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Читы для Quake 3 Arena

Чит-файл для Quake 3 Arena

Quake 3 Arena

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:id Software
Издатель:Activision
ISO статус:релиз состоялся 2 декабря 1999 года
Жанры:Action (Shooter) / 3D / 1st Person
Похожие игры:Unreal Tournament
Multiplayer:(64) LAN, Internet

Даты выхода игры

вышла в 1999 г.

FAQ [ENG]

Информация актуальна для
(Gameplay FAQ)
for PC
by: Jim Mazurek (JChops)
e-mail: jimmychops@flashcom.net

FAQ Version 3.0 (2-18-00)
==============================================================================
===CONTENTS===================================================================
==============================================================================
1.  Disclaimer
2.  Quick Intro
3.  Multiplayer Tips & Tactics
4.  Weapon Breakdown/Analysis
5.  Power-Up Breakdown/Analysis
6.  Level Breakdown/Analysis (under construction!)
7.  Item Respawn Times
8.  Secrets/Easter Eggs
9.  Console Commands
10. Personal Setup
11. 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 GameFaqs is 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 instead that 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, and the info gets misunderstood. I want people reading the most
current forms of my FAQs at all times, and GameFAQs is the only site that does
a good enough job updating them. 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 necessitate a
FAQ. And with that stated, you should know that this FAQ certainly isn't
designed to be your ultimate resource on Q3A (there are plenty of web sites
for that). This FAQ does cover a wide variety of interesting topics that most
players will find both helpful and amusing. What can I say? I love the game!
The FAQ itself will be updated frequently as new information arrives, so check
back to see if anything's been updated or changed. Also 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. Nuff
said...

==============================================================================
3.)MULTIPLAYER TIPS & TACTICS=================================================
==============================================================================
ARMOR/HEALTH INFO (Important!)
Taking damage from another player is treated a little different when you have
both health and armor, since 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 it
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 make sure to turn the armor into one of the most important
things to get when trying to control any given map. Statistically, once you
get the armor advantage (or get "big" or "tanked up"), you're ahead of the
game. Every shot your opponent takes 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 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. Example:
maybe instead of running all the way up seven stairs and around three corners
to get that Red Armor, you can just rocket jump to it in an instant!
------------------------------------------------------------------------------
RESPAWNS
If only I had 3D rendered maps where I could point out each of the respawn
points for each level in Q3A - man, what a gem that would be. Without the
maps, at least you can be aware that there ARE a certain number of respawns
for each map. This is actually a bigger deal for teamplay games than it is for
deathmatch/tourney games, although some of the smaller levels lend themselves
quite well for some respawn fragging fun. Take Q3DM1 for example, where there
are only four or five possible respawns on the whole map. If you're playing
this game one on one, you've got a pretty good chance that your opponent will
respawn 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 Red Armor 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 respawn 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.
------------------------------------------------------------------------------
USING SOUND FX TO YOUR ADVANTAGE (PART I)
One of the more commonly overlooked elements in Q3A 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 respawn 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 respawned
opponent. So make use of your speakers, and crank 'em up!
------------------------------------------------------------------------------
USING SOUND FX TO YOUR ADVANTAGE (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. The one crappy thing is that you'll need to learn these
sounds for each player (and with ??? different models, this can be somewhat
frustrating). Each of them have what's known as a "warning" sound, most
notably, the Sarge and his "Errrawwh!" when he's about to die (did you get
that? "Errrawwh!). 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...
------------------------------------------------------------------------------
RUN...OR FIGHT?
Some people always go in with a simple strategy: "Attack 'em until either they
die, or I die!" While there is no doubt that this works (because it really
does in most cases), you'll need to use a little more brainpower against
advanced players. It's so 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 things: current health & armor status, current weapon, opponent's
weapon, opponent's health & armor status, etc. Learning this delicate balance
between running and fighting is a staple technique of any advanced player, and
often, one of the main things 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 г 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 г you better find a solution. Be creative,
and try to some 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 predictable like the vast majority of 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' know where it leads. 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, then 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, 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!
Use your imagination, and you'll be rewarded...
------------------------------------------------------------------------------
CONTROLLING THE LEVEL (Important!)
One of the most effective tactics when doing a one on one is commonly called
"controlling the level." It's called this because you'll be hovering around
the best items on that specific map, whether it's the Red Armor, Rocket
Launcher, or Quad Damage. 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 is almost as annoying as it is effective.
------------------------------------------------------------------------------
WATCH YOUR AMMO
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 for someone to hit a bounce pad). When you hit a
bounce pad, your movements are fairly predictable, making for a somewhat
scrumptious railgunnner target. Your only alternative to becoming railbait is
to use air control and try to trick the player as to where you're going. Don't
just hit the pads and let them push you in the default direction. Use a little
technique to get weird angles going. The game's in 3D for gosh sake! Use it to
the fullest by flying through the air at awkward angles whenever possible.
------------------------------------------------------------------------------
GRAB THE QUAD DAMAGE (Important!)
Of all the power-ups in Q3A (i.e. Haste, Invisibility, Battle Suit, Personal
Teleporter, Stimpack), the Quad is the only one that will HEAVILY change the
outcome of the match in favor of the bearer. In other words, if you get one of
these (and you're somewhat skilled at staying alive), you'll rock the house.
Quad RL and BFG are the best for FFA, but don't overlook the Quad Plasma or
the Quad Shotgun when your ammo runs dry. Most expert level players have what
is known as a "Quad Timer" that shows them exactly when a Quad will respawn
(the default setting is 120 seconds, although this can be changed in the
console). Sometimes, this is nothing more than a clock or stopwatch. Some
players use mods (to the game itself) that have a little "countdown clicker"
on-screen. Just be aware that other players will know when it's ready to pop
up, so you should take the appropriate counter measures to keep players from
being Quad Whores.
------------------------------------------------------------------------------
PERSONAL TELEPORTER TIPS
When falling off a ledge, into a lava pit, or into a foggy void, use the
Personal Teleporter to warp yourself back onto solid land. This is why it
helps to have your "use item" key setup as a key that's easily accessible.
This is useful on Q3DM7, Q3DM18, and Q3DM19.
------------------------------------------------------------------------------
STRAFE JUMPING
Ever wonder why certain players (usually the really good ones) always seem to
be jumping around like rabbits (at accelerated speeds)? Well, it's not just
for show. You get two distinct benefits from doing this. First off, you'll be
much harder to hit for players who constantly fire rockets at your feet.
Jumping will almost immediately make you a much harder target to hit. Second,
you can actually move faster from point A to point B by strafe jumping. To do
a set of strafe jumps, you'll need to hit jump and strafe as you move forward.
The more of these you do in a row, the faster you'll get moving. You'll notice
a significant speed increase if you do them correctly.
------------------------------------------------------------------------------
THE CROUCH PUMMEL
Try standing next to one of your friends with Gauntlets equipped. Both of you
should face each other, but one of you should duck, while the other just looks
straight. The guy who is crouching should just press forward into the other
guy with his Gauntlet. Nine times out of ten, the guy who is crouching will
win. Why? Because the guy who's looking straight can't hit the guy who is
crouching without looking down with his mouse. In battle, this happens very
quickly, so be ready to get into crouch position asap.
------------------------------------------------------------------------------
THE BOTTOM LINE (Important!)
I can't TELL you how to become a better Q3A player. In fact, it doesn't matter
how many Q3A FAQs you read on how to get better. Nor can I or anyone else SHOW
you the techniques to make you a master. Sure, all this technical info and
weapon data helps, but it won't make you any better at aiming, will it? And it
surely won't make you learn the levels. And what about your instincts? Do you
have what it takes to predict what other players are going to do? You see what
I'm getting at here. If you want to get good (or better yet, GREAT), you're
gonna need to play. And play a LOT! I've been playing Q3 since the first beta
test came out (1.05 I think), on average of about 20 hours per week, and I
still get smoked all the time! And still, I see far too many players out there
saying things like "I suck!" or "How'd you get so good?" Instead of tossing
out phrases like that, why not just take that whooping as an incentive to get
better, and further your finesse and technique. And don't consider practice
against the bots as your only method of learning, either. You need to play
people to get good. Get connected, then get online and start "fRaGginG sOme
lLaMa aSS!" :p

==============================================================================
4.)WEAPONS BREAKDOWN/ANALYSIS=================================================
==============================================================================
Every weapon has its strengths and weaknesses, just as every weapon has its
time and place. The more you play, the more you'll find ways to implement each
and every weapon into any given situation. You should always take things like
range, speed, damage, and even the skill/patterns of the opposing player into
consideration when thinking about weapon tactics in game. Q3A isn't just a
mindless blast-fest (well, maybe with 8 people on Q3DM1 it is). It's meant to
be both a deeply strategic and tactical game by its very nature. You can take
the level of strategy in Q3A as far as you'd like to take it, knowing that the
farther you push yourself, the odds are your opponents will too. Remember that
certain guns have "unwanted" effects in the place of sound and color that make
them more "detectable" by good players. These are noted next to each weapon by
the Equipped Sound, and Visibility stats respectively.
------------------------------------------------------------------------------
GAUNTLET- You'll need to be up close and personal for the Gauntlet to hit, and
when it does, you'll do 50 points of damage per smash. When it connects,
you'll notice that you'll be repelled quite a bit by the hit, making it tough
to connect with a follow up unless you have your opponent pinned up against a
wall. This weapon should only be used as an absolute last resort (unless you
can find tricky ways to implement it), since it's especially hard to use on
those "hoppy-jumpy players" who insist that they were Kangaroos in another
life...

DEFAULT AMMO: N/A                       SPEED OF PROJECTILE: N/A
MAX AMMO: N/A                           DIRECT DAMAGE (one hit): 50 points
RANGE: In your face!                    SPLASH DAMAGE: N/A
RATE OF FIRE: N/A                       VISIBILITY: N/A
EQUIPPED SOUND: N/A
------------------------------------------------------------------------------
MACHINE GUN- Your starting weapon should be ditched almost immediately in
favor of a Shotgun or Rocket Launcher. The greatest drawback to the Machine
Gun is the fact that the amount of ammo that you start with never seems to be
enough! The Machine Gun IS very useful once in a while though (aside from
respawns where you absolutely HAVE to use it), and when playing on the bounce
pad levels, it can be essential for taking out players who insist on jumping
from pad to pad without ever touching the ground. It's also useful in FFA
matches to "pick up the scraps." Because of its high rate of fire, it's easy
to get the final hit on a group of weakened opponents who have been dueling
with one another in the center of the arena (easy frags).

DEFAULT AMMO: 100                       SPEED OF PROJECTILE: Instant Hit
MAX AMMO: 200                           DIRECT DAMAGE: 7 (FFA), 5 (Teamplay)
RANGE: Infinite (pattern disperses)     SPLASH DAMAGE: N/A
RATE OF FIRE: Very High                 VISIBILITY: Low (muzzle flash)
EQUIPPED SOUND: N/A
------------------------------------------------------------------------------
SHOTGUN- This weapon is usually a one-shot kill on an unarmored man at close
range, and gives the term "streetsweeper" a whole new meaning when used in
heavy crowds. The farther away your target, the less likely you are to hit
them with one of the 11 pellets in each shot. The patterns for each shell are
random, and if you don't believe me, just try shooting 20 shells at a wall to
see if there's any correlation. Because of this, it's absolutely critical to
get center-mass hits for the Shotgun to inflict massive damage (this can take
some getting used to). Some players swear by the Shotgun and it's ability to
inflict instant hits, but others despise its inconsistancy. One thing's for
sure г you can't argue with 110 points of damage at point blank range!

DEFAULT AMMO: 10                        DIRECT DAMAGE (up-close): 110 points
MAX AMMO: 200                           10 ft. away: 100 points
RANGE: Infinite                         20 ft. away: 50 points
RATE OF FIRE: Slow                      30 ft. away: 10-30 points
SPEED OF PROJECTILE: Instant Hit        VISIBILTY: Low (smoke/muzzle flash)
SPLASH DAMAGE: N/A                      EQUIPPED SOUND: N/A
------------------------------------------------------------------------------
PLASMA GUN- The PG has an extremely high rate of fire, and does 20 points of
damage with each ball (on direct hits), making it great as a room clearer. Its
only drawback is the fact that the projectiles themselves are easy to dodge at
medium to long ranges. One thing to keep in mind when using the Plasma Gun is
to find alternate patterns of dispersal. Try using the infamous "S-pattern,"
or even the technique where you shake your mouse (left to right) to get a
larger spread. The plasma balls are also very vibrant (visually), giving your
position away almost immediately to all players around you. The PG is good for
players who have a bad aim, since the shots give off minor splash damage when
they are placed near opponent's feet.

DEFAULT AMMO: 50                        SPEED OF PROJECTILE: Moderate
MAX AMMO: 200                           DIRECT DAMAGE (one ball): 20 points
RANGE: Infinite                         SPLASH DAMAGE: 1-19 points
RATE OF FIRE: Very High                 VISIBILITY: High (bright purple balls)
EQUIPPED SOUND: N/A
------------------------------------------------------------------------------
GRENADE LAUNCHER- The GL isn't so great for offense, but works wonders for
defense. It lobs projectiles that are just as powerful as a rocket, yet you
can have five or six of them around the corner of a small hallway in seconds
flat. You'll also gain an advantage with the GL from increased elevations, as
the grenades will naturally try to find the lowest possible ground. I find it
useful in FFAs where groups of opponents stack up and rumble with one another.
I like lobbing grenades into the whole lot of them, getting splash damage on
the whole crowd. Try using it when being pressed by an extremely aggressive
opponent. They'll think twice about rushing after you make 'em eat one or two
of these puppies...
                                        
DEFAULT AMMO: 10                        SPEED OF PROJECTILE: Very Slow
MAX AMMO: 200                           DIRECT DAMAGE (one shot): 120 points
RANGE: 75-90 ft. maximum                SPLASH DAMAGE: 1-119 points
RATE OF FIRE: Moderate                  VISIBILITY: Moderate (smoke trails)
EQUIPPED SOUND: N/A
------------------------------------------------------------------------------
ROCKET LAUNCHER- If you're going to practice with a specific weapon, then make
sure to invest some time with the RL (my personal fave, along with about 10
million other deathmatchers around the world). Not only will you need to learn
to effectively use it, but you'll also need to learn to take counter measures
against it. Since it's not an instant hit weapon (it's actually rather slow),
a good player will learn to dodge and avoid rockets on a regular basis.
Considered to be the best and most effective weapon for Deathmatch, the RL can
be a menace when used by an expert. Try shooting a rocket at your opponents
feet, bouncing them up in the air, then hitting them on their way down with a
follow up rocket for the frag. Now sit back and watch your frags rack up
faster than an overclocked Celeron 300A.

DEFAULT AMMO: 10                        SPEED OF PROJECTILE: Slow
MAX AMMO: 200                           DIRECT DAMAGE (one shot): 100 points
RANGE: Infinite                         SPLASH DAMAGE: 1-99 points
RATE OF FIRE: Moderate                  VISIBILITY: High (smoke trails)
EQUIPPED SOUND: N/A
------------------------------------------------------------------------------
LIGHTNING GUN- The LG (or "shaft") can cut down grouped enemies like no other.
If you have a great aim, and are able to track on to players with ease, the LG
is for you. One pull of the trigger will do 8 points of damage, although the
longer you keep it focused on the enemy, the more damage it will inflict. Be
aware that it DOES have a limited range, which we measured out to be around 75
ft. in-game. The one problem with the LG is its lack of appearance in most of
the Tournament maps. It seems like id made it uneccessarily tough to get good
with the LG by keeping it away from most of the maps in the game. Oh well...

DEFAULT AMMO: 100                       SPEED OF PROJECTILE: Instant Hit
MAX AMMO: 200                           DIRECT DAMAGE (one cell): 8 points
RANGE: 75 ft.                           SPLASH DAMAGE: N/A
RATE OF FIRE: Constant                  VISIBILITY: High (electric stream)
EQUIPPED SOUND: Electric buzzing
------------------------------------------------------------------------------
RAIL GUN- When playing Q3A, the Quake I lovers will tell you that the RL is
king, just as the Quake II lovers will tell you that the Rail Gun is king
(excluding the BFG, which everyone seems to love). So in other words, get good
with both of 'em if you want to be a dominant player. Several of the tourney
maps have Rail Guns on them, so expect to face a lot of players who know how
to handle rails if you plan to compete. The Rail isn't just a sniper weapon
though; it can be almost as useful in a heated duel if your aim is good
enough. The Rail Gun takes the most practice of all weapons to master, but
once you do, server domination against even expert level players will be that
much easier.

DEFAULT AMMO: 10                        SPEED OF PROJECTILE: Instant Hit
MAX AMMO: 200                           DIRECT DAMAGE (one shot): 100 points
RANGE: Infinite                         SPLASH DAMAGE: N/A
RATE OF FIRE: Slow                      VISIBILITY: High (thin tracer beam)
EQUIPPED SOUND: Distinct "Hum"
------------------------------------------------------------------------------
BFG 10K- Much better than any of the BFGs from previous Quake (and Doom)
games, the new and improved 10K is basically a cross between a Rocket Launcher
and a Plasma Gun. Combined with the Quad Damage, it feels reminiscent of the
Quad/RL from the original Quake where you could frag anything that moved in
less than a second. The projectiles move as fast as a plasma shot, but have
the direct and splash damage of a rocket! Obviously, you can see that this is
THE weapon of choice when dueling in the arenas, so make it a point to find
them when they're available.

DEFAULT AMMO: 20                        SPEED OF PROJECTILE: Very Fast
MAX AMMO: 200                           DIRECT DAMAGE (one shot): 100 points
RANGE: Infinite                         SPLASH DAMAGE: 1-99 points
RATE OF FIRE: Fast                      VISIBILITY: High (bright blasts)
EQUIPPED SOUND: Low-Freq. Resonance

==============================================================================
5.)POWER-UP BREAKDOWN/ANALYSIS================================================
==============================================================================
Each of the Power-Ups has its own set of properties that make it desirable.
This list is meant to clarify those elements, and stress how important the
roles of these items actually play during Tournaments, FFA, and Teamplay
games. Each Power-Up lasts for only 30 seconds (as noted by your timer on-
screen), but the last two *'ed items are actually holdables. Holdables can be
held then activated on command with the "Use Item" skill. Don't forget that
certain maps offer the chance to hold more than one Power-Up at a time, in
which case both of the special abilities will be activated at once. It's also
possible to have a combination of both Power-Ups and Holdables.
------------------------------------------------------------------------------
BATTLE SUIT- The Battle Suit won't change the outcome of a tournament, but it
can be somewhat helpful for a short period of time. When holding this Power-
Up, you'll be immune to any and all forms of splash damage (i.e. lava, acid,
cratering, rocket splash, plasma splash, and even drowning). Because of this,
your opponent will have to hit you directly with both rockets and plasma shots
to damage you. If your opponent is a resident rocket-jockey, this can be a
HUGE advantage. If you're good with rockets, and somewhat talented at keeping
your opponents at short/medium range, then this Power-Up should be a big help
to you.

PRIMARY EFFECT: Invulnerability from splash damage
VISIBLE EFFECT: Glowing orange shield around player
MAPS: Q3TOURNEY3, Q3DM15
------------------------------------------------------------------------------
FLIGHT- The Flight Power-Up is stupid. It's a novelty that's only used on one
level. That level (Q3DM19) sucks anyway, so it doesn't really matter much.
Other than the ability to avoid splash damage by flying around, I don't
understand its practical use, therefore I won't even try to explain it. HAH!

PRIMARY EFFECT: To make your player fly like an eagle
VISIBLE EFFECT: Player trying to "walk" as he flies through the air
MAPS: Q3DM19
------------------------------------------------------------------------------
HASTE- Haste is arguably the second best Power-Up in the game, next to the
Quad Damage of course. It considerably increases both the rate at which you
move, and the rate at which you fire. Even weapons like the Gauntlet can now
dish out damage twice as fast! If you use weapons that already have high rates
of fire, expect to throw lightning fast trails of projectile thunda' at your
opponent in seconds flat. It's best coupled with weapons like the PG, or MG
which already have a decent rate of fire at normal speed. Hasted, these
weapons can cause fear in even the most skilled opponents. One of the most
overlooked Haste abilities is the hit and run. If you're in trouble health-
wise, the Haste will let you play "keep away" from your opponent while scoring
an occasional hit as you run backwards.

PRIMARY EFFECT: Speeds up both rate of fire and player movement
VISIBLE EFFECT: Smoking trail left behind players feet
MAPS: Q3DM2, Q3DM11
------------------------------------------------------------------------------
INVISIBILITY- The Invisibility Power-Up isn't so much about domination as it
is about sneakiness. You can knock out a whole room full of players in a FFA
with just one of these г but unlike the Quad Damage, you'll need to be a bit
more devious about it. Since you won't be completely transparent when you hold
the Invisibility (a blurred image is still visible at close range), enemies
may still home in on your position. Also remember that the only other primary
visible effect will be from your muzzle flash/projectiles. If you mix and
match other Power-Ups with the Invisibility (like Quad or Regen), the effect
will be completely visible. So yes, it's impossible to be Invisible with Quad
Damage. D'oh! I found the Invisibility most useful on players who insist on
camping or guarding important areas in FFAs. Sneaking up on them while
unleashing a Shotgun storm will finish their reign real quick.

PRIMARY EFFECT: Makes player nearly invisible
VISIBLE EFFECT: "Predator-like" motion blur
MAPS: Q3DM8, Q3DM10
------------------------------------------------------------------------------
QUAD DAMAGE- The highly coveted Quad Damage reigns supreme in the world of Q3A
power-ups. Strangely enough, the Quad only grants 3X damage. You'd be with the
rest of us if you thought that Quad should equal 4X, but apparently this isn't
the case. Damage aside, it's a wicked power-up that takes control of FFAs
quickly, and can switch the flow of a Teamplay event in seconds flat. Make
sure to turn the Quad locations into one of the most important things to
memorize in Q3A, along with the timing of the power-up itself.

WHEN BEARING THE QUAD
A.)	Although Rockets seem tempting, the self-inflicted splash damage can
sometimes be too damaging for comfort. It takes a wide open map and some
decent rocket control to deal death with Quad-RL. Once you get this
control down however, you'll notice a considerably higher frag count in
FFAs.
B.)	The Railgun also seems like a tempting weapon to use when you pick up the
Quad (300 damage, anyone?), but the low rate of fire and precise control
actually make it one of the worst. You'll find yourself fiddling around
with the aim when you should be more concerned with getting some flak into
your opponents faces. Remember, you only have 30 seconds to get as many
frags as you can get with this thing, so make use of that time!
C.)	The BFG is another weapon that almost fares better without the Quad. Sure,
it can inflict massive amounts of damage in the blink of an eye (Quadded
up, it can do about 1,800 points of damage per second). But can't the BFG
inflict massive damage without the Quad? Heck yeah! My advice is to save
your BFG until your Quad expires, and all the freshly respawned players
will be throwing hundreds of little Machine Gun bullets at you. Revenge...
D.)	Realize that when you have a Quad in a FFA, you're basically one big
glowing target. Most players don't know what's best for them and they
decide to attack you instead of running or hiding. This isn't a problem
when it's only one or two guys, but when five or six dudes are ready to go
with Machine Guns plinking away, it can be over for you REAL quick. Just
make sure to be aware of this in wide open levels.

WHEN PLAYING AGAINST QUAD
A.)	If your opponent picks up the Quad in a level that lends itself well to
hiding, by all means г DO IT. This is in no way considered cheap or stupid
to do, since the person with the Quad should be able to find you within
the 30 second time limit of the power-up.
B.)	Get armor fast! If you don't, and the guy with the Quad has some, he'll be
dealing out 9X more damage than you! With the armor absorbing 2/3 of the
damage you can deal out on him, plus his 3X quad damage.
C.)	If all else fails, RUN LIKE HELL!

PRIMARY EFFECT: 3X damage for all weapons
VISIBLE EFFECT: Glowing blue orb around player
MAPS: Q3DM4, Q3TOURNEY1, Q3DM6, Q3DM7, Q3DM8, Q3DM10, Q3DM11, Q3DM12, Q3DM13,
Q3DM14, Q3TOURNEY5, Q3DM15, Q3DM17, Q3DM18, Q3DM19
------------------------------------------------------------------------------
REGENERATION- Nabbing the Regeneration will grant the bearer between +5-15
health per second for 30 seconds. It will still max out at 200 health (like
the Mega Health), although it will keep you up there without degradation until
the time expires. If you have more than 100 health, it will add 5 health per
second. And if you have less than 100 health, it will add 15 health per
second. In both situations, this can be crucial for building up the necessary
power (and confidence) for a strike on your opponents position. You'll be able
to tell who has the Regeneration Power-Up from the red flashing pulse that
illuminates from the bearers body.

PRIMARY EFFECT: Slowly adds between 5-15 health per second
VISIBLE EFFECT: Flashing red pulse as player gains health
MAPS: Q3TOURNEY1, Q3DM10, Q3DM12
------------------------------------------------------------------------------
MEDKIT*- The Medkit will restore you back to 100 health no matter what your
current value below 100. Knowing that, it's only natural to want to get the
most out of it (and more often than not, you end up screwing yourself by
waiting too long). I found that many players spent too much time watching
their health instead of trying to concentrate on the battle at hand when they
have a Medkit. This is bad. Most players who use it during a duel tend to
delay its use until the last possible second, therefore getting the advantage
on their less fortunate opponent. This can be dangerous, since there are a lot
of weapons that can kill an unarmored man on the first shot г let alone a guy
with only 50 or 60 health. Pick it up as a precaution, and remember that it
won't change the outcome of battle for you. It's a last resort, and you should
use it as an insurance policy to bring you back up to 100% health when you're
in trouble.

PRIMARY EFFECT: Brings user back to 100% health on command
VISIBLE EFFECT: N/A
MAPS: Q3DM11, Q3DM13
------------------------------------------------------------------------------
PERSONAL TELEPORTER*- The Personal Teleporter can be cool in Teamplay events,
but can also be rather annoying during a tournament game. For Teamplay or FFA,
these caan save your life. If you're falling into a bottomless void or lava
pit, use the Teleporter! If you're outnumbered by three or four members of the
opposite team (take a guess) teleport! As for tourneys, anyone who tries to
convince you that it's useful is an idiot. It's stupid to spend a minute or
two just to find your opponent, then just watch him teleport himself out of
danger when he feels like he's in trouble. Cheap, tasteless, and ridiculous г
much like a bottle of MD 20/20.

PRIMARY EFFECT: Teleports user to a random location on command
VISIBLE EFFECT: N/A
MAPS: Q3DM6, Q3DM7, Q3DM12, Q3DM14, Q3DM15, Q3DM18, Q3DM19, Q3TOURNEY6

==============================================================================
6.)LEVEL BREAKDOWN/ANALYSIS===================================================
==============================================================================
This section was designed as a resource (item & stat wise) for each of the
levels in Q3A. All info is based on the FFA version of the map (not the
Teamplay one), although Teamplay level breakdowns may be coming in the future.
This section is helpful to those aren't entirely familiar with a specific map,
and sometimes it just helps to look it over on paper before you actually enter
it with a strategy. Try to use this info when planning strategies for
Tournament games, or even FFAs. An occasional Teamplay tactic or two have been
thrown in for good measure, but this will change as the new sections arrive.
------------------------------------------------------------------------------
*Q3DM1-ARENA GATE*
A somewhat simple (and small) level overall, so any more than two players and
this map turns into a nightmare. There's only one level, so elevation won't
play a factor. And there really aren't any good hiding spots (less the two
statues in the RL room as cover).

WEAPONS                               ARMOR
1 Shotgun                             6 Armor Shards (5 points)
1 Plasma Gun                          1 Red Armor (100 points)
1 Rocket Launcher

HEALTH                                POWER-UPS
5 Yellow Health (25 points)           N/A

EXTRAS
1 Box Machine Gun Bullets (x50)
1 Box Shotgun Shells (x10)
1 Box Plasma Cells (x30)

QUICK TECHNIQUES
1.) Respawn frags are a must on this level, as there are only four possible
places you can respawn. Use footsteps/respawn sounds to your advantage.
2.) Red Armor is the king of the level, proving much more worthy than the RL.
If you're somewhat talented with the Plasma Gun, then this is your room to
guard.
3.) Collect those armor shards too! If not to boost your own armor bonus, just
do it to keep them away from your opponent. Remember the 2/3 damage rule with
armor?
------------------------------------------------------------------------------
*Q3DM2-HOUSE OF PAIN*
One of my faves for one on one, this map is very well balanced. A good loop
can let you pick up most of the good items within just a few short seconds, so
plan one out asap. The RL is in a room of its own (a dangerous room to get
trapped in), and the Plasma Gun is in the center of the map. Just jump
around... :P

WEAPONS                               ARMOR
1 Shotgun                             7 Armor Shards (5 points each)
1 Plasma Gun                          1 Yellow Armor (50 points)
1 Rocket Launcher                     1 Red Armor (100 points)

HEALTH                                POWER-UPS
4 Yellow Health (25 points)           1 Haste
1 Gold Health (50 points)

EXTRAS
3 Boxes Machine Gun Bullets (x50)
5 Boxes Shotgun Shells (x10)
1 Box Plasma Cells (x30)
1 Box Rockets (x5)

QUICK TECHNIQUES
1.) Trap opponents in the RL room. It sucks to be in there when someone
outside has the RL, trust me.
2.) Place random rockets down the water hallway. You just might hit someone.
3.) Hoard the Red Armor, for without it you are at a serious disadvantage. Use
the little blocks alongside the wall to get back up onto the main deck of the
level (as opposed to running through the water hallway and leaving yourself
both noisy and open for attack).
4.) Haste is a powerful power-up when combined with the Plasma Gun. Make a
point to time the subsequent respawns. 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 wierd level, partially due to the somewhat freakish RL/PG respawn. It seems
random, with occasional RLs popping up right after one another. It pays to
reign havok 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 respawn 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, 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 respawns, 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 map overall, especially with those weird snakeoid thingies hanging
from the ceiling and all. 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 your in a critical situation.
2.) It is possible to make the rocket jump up to the RL for more ammo (thanks
Mark). And since seconds count in a FFA, this might be the best choice for a
guaranteed refill.
3.) In FFAs on DM4, the Quad Plasma 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 fine.
------------------------------------------------------------------------------
*Q3DM5-THE FORGOTTEN PLACE*
This one is a major riot for both FFA and one on one games. 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 the better players to 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
arrises. It's also possible (although 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 (too large for one on one), Q3DM6 is probably best played as
either a FFA or a Team game. With multple levels of elevation, tons of Power-
Ups and extra items, this one offers a lot of ground to cover.

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
Megahealth, 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. All it takes is one
player to engage you in close range combat with the RL and you're toast.
------------------------------------------------------------------------------
*Q3TOURNEY2-THE PROVING GROUNDS*
My absolute favorite map since the early days of Q3Test, Q3Tourney2 boasts
some extremely innovative level design along with some 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.
------------------------------------------------------------------------------
*Q3DM7-TEMPLE OF RETRIBUTION*
A solid level for Teamplay or FFA, DM7 boasts some classic "dungeon-esque"
level design that almost makes it feel like something straight out of the
original Doom. Lots of elevation changes, a few rooms that have only one way
in, and some decent item placement make this an all around favorite for most
players.

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.) Although there is no "solid" room to hold during Teamplay, it seems like
either the Red Armor (main room) or the Rocket Launcher (bridge room) areas
are the best. Not only for what they have in the immediate room, but for what
they have in the adjacent rooms as well. 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, as they do with the Red and Yellow Armors. Use
free time to get "stacked," so that when you finally do enter a room with
three or four people, you'll have no problem cutting them down to size.
------------------------------------------------------------------------------
*Q3DM8-BRIMSTONE ABBEY*
Both the Quad and the 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 and FFA.

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.
------------------------------------------------------------------------------
*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), although the map is
one helluva time for a FFA. It also works for one on one, but the abundance of
health and armor make it tough to control easily.

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.
------------------------------------------------------------------------------
*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? Nine
times out of ten, this map turns into a railfest with the victor being the guy
with the better aim (or lower ping). Quake II players rejoice!

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...
------------------------------------------------------------------------------
*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.

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 dinstinctly 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).
------------------------------------------------------------------------------
*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 FFAs, 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.
3.) There are two ways to access the Quad Damage, one by switch and one by
warper. To access it by switch, you'll need to blast the red button in the
middle of the room preceding the Quad. This will open the double-door and give
you access. To get there by warper, you'll need to walk up the stairs near the
Lightning Gun, and follow them backward through the small passage that leads
to a warper. Either way, when you get the Quad, be prepared for a trap. A
series of Grenade Launchers will activate and begin lobbing grenades at you!
Get in, get the Quad, and get out of there fast!
4.) Don't forget about the secret room with the gold health right across from
the shotgun/teleporter!
------------------------------------------------------------------------------
*Q3DM12-THE DREDWERKZ*
This map is great for Teamplay and FFAs, but doesn't lend itself well for a
one on one skirmish. DM12 is another one of those sprawling maps (both
vertically and horizontally), so guarding the whole map can be quite a chore.
Doors play a huge role in this level, as they can give away someones position
by the very distinct open/close sound that they make. Be aware...

WEAPONS                               ARMOR
4 Shotguns                            8 Armor Shards(5 points)
2 Plasma Guns                         4 Yellow Armor (50 points)
1 Lightning Gun                       1 Red Armor (100 points)
2 Grenade Launchers
1 Rocket Launcher
2 Rail Guns
1 BFG-10K

HEALTH                                POWER-UPS
12 Yellow Health (25 points)          1 Personal Teleporter
6 Gold Health (50 points)             1 Regeneration
                                      1 Quad Damage

EXTRAS
5 Boxes Machine Gun Bullets (x50)
4 Boxes Shotgun Shells (x10)
1 Box Plasma Cells (x30)
2 Boxes Lightning Cells (x60)
2 Boxes Grenades (x5)
2 Boxes Rockets (x5)
1 Box BFG Cells (x15)

TECHNIQUES
1.) The BFG is the focal point of the map, and being in its own little room
makes it quite easy to guard effectively. There are only two ways into the
room. First, is to swim through the underwater passage. And second, is through
the warper in the room with the Red Armor. During Teamplay, I've seen guys
just camp in there, waiting for the other team to come wandering in. Every
single time, the team that stormed the BFG got wasted. It's tough to fight a
BFG with only RLs or PGs. The best bet is to get armored up and get a Quad
before rushing that room. Even then, it's best to have one guy take the water
route while the other guy heads through the warper.
2.) It pays to be well-rounded and have a back-up weapon strategy in case you
can't get to the BFG. Don't forget about the Rail, LG, or RL on this stage.
All of them have their time and place.
------------------------------------------------------------------------------
*Q3TOURNEY4-VERTICAL VENGEANCE*
Named quite cleverly, Vertical Vengeance is a great one on one map that plays
both fast and furious. There aren't any hiding spots, and there's only one
piece of armor located in the center of the map. Strategy strategy strategy...

WEAPONS                               ARMOR
1 Shotgun                             4 Armor Shards (5 points)
1 Plasma Gun                          1 Red Armor (100 points)
1 Rocket Launcher
1 Rail Gun

HEALTH                                POWER-UPS
4 Health Bonuses (5 points)           N/A
6 Yellow Health (25 points)
1 Mega Health (100 points)

EXTRAS
2 Boxes Machine Gun Bullets (x50)
1 Box Shotgun Shells (x10)
1 Box Plasma Cells (x30)
1 Box Rockets (x5)
1 Box Rails (x10)

TECHNIQUES
1.) As the name implies, vertical combat plays a huge role on this map, and so
does the Rail Gun. Since the level is laid out as one big room (broken up with
multiple layers of cover), you'll need to learn how to predict enemy position.
Railing from awkward angles that you never dreamed possible seems to be the
trick to getting good at this map.
2.) Remember that you don't have to run all the way around the outside of the
level when you want to pick up a specific item. The middle section of the map
is a key area to use during a one on one, since it offers health while
providing a shortcut to the other side. If you're at the RL, and you're
curious about the Mega Health, then take a shortcut and use the middle section
instead of wandering across the whole damn level.
3.) Don't forget about the splash damage through thin walls/floors. On this
stage, you can actually blast the floor above or below you and inflict damage
on your opponent (with rockets). Sometimes, it's even enough to bump them from
their current position and off onto the lower levels. This is great for
setting up a one-two rocket combo.
------------------------------------------------------------------------------
*Q3DM13-LOST WORLD*
Probably one of the best "out-of-the-box" maps for one on one, Lost World has
plenty of caverns, hallways, and chasms to keep even the hardcore deathmatcher
happy. Hand in hand with all the cool design comes an abundance of strategy as
well.

WEAPONS                               ARMOR
2 Shotguns                            7 Armor Shards (5 points)
1 Lightning Gun                       1 Yellow Armors (50 points)
1 Grenade Launcher                    1 Red Armor (100 points)
1 Rocket Launcher

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

EXTRAS
1 Box Machine Gun Bullets (x50)
3 Boxes Shotgun Shells (x10)
1 Box Lightning Cells (x60)
3 Boxes Grenades (x5)
1 Box Rockets (x5)

TECHNIQUES
1.) This map offers shortcuts aplenty. Try and plan out a good loop where you
can get at least two pieces of armor, a couple weapons, and swing by the Mega
Health in one swoop. Even if you bump into your opponent during the middle of
your run, you'll have plenty of power to keep you going. If you can "bring"
the battle to your area (that is, the area with all of your planned out
goodies), you'll have the edge.
2.) You can nab the Medkit without having to go all the way back up and around
the side passage. Just hit the bounce pad (below it) and push over to the
right wall. If done correctly, you'll just make it over the edge and be able
to grab it. This will save you those valuable seconds when in a one on one
situation.
3.) Since there are so many crevasses and cavernous rooms, the Grenade
Launcher can be a bit more important than usual. I often lob grenades into
areas that I think my opponent may be running around in. This is key when
testing to see if anyone's hiding below the main deck alongside the Red Armor
(a campers dream). RL works well too, but you'll need to be up on top the main
platform to see down that far.
4.) If you're in a FFA, and someone is perpetually camping the Red Armor, try
an alternate approach (as opposed to repeatedly falling to your death using
the little hatchway along the wall). Instead, fall all the way to the bottom
of the level (near the lava) and rocket jump up to the second floor. Usually,
this is enough to startle the player and induce them to make a silly move
(whether it be blasting themselves with a rocket, or simply falling off the
edge).
5.) Now here's a weird one, and it even has it's own console command. First
off, you'll need to type in \com_maxfps 120 at the system console. This will
raise the setting from the default of 85. Once you've typed it in, try jumping
up to the Mega Health with a regular jump (not a rocket jump). With a little
practice to get the feel for it, you should be able to get up to the ledge
without having to go all the way up and around for it.
6.) There's a nifty little shortcut when trying to climb that twisty flight of
stairs near the LG. Instead of running all the way around them, try jumping
through the back of it, then boosting yourself up onto the stairs on the other
side. Just a time saver, that's all...
------------------------------------------------------------------------------
*Q3DM14-GRIM DUNGEONS*
DM14 is a very complex level, and it's also one of the few levels that's home
to a BFG10K. Wicked for Teamplay, FFA, and one on one, DM14 is an instant
classic in my book.

WEAPONS                               ARMOR
2 Shotguns                            5 Armor Shards (5 points)
1 Plasma Gun                          3 Yellow Armor (50 points)
1 Lightning Gun                       1 Red Armor (100 points)
1 Rocket Launcher
1 Rail Gun
1 BFG10K

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

EXTRAS
6 Boxes Machine Gun Bullets (x50)
2 Boxes Shotgun Shells (x10)
5 Boxes Plasma Cells (x30)
2 Boxes Lightning Cells (x60)
4 Boxes Rockets (x5)
3 Boxes Rails (x10)
1 Box BFG Cells (x15)

TECHNIQUES
1.) In a team game, the best room to camp is the RA room (without a doubt).
You've got RA, two boxes of Plasma Cells, and the Quad respawn all in one
little area. This room is so good, that once you're tanked up, it even lends
itself to FFA camping. Right outside the main door is access to a whole slew
of health, more armor, and tons of ammo refills. The only problem is the
amount of entrances into this area. There are the two bounce pads, and the two
doors. Four entrances into one little room. So yeah, it WILL be tough to hold
effectively. Once you get the Quad though, it turns into a killing spree in
your favor.
2.) In a FFA, don't overlook the BFG ammo pack right outside the Quad room. It
gives you 15 shots and is prone to far less traffic than the BFG itself. Once
you get a BFG, return to the ammo pack for refills instead of the gun itself.
3.) Plasma kicks ass on DM14, especially since there are 5 boxes of cells
spread throughout the level (giving you 30 shots each). You can pretty much
run around everywhere with your fire button depressed and still have ammo left
over to frag MaStAH kiLLa!
------------------------------------------------------------------------------
*Q3DM15-DEMON KEEP*
The Demon Keep reminds me of a somewhat freaky-ass fortress on one half, with
the wide open courtyard area on the other. The weirdo swinging cross thingies
are right out of the movie "The Pit and the Pendulum." Hehe...you appreciate
Quake for this kind of weird stuff.

WEAPONS                               ARMOR
1 Shotgun                             9 Armor Shards (+5)
1 Plasma Gun                          3 Yellow Armor (+50)
1 Grenade Launcher                    1 Red Armor (+100)
1 Rocket Launcher
1 Rail Gun
1 BFG10K

HEALTH                                POWER-UPS
7 Yellow Health (+25)                 Battle Suit
7 Gold Health (+50)                   Quad Damage
1 Mega Health (+100)                  Personal Teleporter

EXTRAS
2 Boxes Machine Gun bullets (x50)
2 Boxes Plasma Cells (x30)
4 Boxes Rockets (x5)
2 Boxes Rails (x10)
4 Boxes BFG cells (x15)

TECHNIQUES
1.) To get up to the BFG10K, you'll need to rocket jump from the center
platform up onto the bounce pad above. If you're centered when you hit it,
you'll be thrown back at the castle and you'll pass through the BFG and then
land on the Red Armor. Not a bad reward for a single rocket jump...
2.) Take notice of the little doorway out on the lava in the main room, as it
leads to a small room housing 3 packs of BFG ammo (that totals 45 cells for
those of you who can't add). Seriously though, if you have a Battle Suit
(which protects you from lava damage), then make sure not to forget about this
little passage.
3.) In FFAs, the RL can be a dangerous thing to go for. It's located in the
central room on the map, with tons of different ways that lead in. Try hitting
the bounce pads out in the main room, then falling on the RL from the upper
level. At least you won't be so predictable.
4.) It is possible to rocket jump up to the Red Armor. So if you feel like
you'll be railbait when you try to rocket jump using the bounce pad, approach
the Red Armor from a different angle. Sneak up to the side and rocket jump.
------------------------------------------------------------------------------
*Q3TOURNEY5-FATAL INSTINCT*
I'll be the first to admit that this level isn't really that fun. It'
S designed to be a competitive tourney map, but it falls short in just about
every category. It's a good looking map, don't get me wrong. I just think it
could've used a few more rooms or something, that's all.

WEAPONS                               ARMOR
1 Shotgun                             4 Armor Shards (+5)
1 Plasma Gun                          1 Yellow Armor (+50)
1 Rocket Launcher

HEALTH                                POWER-UPS
3 Gold Health                         Quad

EXTRAS
1 Box Machine Gun bullets (x50)
2 Boxes Plasma cells (x30)
1 Box Rockets (x5)

TECHNIQUES
1.) Since this map isn't played competitively, it's kinda tough to come up
with advanced tactics. There's really no where to hide (except maybe up on top
of the main arches), and there's really nothing to guard and/or camp, leaving
me with little to say about this map. The one thing that you'll definitely
need to do well, on this map is precise rocket control, and some good enemy
prediction. Use the sound effects to your advantage, and don't forget to use
the Run/Walk toggle to eliminate your footstep noises!

*The rest of the maps are on the way, so watch for updates soon!*

==============================================================================
7.)ITEM RESPAWN TIMES=========================================================
==============================================================================
It pays to know how often items will be reappearing (especially during a one
on one), when locking down a certain area of the map will be absolutely
essential to retain control. Keeping the items out of the hands of other
players is usually just a timing issue. If you get there first, it's yours. If
not, then they get it. It's as simple as that. It's a little more complicated
in Teamplay events, but even then, it comes doen to a matter of timing. The
only exception to the list below is any or all of the Power-Ups (i.e. Quad
Damage, Haste, Invisibility). When you first start a map, the respawn time is
randomly set between 40 and 60 seconds for these items. After that, it
proceeds with the regular 120 second delay in between subsequent spawns.

WEAPON           5 seconds
ARMOR           25 seconds
HEALTH ITEM     35 seconds
AMMO BOX        40 seconds
HOLDABLE ITEM   60 seconds
MEGA HEALTH    120 seconds
POWER-UP       120 seconds

Also notice that when you're in a Teamplay game, the weapon respawn will be
much higher than it is in a normal FFA map.

TEAM WEAPON     30 seconds

==============================================================================
8.)SECRETS/EASTER EGGS========================================================
==============================================================================
HIDDEN MAP!- BIG BOX
Type in \map test_bigbox in the console, and you'll be warped to a level
reminiscent of a scene from the movie "The Cube." You'll be fighting in a
small 15x15 ft. square, with no items permitted, only Gauntlets and Machine
Guns. I don't think you need to practice this one...

Q3DM11- THE DOPEFISH
I've been swarmed with e-mails telling me that this guy's the Dopefish. I
guess he's exactly that - a "Dope Fish." It's located 180 degrees from the
Shotgun right next to the teleporter. Approach the wall, and you'll see it
open up. A Gold Health and a Dopefish are inside.

Q3DM15- IT'S A HEAD ALRIGHT
If you look in the corner the small hallway that leads back up to the main
floor (near the lava), you'll notice a small head in a pool of blood.
Apparently, this is the head of Eric Webb, id's Q3A e-mail support jockey.

Q3DM16- DUST PUPPY
Join the map as a spectator, and fly down to the underside of the main
platform. Check out the weird looking little furry dude! He's Dust Puppy, from
the online comic known as User Friendly. Check out the archive at
www.userfriendly.org for some really funny stuff, including one about Q3A!

Q3DM19- DUST PUPPY 2ND DOSE/OLD MAN MURRAY
If you grab the Flight power-up and hover beneath the center of the arena,
you'll notice that same little strange looking furry dude (from Q3DM16)
painted on the bottom of the platform. I guess the boys over at id really dig
the little dustweed and everything he stands for. Also, notice the weird logo
on the back of the antenna lift? That's Old Man Murray taken from
www.oldmanmurray.com! Hehe, crusty old guys are funny lookin...

==============================================================================
9.)CONSOLE COMMANDS===========================================================
==============================================================================
To get to the system console, just hit the ~ (a.k.a. tilde) key. Once it has
dropped down, you can hit the ~ key again to exit out of it. For those of you
who know this already, I'm sorry. You wouldn't believe how many e-mails I just
saved myself. :) Below is a list of some of the more useful console commands,
along with an explanation of what each one does and/or how it effects your
system. (Note: Always type the command exactly as I have it listed here on the
page. Once done typing it in, just hit the ENTER key for it to begin working.
You should also know that the command "0" means OFF, while "1" means ON. It's
that ultra complex computer language stuff, ya see?

\cg_thirdperson 1 or \cg_thirdperson 0
This command toggles on or off the third person view (a la Tomb Raider),
making it almost impossible to fight with any accuracy. I don't know who the
hell would want to play like this.

\cg_drawgun 1 or \cg_drawgun 0
Wanna squeeze out a few more FPS? How about getting rid of your gun models? I
can't stand not having mine on the screen, but some players insist that you
need to have this off for maximum frame rate. Toggle this on with 1, or off
with 0.

\cg_gibs 1 or \cg_gibs 0
This command will toggle the gibs on or off (gibs are those blood trails with
all the little parts flying everywhere, derived from the word "giblets"). By
taking them off, you'll gain a few more FPS out of your system.

\cg_shadows 0 or cg_shadows 1
You can toggle on or off the volumetric shadows that follow your characters.
They slow things down a bit when they're on, but they are worth checking out.

\cg_fov xx
This command wil change your viewing area on-screen to a designated number of
degrees. The default setting is 90, but you can replace the the xx with an
increased number to gain even more viewing area. Note that everything gets
distorted and skewed a bit as you change from the default setting (just so you
don't think your comp is wigging out). I wouldn't suggest going any higher
than 120.

\callvote map Q3xxx
This command allows you to change the current map on a server without going
back to the level selection screen. Just replace the Q3xxx with the numerical
level name (Q3DM3 for example), and it will ask everyone to vote YES (F1) or
NO (F2) to change to that specific map. The map is changed only if the
majority of the votes are YES. (Note: the server needs to have this feature
supported in order for it to work.)

\timedemo 1 or \timedemo 0
This command toggles the timed demo command on and off. When on, it will tell
your system that you are ready to get a FPS rating. After you pull down the
console and type in the command, go to the "Demos" tab (on the main menu), and
start the Demo001. After it's finished running, pull down the console again to
see your average FPS. Tweak your settings then try it again.

\cg_drawfps 1 or \cg_drawfps 0
This toggles the real-time FPS counter that shows up in the upper right hand
corner of your screen. Good to test multiplayer frame rates.

\connect xx.xxx.xx.xxx
This command allows you to directly connect to another player via the
Internet, using the IP address to directly communicate with one another. Just
replace the xx.xxx.xx.xxx with the IP that you want to hook up with, and
you're ready to go.

\iamacheater
This will unlock all of the cinemas (including the ending cinema) from the get
go. A good code if you can't earn 'em yourself... :p

==============================================================================
10.)PERSONAL SETUP============================================================
==============================================================================
Although personal control styles differ from one player to the next, I have
seen quite a few players playing Q3A like they used to play the original Doom
- with the keyboard only. This is bad. I'm not one to preach, but I will tell
you that the mouse/keyboard setup IS the way to go for competitive level play.
Although using this setup may seem awkward at first, don't get frustrated.
Keep playing! Almost every "expert" level player that I know of uses the
mouse/keyboard combo, as it offers both tremendous speed and accuracy over the
keyboard when used by itself. Below is my basic setup:

Mouse 1: Attack
Mouse 2: Run/Walk
Mouse Wheel Up: Switch Weapons Up
Mouse Wheel Down: Switch Weapons Down
Mouse Speed: 45%

W: Forward
S: Backward
A: Strafe Left
D: Strafe Right
C: Crouch
E: Rocket Launcher
Q: Gauntlet
1: Lightning Gun
2: Rail Gun
3: Shotgun
4: Plasma Gun
Spacebar: Jump
Shift: Use item
------------------------------------------------------------------------------
*System Tweaking/Setup*
With a little system tweaking, my average after five consecutive tests on
timedemo 1 came out to be 75 FPS, which is VERY playable by almost any gamer's
standards (not bad for a Celeron 500, eh?). It IS possible to get more frames
out of your system by bumping down your texture detail to the lowest possible
setting, and by playing the game in 512x384 resolution, turning on vertex
lighting, and tweaking the console a bit. But then again, you really wouldn't
be able to tell what the hell you were shooting at, right? :P I think that the
key is to find a comfortable median right in between "pretty graphics" and
"maximum frame rate." Although I'll admit that I hedge toward maximum frame
rate if I want to win. I have two setups actually, one for fun, and one for
tournaments. Remember that a higher frame rate means that you can be more
precise when aiming/shooting in the heat of battle. It should be your priority
to get it at least up into the 50-60FPS range on timedemo 1. A good modem
(DSL/Cable Modem) is necessary for lag-free gaming. And you should have no
less than a 50 ping if you want to play with no lag (and be able to use the
Rail Gun with any accuracy). A USB mouse is a "must buy" if you plan to get
seriously competitive, since the USB interface offers a much higher refresh
rate that allows for more precise aiming/movement. If you really want to get
picky, don't overlook the mousepad. Any true FPSer will recommend either the
Everglide or the 3M Precise Mousing Surface. Personally, I go with the 3M.
Either of these mouse pads will give you a much better sense of control and
aiming when dueling in the arenas (due to their unique textured surface).

==============================================================================
11.)SPECIAL THANKS============================================================
==============================================================================
Spaceman, for his deathmatch contributions and all-around coolness factor
Yim Yum, for being the best damn team player that I've ever seen
Jimmy McFragger, and his wicked-ass dual 733mhz 140FPS hotbox
Andrew, for his help with the console commands, and for getting me into Q3A
lecrouton, for showing me that "there's always someone better than you"
David Hannson, for his very precise info on item respawns
100 other people, for e-mailing me with corrections to my Easter Egg section
To the fact that no one got my "Jump Around" joke on Q3DM2-House of Pain

And always remember the golden rule...
"Frag everything that isn't you."

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