Jump to page:
Sponsors:
point to time the subsequent re-spawns. Sweep the main areas with
Haste/Plasma, and watch for turtling opponents who hide in the crevasses of
the RL room during a Haste rush.
5.) Don't overlook the Armor Shards! Each shard gives you 5 points to your
armor bonus, which can rack up after a few minutes on the map.
------------------------------------------------------------------------------
*Q3DM3-ARENA OF DEATH*
A weird level, partially due to the somewhat freakish RL/PG re-spawn. It seems
random, with occasional RLs popping up right after one another. It pays to
wreak havoc from the bridge in a FFA, especially with all those grenades
flipping around down below. In a one on one, you'll want to cover the Red
Armor (as usual) as you swing down to pick up the clump of four armor shards.
WEAPONS ARMOR
2 Shotguns 4 Armor Shards (5 points)
1 Grenade Launcher 1 Red Armor (100 points)
1 Plasma Rifle (shared spawn)
1 Rocket Launcher (shared spawn)
HEALTH POWER-UPS
6 Yellow Health (25 points) N/A
EXTRAS
2 Boxes Machine Gun Bullets (x50)
3 Boxes Shotgun Shells (x10)
1 Box Plasma Cells (x30)
1 Box Grenade Rounds (x5)
TECHNIQUES
1.) If you see the Red Armor from below, then by all means rocket jump up and
grab it! Taking the long route up and around the steps might let someone else
get to it before you. If you don't have an RL, try out the GL. It's entirely
possible to do a grenade jump as well.
2.) There is no rocket ammo on this level, and due to the wacky re-spawn of
the RL/PG, you might be stuck without rockets for a while. As an alternative,
make use of the Shotgun (ammo is abundant).
------------------------------------------------------------------------------
*Q3TOURNEY1-POWERSTATION 0218*
A good tourney map for beginners, albeit a bit simple overall. The addition of
the shared spawn Power-Up is nice (Quad/Regen), and makes for some interesting
equalizers and/or dominators depending on how you look at them.
WEAPONS ARMOR
1 Shotgun 1 Yellow Armor (50 points)
1 Rocket Launcher
HEALTH POWER-UPS
4 Yellow Health (25 points) Regeneration (shared spawn)
1 Gold Health (50 points) Quad Damage (shared spawn)
EXTRAS
2 Boxes Machine Gun Bullets (x50)
2 Boxes Shotgun Shells (x10)
3 Boxes Rockets (x5)
TECHNIQUES
1.) Having only ONE piece of armor should make it the focal point of this map.
Along with some control of the Power-Ups, some decent shotgun skills, and a
little luck on your re-spawns, you're set.
2.) Control of the Power-Up room is absolutely essential on such a small
level. There's no hiding from that Quad unless you back yourself into the RL
room and pound rockets against the wall. Even then, you're asking for trouble
against a good player. The Regen can be annoying as hell when you're trying to
finish someone off, as they run and/or avoid you only to get all of their
health back. Keep pressure on someone bearing Regen, since hiding from it only
makes it stronger (until they cap at 200 health).
3.) I haven't figured out if the RL owns this level or not. It seems like some
players can do really well with it, while others only get themselves killed by
continually trying to get it. Be well-rounded, and have a reliant back-up
weapon/strategy if you can't get to the RL.
------------------------------------------------------------------------------
*Q3DM4-THE PLACE OF MANY DEATHS*
A kick-ass looking map overall, especially with those weird snakeoid thingies
hanging from the ceiling and all. It plays slow, due to the fact that the RL
is up and out of the way. The Red Armor is key for one on one tourneys (what
else is new?), just as the RL is important for the FFA.
WEAPONS ARMOR
2 Shotgun 1 Red Armor (100 points)
1 Plasma Gun
1 Rocket Launcher
HEALTH POWER-UPS
5 Yellow Health (25 points) Quad Damage
1 Gold Health (50 points)
EXTRAS
2 Boxes Machine Gun Bullets (x50)
2 Boxes Shotgun Shells (x10)
2 Boxes Plasma Cells (x30)
2 Boxes Rockets (x5)
TECHNIQUES
1.) Watch out for telefrags in FFAs. People are constantly running through
that damn warper, and people always seem to be cluttered in that central hub
area at the wrong times. Do yourself a favor and stay clear of that center
hallway unless you're in a critical situation.
2.) It is possible to make the rocket jump up to the RL for more ammo - make
sure to do it if your armor/health situation is decent. Since seconds count in
a FFA, this might be the best choice for a guaranteed refill.
3.) In FFAs on DM4, the Quad-Plasma Gun rules! Especially since most players
act like chickens running around with their heads chopped off (most of them
just wander right into your stream of Plasma shots). Just control that self
inflicted splash damage and you'll be golden.
------------------------------------------------------------------------------
*Q3DM5-THE FORGOTTEN PLACE*
This map is great for intermediate one on one tourneys. The RL is probably the
focal point of the map, along with the Red Armor. The back-half of this level
doesn't seem to get much use (by the bounce pad), since most players try to
guard both the Red and Yellow Armor while staying close to the RL. Elevation
plays a HUGE role here, so expect to see the better players wow you with their
finesse up top.
WEAPONS ARMOR
1 Shotgun 6 Armor Shards (5 points)
1 Plasma Gun 1 Yellow Armor (50 points)
1 Grenade Launcher 1 Red Armor (100 points)
1 Rocket Launcher
HEALTH POWER-UPS
4 Yellow Health (25 points) N/A
2 Gold Health (50 points)
EXTRAS
2 Boxes Shotgun Shells (x10)
2 Boxes Plasma Cells (x30)
1 Box Grenade Rounds (x5)
2 Boxes Rockets (x5)
TECHNIQUES
1.) Fall down from above to get the RL (the bottom route gets far too
predictable in a one on one). Then just rocket jump out of the hole (through
the corner) and grab the health above.
2.) Avoid the bounce pad in the back room when skirmishing, but don't overlook
the Gold Health that lies nearby.
3.) Rocket Jump (or Grenade Jump) for the Red Armor when the opportunity
arises. It's also possible (albeit a bit tougher) to do a Plasma Jump from the
high ledge to the Red Armor. Your best bet is to just do what you feel most
comfortable with, and make sure you can do it on a moments notice.
4.) Locking down the upper tier of this level plays an important role against
expert players. I've seen quite a few players do an excellent job keeping
opponents at bay while still picking up 90% of the armors on the map. The Red
and Yellows aren't all that far from one another, so keep your timing set and
your reflexes sharp.
------------------------------------------------------------------------------
*Q3DM6-THE CAMPGROUNDS*
A large level, Q3DM6 is an absolute top quality map for either one on one or
TDM games. With multiple levels of elevation, tons of weapons and extra items,
this is one of the best "out of the box" maps that Q3A has to offer.
WEAPONS ARMOR
1 Shotgun 1 Yellow Armor (50 points)
1 Plasma Gun 1 Red Armor (100 points)
1 Rocket Launcher
1 Rail Gun
HEALTH POWER-UPS
5 Health Bonuses (5 points) Personal Teleporter
6 Yellow Health (25 points) Quad Damage
1 Gold Health (50 points)
1 Mega Health (100 points)
EXTRAS
5 Boxes Machine Gun Bullets (x50)
3 Boxes Shotgun Shells (x10)
5 Boxes Plasma Cells (x30)
5 Boxes Rockets (x5)
3 Boxes Rails (x10)
TECHNIQUES
1.) You CAN rocket jump from the Yellow Armor to the ledge above, then just do
a regular jump to get on top of the second level. To do it, just stand right
from the Yellow Armor itself and rocket jump. If you push toward the wall,
you'll catch on the small ledge above. Then just jump up and grab all the
goodies around the corner. It's also a good shortcut to lead you into the room
with all the pillars.
2.) In a FFA, the room with all the pillars is key. You've got a Red Armor, a
Mega Health, and a ton of ammo all in one room. If there's a place where
people are going to camp out, odds are they're thinking about coming here.
Make the best of it and be ready for 'em.
3.) With so many open spaces and arena like rooms, the Rail Gun is a huge
favorite with the camping crowd. Not only is the map horizontally large, but
it sprawls out vertically as well. Sitting up atop a perch with the Rail can
rack up frags quickly, but don't rely too heavily on it.
4.) During Teamplay, the Red Armor area is guarded heavily. Take the top route
and reign terror from above on the unsuspecting armor hogs below. Always keep
one player on top of this situation.
------------------------------------------------------------------------------
*Q3TOURNEY2-THE PROVING GROUNDS*
My absolute favorite map since the early days of Q3Test, Q3Tourney2 boasts
some very simple level design along with some really well-balanced gameplay.
The warper plays a huge role in the map, as it allows easy access to both of
the Yellow Armors in a matter of seconds.
WEAPONS ARMOR
1 Shotgun 14 Armor Shards (5 points)
1 Lightning Gun 2 Yellow Armors (50 points)
1 Rocket Launcher
HEALTH POWER-UPS
3 Yellow Health (25 points) N/A
1 Gold Health (50 points)
EXTRAS
4 Boxes Shotgun Shells (x10)
1 Box Lightning Cells (x60)
2 Boxes Rockets (x5)
TECHNIQUES
1.) The RL dominates this map since the Lightning Gun has been tweaked down
from QTest 1.07. As such, keeping your rocket ammo full while keeping it away
from your opponent should be a focal point to gain control. The RL itself is
in a somewhat vulnerable spot, forcing the player who picks it up to react
very quickly to the seven or eight possible ways he can be shot at. Keep
pressure on players when they try to pick it up, and you're bound to cause
some damage every now and again.
2.) Controlling the two Yellow Armors is key, along with the 50 points worth
of armor shards that lie right outside the warper. A talented player can get
up to 200 armor in no time.
3.) This is one of the two tourney levels in the game that plays home to a
Lightning Gun. Not only should you get good with it, but you should also learn
to keep adept "shafters" out of range. It's only active to about 75 ft. in
game, so keep them at a distance and the LG is useless (much easier said than
done).
4.) Implement warper tricks! Depending on what type of player you're up
against, you should have a different set of warper rules that you'll adhere
to. If you severely wound an opponent, and he runs through the warper, do you
chase him, or do you go around the long way? It could be a trap if you go
through the warper (as he will be waiting with an RL pointed at the gate), or
he might just suck and keep running with his back turned to you. You need to
decide by "feeling your opponents out" in the first couple minutes of the
match. Once you think you have them figured out, outsmart them by mixing up
sneaky warper tactics like "double-backing" as you pretend to go in with the
intent of continuing onward.
5.) A tricky jump that has made its place in recent tourneys is the one where
you hop from the ledge right outside the main warper onto the adjacent ledge
near the pillar. It's tough to do -- you need a really high frame rate (above
80FPS) to give you that extra advantage. It's really just a matter of timing
when you come through the warper. Just try to hit a strafe jump the
millisecond you pop out and you'll be golden.
------------------------------------------------------------------------------
*Q3DM7-TEMPLE OF RETRIBUTION*
A solid level for Teamplay or FFA, DM7 has become what DM6 was to Q1. It's the
Haste/Plasma, and watch for turtling opponents who hide in the crevasses of
the RL room during a Haste rush.
5.) Don't overlook the Armor Shards! Each shard gives you 5 points to your
armor bonus, which can rack up after a few minutes on the map.
------------------------------------------------------------------------------
*Q3DM3-ARENA OF DEATH*
A weird level, partially due to the somewhat freakish RL/PG re-spawn. It seems
random, with occasional RLs popping up right after one another. It pays to
wreak havoc from the bridge in a FFA, especially with all those grenades
flipping around down below. In a one on one, you'll want to cover the Red
Armor (as usual) as you swing down to pick up the clump of four armor shards.
WEAPONS ARMOR
2 Shotguns 4 Armor Shards (5 points)
1 Grenade Launcher 1 Red Armor (100 points)
1 Plasma Rifle (shared spawn)
1 Rocket Launcher (shared spawn)
HEALTH POWER-UPS
6 Yellow Health (25 points) N/A
EXTRAS
2 Boxes Machine Gun Bullets (x50)
3 Boxes Shotgun Shells (x10)
1 Box Plasma Cells (x30)
1 Box Grenade Rounds (x5)
TECHNIQUES
1.) If you see the Red Armor from below, then by all means rocket jump up and
grab it! Taking the long route up and around the steps might let someone else
get to it before you. If you don't have an RL, try out the GL. It's entirely
possible to do a grenade jump as well.
2.) There is no rocket ammo on this level, and due to the wacky re-spawn of
the RL/PG, you might be stuck without rockets for a while. As an alternative,
make use of the Shotgun (ammo is abundant).
------------------------------------------------------------------------------
*Q3TOURNEY1-POWERSTATION 0218*
A good tourney map for beginners, albeit a bit simple overall. The addition of
the shared spawn Power-Up is nice (Quad/Regen), and makes for some interesting
equalizers and/or dominators depending on how you look at them.
WEAPONS ARMOR
1 Shotgun 1 Yellow Armor (50 points)
1 Rocket Launcher
HEALTH POWER-UPS
4 Yellow Health (25 points) Regeneration (shared spawn)
1 Gold Health (50 points) Quad Damage (shared spawn)
EXTRAS
2 Boxes Machine Gun Bullets (x50)
2 Boxes Shotgun Shells (x10)
3 Boxes Rockets (x5)
TECHNIQUES
1.) Having only ONE piece of armor should make it the focal point of this map.
Along with some control of the Power-Ups, some decent shotgun skills, and a
little luck on your re-spawns, you're set.
2.) Control of the Power-Up room is absolutely essential on such a small
level. There's no hiding from that Quad unless you back yourself into the RL
room and pound rockets against the wall. Even then, you're asking for trouble
against a good player. The Regen can be annoying as hell when you're trying to
finish someone off, as they run and/or avoid you only to get all of their
health back. Keep pressure on someone bearing Regen, since hiding from it only
makes it stronger (until they cap at 200 health).
3.) I haven't figured out if the RL owns this level or not. It seems like some
players can do really well with it, while others only get themselves killed by
continually trying to get it. Be well-rounded, and have a reliant back-up
weapon/strategy if you can't get to the RL.
------------------------------------------------------------------------------
*Q3DM4-THE PLACE OF MANY DEATHS*
A kick-ass looking map overall, especially with those weird snakeoid thingies
hanging from the ceiling and all. It plays slow, due to the fact that the RL
is up and out of the way. The Red Armor is key for one on one tourneys (what
else is new?), just as the RL is important for the FFA.
WEAPONS ARMOR
2 Shotgun 1 Red Armor (100 points)
1 Plasma Gun
1 Rocket Launcher
HEALTH POWER-UPS
5 Yellow Health (25 points) Quad Damage
1 Gold Health (50 points)
EXTRAS
2 Boxes Machine Gun Bullets (x50)
2 Boxes Shotgun Shells (x10)
2 Boxes Plasma Cells (x30)
2 Boxes Rockets (x5)
TECHNIQUES
1.) Watch out for telefrags in FFAs. People are constantly running through
that damn warper, and people always seem to be cluttered in that central hub
area at the wrong times. Do yourself a favor and stay clear of that center
hallway unless you're in a critical situation.
2.) It is possible to make the rocket jump up to the RL for more ammo - make
sure to do it if your armor/health situation is decent. Since seconds count in
a FFA, this might be the best choice for a guaranteed refill.
3.) In FFAs on DM4, the Quad-Plasma Gun rules! Especially since most players
act like chickens running around with their heads chopped off (most of them
just wander right into your stream of Plasma shots). Just control that self
inflicted splash damage and you'll be golden.
------------------------------------------------------------------------------
*Q3DM5-THE FORGOTTEN PLACE*
This map is great for intermediate one on one tourneys. The RL is probably the
focal point of the map, along with the Red Armor. The back-half of this level
doesn't seem to get much use (by the bounce pad), since most players try to
guard both the Red and Yellow Armor while staying close to the RL. Elevation
plays a HUGE role here, so expect to see the better players wow you with their
finesse up top.
WEAPONS ARMOR
1 Shotgun 6 Armor Shards (5 points)
1 Plasma Gun 1 Yellow Armor (50 points)
1 Grenade Launcher 1 Red Armor (100 points)
1 Rocket Launcher
HEALTH POWER-UPS
4 Yellow Health (25 points) N/A
2 Gold Health (50 points)
EXTRAS
2 Boxes Shotgun Shells (x10)
2 Boxes Plasma Cells (x30)
1 Box Grenade Rounds (x5)
2 Boxes Rockets (x5)
TECHNIQUES
1.) Fall down from above to get the RL (the bottom route gets far too
predictable in a one on one). Then just rocket jump out of the hole (through
the corner) and grab the health above.
2.) Avoid the bounce pad in the back room when skirmishing, but don't overlook
the Gold Health that lies nearby.
3.) Rocket Jump (or Grenade Jump) for the Red Armor when the opportunity
arises. It's also possible (albeit a bit tougher) to do a Plasma Jump from the
high ledge to the Red Armor. Your best bet is to just do what you feel most
comfortable with, and make sure you can do it on a moments notice.
4.) Locking down the upper tier of this level plays an important role against
expert players. I've seen quite a few players do an excellent job keeping
opponents at bay while still picking up 90% of the armors on the map. The Red
and Yellows aren't all that far from one another, so keep your timing set and
your reflexes sharp.
------------------------------------------------------------------------------
*Q3DM6-THE CAMPGROUNDS*
A large level, Q3DM6 is an absolute top quality map for either one on one or
TDM games. With multiple levels of elevation, tons of weapons and extra items,
this is one of the best "out of the box" maps that Q3A has to offer.
WEAPONS ARMOR
1 Shotgun 1 Yellow Armor (50 points)
1 Plasma Gun 1 Red Armor (100 points)
1 Rocket Launcher
1 Rail Gun
HEALTH POWER-UPS
5 Health Bonuses (5 points) Personal Teleporter
6 Yellow Health (25 points) Quad Damage
1 Gold Health (50 points)
1 Mega Health (100 points)
EXTRAS
5 Boxes Machine Gun Bullets (x50)
3 Boxes Shotgun Shells (x10)
5 Boxes Plasma Cells (x30)
5 Boxes Rockets (x5)
3 Boxes Rails (x10)
TECHNIQUES
1.) You CAN rocket jump from the Yellow Armor to the ledge above, then just do
a regular jump to get on top of the second level. To do it, just stand right
from the Yellow Armor itself and rocket jump. If you push toward the wall,
you'll catch on the small ledge above. Then just jump up and grab all the
goodies around the corner. It's also a good shortcut to lead you into the room
with all the pillars.
2.) In a FFA, the room with all the pillars is key. You've got a Red Armor, a
Mega Health, and a ton of ammo all in one room. If there's a place where
people are going to camp out, odds are they're thinking about coming here.
Make the best of it and be ready for 'em.
3.) With so many open spaces and arena like rooms, the Rail Gun is a huge
favorite with the camping crowd. Not only is the map horizontally large, but
it sprawls out vertically as well. Sitting up atop a perch with the Rail can
rack up frags quickly, but don't rely too heavily on it.
4.) During Teamplay, the Red Armor area is guarded heavily. Take the top route
and reign terror from above on the unsuspecting armor hogs below. Always keep
one player on top of this situation.
------------------------------------------------------------------------------
*Q3TOURNEY2-THE PROVING GROUNDS*
My absolute favorite map since the early days of Q3Test, Q3Tourney2 boasts
some very simple level design along with some really well-balanced gameplay.
The warper plays a huge role in the map, as it allows easy access to both of
the Yellow Armors in a matter of seconds.
WEAPONS ARMOR
1 Shotgun 14 Armor Shards (5 points)
1 Lightning Gun 2 Yellow Armors (50 points)
1 Rocket Launcher
HEALTH POWER-UPS
3 Yellow Health (25 points) N/A
1 Gold Health (50 points)
EXTRAS
4 Boxes Shotgun Shells (x10)
1 Box Lightning Cells (x60)
2 Boxes Rockets (x5)
TECHNIQUES
1.) The RL dominates this map since the Lightning Gun has been tweaked down
from QTest 1.07. As such, keeping your rocket ammo full while keeping it away
from your opponent should be a focal point to gain control. The RL itself is
in a somewhat vulnerable spot, forcing the player who picks it up to react
very quickly to the seven or eight possible ways he can be shot at. Keep
pressure on players when they try to pick it up, and you're bound to cause
some damage every now and again.
2.) Controlling the two Yellow Armors is key, along with the 50 points worth
of armor shards that lie right outside the warper. A talented player can get
up to 200 armor in no time.
3.) This is one of the two tourney levels in the game that plays home to a
Lightning Gun. Not only should you get good with it, but you should also learn
to keep adept "shafters" out of range. It's only active to about 75 ft. in
game, so keep them at a distance and the LG is useless (much easier said than
done).
4.) Implement warper tricks! Depending on what type of player you're up
against, you should have a different set of warper rules that you'll adhere
to. If you severely wound an opponent, and he runs through the warper, do you
chase him, or do you go around the long way? It could be a trap if you go
through the warper (as he will be waiting with an RL pointed at the gate), or
he might just suck and keep running with his back turned to you. You need to
decide by "feeling your opponents out" in the first couple minutes of the
match. Once you think you have them figured out, outsmart them by mixing up
sneaky warper tactics like "double-backing" as you pretend to go in with the
intent of continuing onward.
5.) A tricky jump that has made its place in recent tourneys is the one where
you hop from the ledge right outside the main warper onto the adjacent ledge
near the pillar. It's tough to do -- you need a really high frame rate (above
80FPS) to give you that extra advantage. It's really just a matter of timing
when you come through the warper. Just try to hit a strafe jump the
millisecond you pop out and you'll be golden.
------------------------------------------------------------------------------
*Q3DM7-TEMPLE OF RETRIBUTION*
A solid level for Teamplay or FFA, DM7 has become what DM6 was to Q1. It's the
Jump to page:
Sponsors:
Other files from this game:
- Quake 3 - Arena document by System on 14/03/2006, 06:30
- Quake 3 - Arena document by System on 14/03/2006, 06:30
- Quake 3 - Arena document by System on 14/03/2006, 06:30
Keyboard layout - Quake 3 - Arena document by System on 14/03/2006, 06:30
- Quake 3 - Arena document by System on 14/03/2006, 06:30
- Quake 3 - Arena document by System on 14/03/2006, 06:30
- Quake 3 - Arena document by System on 14/03/2006, 06:30
- Quake 3 - Arena editor by System on 14/03/2006, 06:30
- Quake 3 - Arena trainer by System on 14/03/2006, 06:30
Mega trainer - Quake 3 - Arena FAQ by System on 09/03/2006, 09:50
- Quake 3 - Arena FAQ by System on 09/03/2006, 09:50
- Quake 3 - Arena FAQ by System on 09/03/2006, 09:50
- Quake 3 - Arena FAQ by System on 09/03/2006, 09:50
- Quake 3 - Arena cheats by System on 09/03/2006, 09:50
- Quake 3 - Arena solution by System on 09/03/2006, 09:50
Weapons Guide






