to run around and guard it all is ludicrous. I suggest that you stick to the RA along with the YA right under it. This will keep you hovering right around 150 armor for the entire match (don't forget about your starting 50 point armor bonus).

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*Q3DM11-DEVA STATION*
One of the largest maps in Q3A, DM11 (or "devastation") is littered with narrow passages and shortcuts throughout. Lots of elevation changes, warpers, and bounce pads make this level one that requires some "spot-on" tactics to control. Great for FFA or TDM, but a bit too large for Tournaments.

WEAPONS                               ARMOR
6 Shotguns                            9 Armor Shards (5 points)
1 Plasma Gun                          1 Yellow Armor (50 points)
1 Lightning Gun                       1 Red Armor (100 points)
1 Grenade Launcher
1 Rocket Launcher

HEALTH                                POWER-UPS
18 Yellow Health (25 points)          1 Medkit
5 Gold Health (50 points)             1 Haste
1 Mega Health (100 points)            1 Quad Damage

EXTRAS
4 Boxes Machine Gun Bullets (x50)
4 Boxes Shotgun Shells (x10)
4 Boxes Lightning Cells (x60)
2 Boxes Plasma Cells (x30)
2 Boxes Grenades (x5)
2 Boxes Rockets (x5)

TECHNIQUES
1.) The only RL and RA on the entire level are both in one room, making it THE place to guard for FFAs. The Medkit and the Quad/Haste aren't very far from this room either, so keep an eye on your respawn times for the Power-Ups as well.
2.) Because of all the cracks and crevasses, it's best to stay on the move when traversing thee hallways in this level. Never stay in one area for too long (unless you're guarding the RA/RL room). All the little hiding spots make good camping areas for players to ambush you from.
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