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
 


Sounds - Make or Break Your Game
    Once again I want to emphasize how important sounds are to the game. Sounds are more than just hearing your opponent push a button or go up a lift - they can tell you exactly where the enemy is headed, what they are planning on doing, and occasionally, the lack of sounds can tell you what your opponent is up to. Of course, that is an extremely general statement and probably doesn't mean much to you. So to make things easier and more specific, here's a list of sounds that you should memorize on DM6 that will clue you in to where your opponent is and where he is likely headed, and what you should do when you hear them.
 
Two nail packs near RA

    Two nail packs near RA

    Generally you do not want to pick these packs up. The SNG is rarely used on this level, so there's no real point in having extra nails. Additionally, those are the only two ammo pack sounds on that side of the level, which means that if you pick them up, your opponent knows for sure that you're at the RA. If he already knows you're at the RA, your picking up the nails will help him time his shot.
 
Two packs of cells

    Two packs of cells in the lightning
    packs corridor (one leading
    from GA stairs to GL platform)

    Lightning packs are pretty useful, so it's not a bad idea to pick these up every once in a while. What you don't want to do, though, is pick them up "on the way" to the GL platform. Picking up these packs basically tells your opponent exactly where you are, so you should be extra careful after doing so. Here are a few things you can do to throw your opponent off your trail:

  • After you pick up the packs, don't keep walking towards the GL platform; instead, wait a few moments before continuing on, as he probably fired some rockets after he heard the packs being picked up.
  • Pick up the packs, then turn around and go around the through the lower area. He might be waiting for you around the corner of the lightning packs, so you might just completely bypass him by going from the bottom.
  • Pick up the packs, then back straight up. Jump straight backwards down the stairs, then walk back up. It'll sound like you dropped down and are going from the bottom, but in fact, you'll be coming from the GL platform.
 
Two shotgun packs #1

    Two shotgun packs leading
    from GA room to lower area

    You never want to pick these shotgun packs up. As soon as you do, your opponent knows exactly where you are and has several ways to ambush you.

    If you hear it: Fire at the doorway in the lower area. (See screenshot)

 
Two shotgun packs #2

    Two shotgun packs leading
    from lower area to RA area

    These ammo packs are also useless, and are usually picked up by accident. Be careful not to run into them when trying to sneak around in the lower area. If you pick them up, your opponent will know you're coming into the RA area from the long corridor.
 
Grenade launcher

    Grenade launcher

    Picking up this weapon is always a dilemma. Usually you do not want to pick this weapon up when you're trying to retake the RA area. It's an obvious cue to your opponent where you are and what direction you're attacking from. Unless you really need it for its rockets, bypass it. There is a similar dilemma when you have control of the RA area - the GL will tell them that you're on the upper ring, and will probably be attacking from the top.
 
Nail gun

    Nail gun

    The nail gun in the lower area is a dead give-away as to your location and from which direction you'll be attacking from (long corridor in RA area). The nail gun is a relatively useless weapon, so avoid it at all costs.
 
All health pack sounds

    All health pack sounds

    You should always think twice before picking up a health kit. There are only a few health kits spread around the level, so if you pick one up that is close to your opponent, he will usually know where you are. If you're at 80 health and are thinking about attacking your opponent, it may be a good choice to bypass the health, as a trade for the element of surprise. If you have anything less than 70 health, though, it may be a better choice to grab the health regroup before you attack.

Next: Movement and Methods - Double Teleports





Covering the Basics
Movement and Methods - Double Teleports