Introduction

 Basic Quake

 Advanced Techniques

 Artifacts

 1on1 Strategies

 E1M2 Guide

 DM6 Guide

 DM6 Guide Part2

 DM3 Guide
DM3 Intro
Cool Moves
Strategies

 DM3 Guide Part2

 DM3 Guide Part3

 DM2 Guide

 DM2 Guide Part2
 


Strategic Areas of DM3

    Definitions

    Good Spot

      Place where you have a good shooting angle, defensive position, and can make a hasty exit if things get too hairy.

    Decent Spot

      Place where you have a good shooting angle, bad defensive position and/or cannot retreat.

    Bad Spot

      Place where you just don't want to be.

    Weird spots

      Place where it's just weird being… most of the time worthless.

    *

      Place where it is possible to get discharged

    * *

      Place where it is easy to get discharged
      Tip: Stay away from the edge of the upper bridge to avoid being discharged.

    Rocket Launcher Area

    Good Spots

      On the upper bridge near the stairs* - This spot gives you a good view of the entire rocket launcher area. You have a good angle on anyone running on the lower bridge, upper bridge, and can jump into the water to escape. You are also relatively close to the yellow armor area, where there are health, armor, and ammo packs.


      You have a wide FOV from here, but
      it's hard to cover the lower entrance

      On the upper bridge near the doorway* - You have a great angle on anyone coming into the rocket launcher area from the bottom. You can hear the people drop down into the mound area, which is a good warning that someone is coming. However, you should be certain it's not a friendly before shooting. You also have a good angle into the rocket launcher room as well as people running along the lower bridge.

      Nobody can get passed the lower door here,
      and jumping in the water for GL won't help either.

    Decent Spots

      On the ledge above the doorway* * - This is a good spot to snipe people in the back who are running in from the bottom. Beware of discharge.

      At the end of the lower bridge near the stairs* * - A good spot to shoot rockets across the entire length of the lower bridge at the doorway. Enemy coming through will get a rocket in the face. However, there is no real way to know beforehand if the targets coming in are friendly or foe. Beware of discharge.


      Halt, art thou friend or foe?
      Oops. Oh well!

      On the window sill of the rocket launcher room* * - A great place to shoot people running on the lower bridge. Generally people look towards the upper bridge, thus they won't be prepared for a rocket coming from your direction. However, you can be discharged easily standing on the sill.

    Bad Spots

      Anywhere on the lower bridge* *
      Anywhere past the edge of the upper bridge* *

    Yellow Armor Area

    Good Spots

      On the ledge next to the shotgun ammo box - Gives you a great view of the goings-on in the rocket launcher area. You'll be able to see and identify players running up towards the yellow armor area. Hurt players generally run to this area to get healed up and armored up, so this is a great spot to snipe people. Be aware that as you can see them from a long distance, they can just as easily see you. Generally, though, they are too busy fighting in the rocket launcher area to notice someone standing on the ledge.


      A good place to scope out
      the action in the RL room

      On the second or third step (from the top) of the stairs - If you're hurt, this is a good place to wait for the health and armor to respawn. If someone walks into the room, you have a better position than they do, especially if they come in through the rocket launcher side. You'll have a good angle at them, whereas they will have a difficult time shooting you without getting closer.


      The safest place to fight
      someone running for health/YA

      Behind the corner near the small health pack - A good spot to surprise the enemy who is going into the yellow armor area to get health.

      Be wery wery quiet...
      I'm hunting wabbits.

    Decent Spots

      Inside the yellow armor room at the doorway or behind the wall - You generally will wait here to surprise a damaged enemy player. Players usually run into this area to get health and armor. If you're lucky, the enemy will run in and get a direct super-shotgun blast to the face. If you don't succeed, you at least have a teleporter to escape through.

      On the ledge above any of the pillars against the super shotgun wall - This spot gives you a good view of people running into this room from the rocket launcher area. Can be easily seen by someone coming in from the quad area

    Weird Spots

      On the ledge above the entrance of the room (doorway) - Although a decent spot against players running in from the rocket launcher area, you can't see the enemy ahead of time, so it is sometimes difficult to shoot them dead on. You are also an easy target for the enemy coming through from the quad side.

    Red Armor Area

    Good Spots

      At the very top at the corner - You can see basically every angle in the red armor room from this spot. It is also a good spot to wait to ambush the enemy, as the spot is in the shadows.

      A good place to check
      out the nice view

    Decent Spots

      Anywhere on ledge the red armor rests on - On most of this ledge, it is extremely hard to get hit by shrapnel damage. Since this ledge is at the very top of the red armor room, it is sometimes hard to see from the bottom. Stay away from the ceiling beams.

    Bad Spots

      Standing beneath the ceiling beams or near walls - If you're underneath the ceiling beams or near walls, you'll take a fair amount of shrapnel damage.

    Weird Spots

      On the ledge above the rocket ammo pack - I've never seen this spot used for camping, but it's definitely an interesting place to be. It would work well against someone coming in from the hallway, but you're a sitting duck if someone comes in from the other side. You can jump from this ledge to the red armor stairs, though.

    Super Nail Gun Area

    Decent Spots

      100% health hole - A decent spot to ambush someone coming in from the hallway, but its effectiveness is considerably lessened against people coming in from the super nail-gun area.

      On the ledge above the bottom of the stairs near 100% health hole - Similar to the 100% health hole, it is more effective for ambushing people coming from the hallway rather than the super nail-gun area.

    Mound Area

    Weird Spots

      Above the doorway leading into the red armor room - Just a weird spot to be at.

      On top of the two pillars near the entrance of the rocket launcher area - Another weird spot to be at.

      Above the doorway leading into the entrance of the rocket launcher area

    Quad Area

    Good/Decent Spots

      At the doorway leading into the quad room (from the pentagram window) - You have a good view of the yellow armor teleporter, as well as the quad. You will also be able to hear someone making the quad jump over.

Next: DM3 Strategy Guide





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