Introduction

 Basic Quake

 Advanced Techniques

 Artifacts

 1on1 Strategies

 E1M2 Guide

 DM6 Guide
DM6 Intro
Sounds
Teleporting
Strategic Spots
Tactics
Level Control

 DM6 Guide Part2

 DM3 Guide

 DM3 Guide Part2

 DM3 Guide Part3

 DM2 Guide

 DM2 Guide Part2
 


Covering the Basics
    Arguably the most popular deathmatch map in Quake today, "The Dark Zone" (DM6) offers a balanced playing field that is seen so rarely nowadays in one-on-one maps. Being that it is the most popular map, it is also the most often played; and thus, strategies do not vary greatly amongst different players. What usually separate the winners and the losers are the little things - the tricks, traps, and element of surprise that can turn the tide of the game in a single stroke. Here, in this strategy guide, we will pick apart DM6 until every strategy is laid out, every trick and trap is unmasked, and every hiding spot is found.

 
Items Available

    Weapons
  • 1 Super shotgun (SSG)
  • 1 Nail-gun (NG)
  • 1 Super Nail-gun (SNG)
  • 1 Grenade launcher (GL)
  • 2 Rocket launchers (RL)
  • 1 Lightning gun (LG/Shaft)
    Artifacts
  • 1 Ring of Shadows (Invisibility/Eyes)
  • 1 Super mega health (100% health)
    Armor
  • 1 Green armor (GA)
  • 1 Red armor (RA)

 
Important Areas of DM6
(in no particular order):


    Green armor room
    (GA room)


    Lightning packs corridor


    Grenade launcher platform
    Upper ring (GL platform)


    Red armor room
    (RA room)


    Lower area


    Lightning gun hole
    (LG hole)


    Tunnel


    100% Health room
    (100% room)

 
Areas to Control
(in order of importance):

    1. Red armor area
    2. 100% health area
    3. Green armor area
    4. Grenade launcher platform
    5. Lightning gun hole
    6. Lower area

 
Respawn Spots
(in order):

    Although it has become a standardized practice nowadays to use randomized respawns, it is still extremely important to know where all of the spawn points are on every map. Every time you kill your opponent, listen carefully for the respawn sound. If you know all of the spawn points, you can use the process of elimination to narrow down where he might be.


    1. Hole near green armor


    2. Short corridor between
    RA and lower area


    3. Hole above 100% health


    4. In between GA stairs and
    lightning packs corridor


    5. On top of health pack in
    lightning packs corridor


    6. Hole near
    grenade launcher


    7. Hole behind RA

 
The Key to the Level is… the Red Armor room

    Without a doubt, control of the RA room is and always should be the focus of a DM6 game. Check the "Controlling the Level" section for more details.

Next: Sounds - Make or Break Your Game





E1M2-Specific Situations
Sounds - Make or Break Your Game