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Quake 3 has a lot of flexability when it comes to moving your character around, plus a lot of added features that previous games didn't have. A lot of these features can be used to your advantage, but just remember that your opponents also get that advantage if they use them correctly.
Walking / Running
If you want to get any frags you should probably run most of the time. 90% of the Quake players you talk to will tell you they turn Always Run on - and although it's personal preference, it's best to do this. Keep in mind that in a game like Quake 3 where footsteps are audible, there are situations where you would be better off walking to silence yourself - which is why you should have a key like Shift available to make your character walk.
One of those situations is when you are at a very low amount of health. If there are a small number of players in the level, footsteps will alert opponents of your presence, and they will probably come after you. Another good use of walking is in a 1v1 game where you don't want the other player to either be aware of your presence or to know where you are and what your doing. If you do not want to completely cover yourself, but don't want to stand out, walking down stairs instead of running is a good idea. Running down steep stairs causes your character to fall a short distance, resulting in a louder than normal thump. Walking cures this.
Backpedaling
Backpedaling is not critical, in fact some people never use it, but it is an incredibly useful type of movement. For those of you who don't know what it is, backpedaling is simply walking backwards.
Backpedaling is mostly used to avoid weapon fire, but you will soon find that you are using it to pick up items without turning your back. The basic concept of movement in Quake is to never turn your back on an opponent - backpedaling helps you to avoid this and still be able to move around the level. Eventually, you can frag people without even stopping in the room. By memorizing level layouts and item placement, you can backpedal through doorways and onto items to pick them up.
Strafing
This is what just about every Quake player will tell you is the most important part of the control system for you to learn. Guess what? They're right. Strafing is basically walking from side to side, although there are more variations of this movement.
Strafing is used for a variety of things, including picking up items and weapons. As mentioned above, keeping your eye on a player is critical. When you start learning the levels - a tough job for even the most experienced players - you can start picking up health and armor without even looking while in the middle of a battle. This obviously gives you an extreme advantage over an opponent who must turn around and look for such items.
Jumping
Jumping is critical in this game. While it's not necessary for navigating maps, it's a great way to avoid attacks and to confuse players. If you jump a lot while you are being attacked by just about anything, the other player will have a tough time hitting you. Jumping is very useful when firing things like the rocket launcher because it will decrease the amount of damage done to you.
Jump Pads
Jump pads are very simple. When you step on them, they force you upward at different velocities. They are in just about every level, so you had better learn to use them! Jump pads are not only useful for getting to high places, they also help you attack and defend.
When someone is attacking you, and they seem to be a problem, head for a jump pad and use it while aiming at them. Chances are they will follow you. No problem! As long as you are higher in the air than them, you have the advantage. You can also try jumping backwards firing at the landing point so you can hit them when they land.
If someone is attacking you and you are just plain in trouble, use a jump pad to fool the guy. Jump up, crouch behind the ledge, and wait until you hear him use it. Once he does, run off the ledge back to where you came from. If you do it right he will think you kept going when you jumped, and will venture down the hall looking for you. It seems to work very well. At the very least, it's better than running.
Acceleration Pads
Acceleration pads are a little different than jump pads, because they launch you forward instead of upward. They are hard to use when getting away from someone, because it is fairly easy to predict where a player using one will land. A very good way of hitting someone on the other side is launching a few rockets toward the landing point just as you take off. You will land before your rockets hit, so be careful - but if you do it right, he will see you, become distracted, and in the meantime all of your rockets will hit him. It seems to work just about every time, and usually no one can figure out what happened. They are bound to make the same mistake again and again.
Stairs
Hopefully this one doesn't need to be explained. What you should know is that, when fighting on stairs, it is best for you to be higher than your opponent. It is much easier to aim, and you can utilize splash damage more easily than he can, since he doesn't really have a floor to aim at. So, keep your distance and remember to stay on top. You can also use stairs to drop in with a surprise attack on an unsuspecting player standing near the bottom - if you descend a staircase in a couple of leaps, he will never see you coming in time.
Teleporters
These will transport you to another specified part of the map. They are very useful in escaping hairy situations. If you're trying to get away, find the nearest teleporter and step through it. Once you're in the new location, choose an unnatural path and run in that direction as fast as possible - in other words, if you'd normally turn right, turn left instead, and find somewhere to hide. Chances are your stalker will take his own natural path or the path he feels you would have chosen, so you can lose him fairly easily. You can also trick people into following you - they will almost undoubtedly assume that you will walk straight through and continue to go straight. Using this to your advantage, as son as you transport, run to one side or the other and keep your site on the destination. Within a second or two your opponent will run through, looking straight ahead. You can usually get in a couple of good hits before he realizes what's going on.
Portals
These also transport you, but they let you see your destination through the area you're supposed to walk into. One of these is in the lower mega health room of Q3DM7. The key strategy with portals is to use the camera to your advantage - if you see a player running past and heading towards the right side, for example, you can choose your direction more wisely. If you're healthy and ready to do battle, step through the portal and strafe jump to the right, catching up to the player you saw and attacking him from behind. If you're hurt and you don't want a confrontation, you can step through the portal and run to the left. You can also use portals to see what direction your opponent went if he ran through one while running away from you.
Strafe Jumping
Strafe jumping is a commonly overlooked technique. A lot of players know what it is and know how to do it, but many of them seem to use it at the wrong times. Strafe jumping actually accomplishes two things at one time. First of all, it gives you a distinct advantage over players - you move forward and backward, up and down, and left to right simultaneously. If you have really good aim, you can do all of this while never taking your crosshair off of the player. Secondly, when done correctly, you get a significant increase in your forward or backward travelling speed.
For those of you who don't know, strafe jumping is performed by jumping while staffing left, landing, jumping while strafing right, landing, and then repeating. Two things you must watch out for are the fogs of death and the void. They are your worst enemies while you are attempting this technique, and are probably the biggest reason it is not very widely used. You will soon find out for yourself that losing control of your character is very easy to do, which can easily result in a messy landing in dangerous areas. In safer areas, however, you can usually do no more harm than bumping into a wall. If this happens, the time that it takes you to recover your control is probably less than the time that you saved and certainly makes up for whatever damage you can avoid taking.
Rocket Jumping
This is a much more common technique. It involves launching a rocket into the ground, a jump pad, an acceleration pad, or another player and using the force of the explosion to propel yourself in a desired direction while gaining extreme speed and altitude. To do this, you just fire the rocket and jump at the same instant as the explosion. Because of the resulting damage to your character, it is useful for little more than getting out of a heated battle or getting to high places with high payoffs.
If you are in a crowded situation where you know death is inevitable, rocket jumping can save your life. This is most commonly practiced on jump pads, as a normal rocket jump does not propel you far enough to make an effective aired attack. A jump pad, however, will launch you so far in the air you can fairly easily eliminate most players before you land. Of course, it is entirely possible you will not kill anyone, as they sometimes will wipe themselves out before you get the chance. The damage you take in leaving will probably be less than what you would have received by hanging around, so you will come out ahead even if you don't get any frags.
Orbiting
Orbiting is performed by strafing in a circle around the player, especially while jumping. It makes you very hard to hit, and when done properly will never cause your crosshair to leave the player. It works best with rapid-fire weapons like the plasma gun and machinegun, although you may find other uses for it.
Stacking
This is very hard to pull off. In fact, it seems that the only thing harder than stacking is actually finding a situation where it is possible. Despite being hard to accomplish, it's a simple process. All you have to do is find a player who's standing still and jump onto their head. If the player doesn't see you coming, he will never guess you're up there. By the time he moves out from under you, you should be able to damage him enough so that killing him won't be all that hard. Just remember to run for it if he looks up.
Sniping
Sniping is exactly what it sounds like - hiding and picking off players from a distance. It is often confused with camping, but it is actually slightly more effective. The only disadvantage to this tactic is the lack of decent sniping spots in the packaged maps. To get a good spot, find an unusual place where you're not very visible. Unusual means on top of a doorway or a lantern, not just a ledge anyone can walk to. You will probably have to rocket jump to get there, so keep some health in sight so you can get back up if you accidentally fall.
Pull out the railgun or a similar weapon and start shooting at people as they pass by. A machine gun or shotgun works best because they are both hard to connect a source to. Once you snipe a player a few times he is bound to know where you are, so change places often.
Camping
Camping is the most controversial skill in Quake. Usually, the people who complain about it the most are the ones who simply can't kill campers themselves. Good players can usually eliminate campers without much of a problem, because campers usually aren't good at what they do. As easy as it is to get killed, and as unpopular as you will be, by camping the right way you can get a lot of frags.
First, find a place that not only has health, but also one entrance. A good item or weapon helps lure people in, so don't pick them up unless you need them. As people come, shoot them. In most cases, they will never learn and just keep coming.
Eventually, however, good players will catch on and there is a large chance you will be killed. The solution is simple: leave your campsite every once in awhile. They will think you moved to another location or just gave up. After a couple minutes, go back. You can actually spend your entire game hopping from one camping place to another and never have to actually fight. It gets boring after awhile, but if you're desperate for frags, it works.
Item Raping
Cheap? Some will tell you yes, however most skilled players don't really mind if you do it, because most of them are doing it themselves. This is especially effective in a 1v1 game. In Quake 3, you hear a distinctive sound when an item respawns, not to mention the announcer saying the name of each item as it is picked up. Usually there is only one item such as a Quad on each level, so you can use these sounds to your advantage. By using the game's timer and the announcer, try to be around the item's area at about the time it should respawn. When you hear the swoosh, lunge for it. Obviously, if you control the only item on the map, you are going to wreak carnage on everyone else. Just get ready to hear some whining!
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