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
 


Strategic Spots

On top of the middle teleporter


    Nice View!

  • You have a good view of the level from here. You are in the middle area of the level. Although it's not necessarily a good spot to fight from, it's a great vantage point to see where your opponent is. What's also great about this spot is that you have many escape routes. You can rocket jump back up to the GL platform, drop down and go through the teleporter, or simply just run away. You also have a good shot into the 100% health room from here.

 
In the 100% health room


    On the sides of
    the teleporter

  • When your opponent knows you're camping in there, it may be better to stand on the left side rather than the right. The right side is camped far more often than the left, and is usually the side people shoot at when they first teleport in.

  • Do not stand too deep into the left or right sides. If you're too far in, you may get a good first shot on your opponent, but you'll find yourself pinned down in the corner when the real fighting ensues.

  • If your opponent is loaded and you want to do hit-and-run tactics on him, wait on one of the sides of the teleporter. When he comes through, hit him with a rocket and quickly run through the teleporter. When he teleports to chase you, do the same thing on the other side. You should be able to do this over and over again until you kill him or he's too hurt to chase you. See demo.

 


    Behind the teleporter

  • Wait behind the teleporter. When you hear someone teleport in, shoot through the teleporter. If you fire quickly enough, the chances of missing are extremely slim. However, you should not attempt to finish off your opponent after you ambush him. Why? Because, one, you are a sitting duck (The two diagonal pillars are a big hindrance to your movement) Two, you cannot see through the teleporter (unless you have GL quake). And three, you have many obstacles in front of you which you must shoot through. (Two pillars and the teleporter walls) Though you may get a good shot in at first, the best thing to do after you've hit your enemy is to teleport through. You may not kill him, but a direct rocket still stings quite a bit.

  • If you are really gutsy and want to try to finish your opponent off, here's a tip: Do not stand too close to the teleporter. Instead, stand back near the wall so that you can strafe left and right freely without touching the pillars. As soon as the enemy comes in, fire through the teleporter, then strafe to one side and try to follow it up with another. Get out of the corner as quickly as you can, though, or you'll find yourself trapped in the corner like a little gopher. See demo.

 
In the Green armor room


    On the edge of the
    stairs near the top

  • This is a great spot, especially when you are on the defensive. Your enemy is beefed up with 200/200, and you're trying to wear him down. This is a good place to do it without putting yourself in too much danger. Sit here and wait for him to come around the 2 lightning pack corridor. As soon as you see him, fire a rocket and then drop off the edge. You want to be headed towards the teleporter. As you're falling, fire another rocket up at the corridor. Usually people tend to try to follow you off the stairs. If he does so, he'll get a second rocket in the face. Remember, though, that your main objective is to hit and run… so getting through the teleporter after you've dropped down is your main focus. See demo.

  • If he commits and drops down the stairs to follow you, then you've got the advantage. When he drops down after you, he'll usually take one of two routes. He'll either go through the teleporter after you, or he'll run through the two shotgun pack corridor to try to cut you off.

  • As soon as you come out of the teleporter, go through the tunnel and run towards the RA. This is where you must listen very carefully.

    1. If, while you're running, you don't hear him teleport through, then you know he'll be coming from the 2 shotgun pack corridor. He knows you'll be running for the RA through the short corridor, and you know he'll be trying to cut you off through the 2 shotgun corridor. So how is it your advantage, you ask? Well, because you can shoot at the doorway he'll be coming out at for at least a second or two before he can get there. If you placed your shots well, he'll get a rocket or two in the face as he rounds the corner to shoot at you. There should be enough time, if you can get around the corner of the short corridor, to make it to the RA (with a rocket jump, of course.)

    2. If you hear him teleport through, then fire several rockets into the 100% health room. He has to come down through the tunnel to intercept you, and will surely take a couple of rockets in the face before he can get a clean shot at you. For the most part, you want to continue backing up to get the RA. However, there are circumstances (usually when you have him really hurt) that you might want to try to finish him off.

    TIP: Usually, as they are coming down the tunnel to follow you, they will drop on top of the lightning gun floor panel. So, as you're backing up, aim at the panel. As soon as you see him slide down the tunnel, fire a rocket at the panel. If timed correctly, he'll get a rocket square in the face. See demo.


Next: Tactics





Movement and Methods - Double Teleports
Tactics