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For Beginners...




 

11A. mpteam1: Base Siege

The map is characterized by large, multilevel bases. The flags sit at a high level that can only be reached via two accelerator pads on either side of it, which are in turn only accessible by staircases. So, in order to capture, you leave yourself very vulnerable as the defenders know exactly which routes you'll have to take to get their flag. At the same time, there's a large open area beneath the flag as well as a level just about even with it directly across the flag. This will allow offense players a chance to try and clear out any defenders who will likely be hovering right around the flag. 

Offensive Strategies

There are about four routes into mpteam1's bases, with the two main routes directly to the flag being on either side of the room. This layout lends itself well to a team offensive - get the player with the Scout powerup and the one with the Guard to make a run for the base, each one approaching it from either entrance. The Guard will have the ability to withstand damage while clearing out the defense, and the Scout will have the speed to snag the flag and book it for home base. 

In Harvester, send the scout in to pick up skulls, but don't hang around the center too long -- there's some nice high areas good for picking people off as well as plenty of open space for a nice rocket battle. Designate someone to be the hitman, their sole job being to run around fragging people. Prox mining the obelisk area sometimes helps to get rid of the enemy.

In Overload, the best way to take out the skull is to grab the nailgun, get as much ammo for it as possible, and hide behind the columns on either side of it, shooting at it continuously. If an opponent gets in your way, you'll likely frag him unless he's quicker than you as the nailgun does quite a bit of damage.

For One Flag, the key will be to patrol that middle area nicely from the high ground -- get your best snipers to keep people off the flag. This will be a good area for prox miners to lay down a defensive grid to trip up those who will be passing through with their flag.

Defensive Strategies

Prox mines will come in quite handy on this map; prox mine the entryways, and if you have ammo regen, designate someone to make rounds doing this, keeping the entryways prox mined. For One Flag, CTF, and Harvester, prox mining the central area will be a good first line of defense.

You'll probably have some snipers trying to zoom in on the skull from the far platform, dancing back and forth in the entryway to prevent you from taking them out. Douse them with some rocket fire and send in a janitor to keep the area clean.





Basics of Play


Basic Objective

QUAKE LIVE is a fast paced tactical first person shooter. The objective in QUAKE LIVE is to frag/kill enemy players and score points by completing gametype specific objectives, while maneuvering within a combat arena gathering items to maintain ones health, armor and ammo to stay alive.

It is important for a player to begin gathering weapons, health and armor from the moment they spawn to improve their tactical position and give them a greater advantage in combat. Players who fight before properly gearing up will often find themselves ill prepared for combat. Remember to gear up after spawning, and to restock after each fight.

In most game types, if the player is fragged he or she will instantly respawns with full health and gets straight back into the action but loses any weapons/power-ups that were carried. A game ends once the timelimit or scorelimit is reached.



Basic Movement

QUAKE LIVE uses the 'WASD' movement defaults. The WASD keyboard keys are used in conjunction with a right-handed mouse. This allows you to use your left hand thumb to press the space bar to jump and left hand little finger to press the CTRL key to crouch. To slow your movement to a silent walk, press and hold LEFT SHIFT with your left hand little finger as you move in any direction (example shown: silent forward).




Heads Up Display

 

  1. Gametype Objective Indicator: This icon will notify you what gametype the current match is being played in: Free For All, Duel, Team Deathmatch, Clan Arena or Capture the Flag. Below the gametype icon is the objective limit - the timelimit, fraglimit, roundlimit or capturelimit that must be achieved to win the match.
  2. Game Clock / Timer: The timer indicates how many seconds are left remaining in a match. Over time you may find the timer useful in organizing team attacks or anticipating when health, armor or power-ups may become available to you.
  3. Ammo Inventory Bar: The ammo bar shows what weapons are available in the current map. Weapons you currently possess will additionally have ammo values next to them to indicate the remaining amount of ammo available to you.
  4. Scorebox: This mini-scoreboard reports your score and the score of the best (or next best) performing player, or in team games displays the score for both Red and Blue teams.
  5. Health: The amount of damage you can take. When healthy, the health bar is full. As you're shot or injured, this number decreases and the bar empties. If the number reaches 0, you will die. Picking up health globes restores your health.
  6. Crosshair: Your crosshair generally assists you in aiming. However, as you pick up items it will also pulse to indicate that you have successfully picked up an item.
  7. Current Weapon Ammo: The amount of ammunition in your current weapon. If the number reaches 0, you cannot fire this weapon again until you pick up the appropriate ammo boxes.
  8. Armor: Displays how much armor you have on. When you're shot or take damage, some of the impact is absorbed by the armor you wear. When your armor is completely intact, the armor bar is full. As you take damage, the number decreases and the bar empties. In most game types, when armor is over 100 it slowly counts down to 100.
  9. Carried Items: Only one carried item can be held at any given time. Once picked up, the item's icon will be listed here until you choose to activate your item. Once activated, the effect is instantaneous and you will no longer have the carried item.
  10. Teamoverlay: In team game types, an overlay is displayed showing your teammates names, locations, health, armor and power-up statuses. The overlay can be useful in locating and assisting your teammates.
  11. Flag Notifier: In Capture the Flag, if you hold possession of the enemy's flag it will be displayed here at the top of your screen. You will hold the flag until you capture, die or use the 'dropflag' command to pass it to a teammate.
  12. Power-ups: Power-ups grant great bonuses for a limited amount of time. Unlike Carried Items, power-ups become activated instantly when picked up. The number decreases as the power-up is held. Once the number reaches 0, the power's special abilities will be lost.


Game Types

QUAKE LIVE consists of five free game types, including two non-team and three teamplay game types, and one Premium team game type.  Each of the game types has a different objective, and they often require different strategies as well.  QUAKE LIVE will challenge each combatant's skills and track their progress in these five game types:

Non-team Game Types
 

Free for All (FFA): This is the classic form of Deathmatch.  It's every man, woman, and sinister alien being for him/her/itself as the players frag everything that moves to get the most points. Kill or be killed. The first combatant to obtain 50 frags is crowned the victor.

Duel (1v1): Players fight each other one-on-one in a 10 minute face-off, while future foes watch as spectators.  The spectators wait their turns to be the challenger who wrests control of the arena from the most recent victor.

 

Team Game Types

Team Deathmatch (TDM): It's Red against Blue in a coordinated contest of carnage.  Two teams of players work to control the arena and score the most frags on their foes over the course of 15 minutes.  If you kill a member of your own team, you will score a negative frag.

Clan Arena (CA): Red vs. Blue last man standing.  Everyone starts with all weapons and an increased amount of health and armor.  When one team frags all players from the other team they are awarded 1 point for the round, then a new round begins.  The first team to win 10 rounds claims victory.

Capture the Flag (CTF): Slip into the other team's home base, grab its flag, and run home to score.  Your own team flag must be present to score, so defense is equally important as offense in this classic battle of Red vs. Blue. Teams play for 20 minutes or until one team has walked away with 8 captures.

Freeze Tag (CTF): Shoot everyone on the other team! Fragging another player freezes them. Freeze all enemy team members to score a team point. Stand by frozen teammates for 3 seconds to thaw them.



Weapons

Players have a wide variety of weapons available to them.  At the start of every match (or after they've been fragged), all combatants are armed with a machinegun and gauntlet.  Depending on the arena they're battling in, other weapons may be available.  Ammunition for each weapon can usually be found in the same arena.  Collect a weapon (or its ammunition) by running through it.

Gauntlet (GT): The gauntlet combines a whirling saw blade with a powerful electrical charge to create a deadly close-combat weapon. Unlike the other weapons, the gauntlet needs no ammunition, so it's always ready to go.  Use it while sneaking up behind an opponent or surprise them while in close range combat. The gauntlet is a starting weapon available immediately upon spawning. (Default key binding: 1)

Machinegun (MG): Although not particularly powerful, this weapon has a high rate of fire and can be used to blanket an area with a suppressing hail of bullets. It can prove especially useful on finishing off wounded opponents at far range. The machinegun is a starting weapon that comes equipped upon spawning. (Default key binding: 2)

Shotgun (SG): One of the most common weapons scattered throughout the arenas, the shotgun delivers an instantly impacting shower of heavy pellets, dealing often unrivaled damage at close range. (Default key binding: 3)

Grenade Launcher (GL):  The time-fused grenades fired by this weapon are incredibly powerful and have a wide blast radius. Grenades prove useful at laying covering fire in out of reach places.  (Default key binding: 4)

Rocket Launcher (RL):  The rockets fired by this heavy weapon have a large blast radius, enabling them to harm several targets at once. Be careful when using this weapon, since it's easy to include yourself in the explosion!  (Default key binding: 5 and Q)

Lightning Gun (LG):  The most electrifying weapon in the arena, the lightning gun unleashes a powerful stroke of electricity at its target. The lightning gun is the master of mid-range, best used when you are far enough away to dodge your opponents attacks but close enough to pin them with your lightning. (Default key binding: 6 and E)

Railgun (RG):  This highly accurate weapon uses a linear accelerator to throw a depleted uranium slug at an incredible rate of speed. The gun's accelerator must recharge between shots, causing a delay before it can be fired again. The railgun is the weapon of choice when fighting at long distances.  (Default key binding: 7 and R)

Plasma Gun (PG):  This powerful energy weapon unleashes a deadly stream of plasma pulses that rapidly consume its energy supply. Although difficult to handle properly, the plasma gun can become an effective weapon at all ranges.  (Default key binding: 8 and F)

BFG 10K (BFG):  An evolution of the plasma gun, the BFG-10K is the dream weapon of every gladiator in the arena.  It hurls devastatingly powerful bursts of fusing plasma to mow down enemies.  (Default key binding: 9)

Chaingun (CG):  The withering fire of the Chaingun chews through flesh and armor with equal ease. Gladiators using this weapon should keep an eye out for ammo boxes, however, as its high rate of fire burns them up fast.

Nailgun (NG):  Using a linear accelerator to hurl a cloud of deadly spikes at incredible speeds, the Nailgun makes up for relatively poor accuracy with its ricochet - hitting everything in and around its target. If there's anything more satisfying than turning an enemy gladiator into a human (or inhuman) pincushion with this weapon, science has yet to discover it.

Proxy Launcher (PL):  One of the most diabolical weapons in the Arena Eternal, this device flings out a mine that uses a gravitic anchor to fasten itself to any surface. Once in place, it patiently waits for the enemy to step into its sensor grid and set it off. There is no better way to booby trap an area than with a Prox Launcher.



Armor

There are three types of armor available in the QUAKE LIVE.  At the start of a match, you won't have any, so you'll have to look for it.  After picking up any armor, it usually reappears 25 seconds later, becoming available for you again when you need to restock. Whenever your armor rating is above 100, it will gradually count down until it reaches that mark, even if you aren't taking damage.

Armor Shard (5A):  These fragments improve your armor rating by 5 points, increasing it even beyond the normal maximum of 100 points.

Green Armor (GA):  This armor jacket adds 25 points to your armor rating.

Yellow Armor (YA):  Donning a yellow combat armor vest improves your armor rating by 50 points.

Red Armor (RA):  A suit of red heavy armor will increase your armor rating by 100 points.



Health

There's no way around it:  you're going to get hurt or even fragged running around the arena.  You can tell how badly wounded you are by looking at the Health score displayed in the lower left portion of your HUD.  At the start of every event, all gladiators begin with health scores of 125 (which counts down to 100).  During the course of play, it's possible to increase your health beyond this value, although it will gradually count down to 100.  Cross-shaped health bonuses are scattered throughout most arenas.  Restore your health by running through them. After picking up health, it usually reappears 35 seconds later, becoming available for you again when you need to restock, however sometimes Megahealths are more scarce and take longer to respawn.


Green (5h):  Each green cross you collect will add 5 points to your health (even beyond your maximum rating of 100!).

Yellow (25h) A yellow cross adds 25 points to your health, increasing it up to, but not beyond your maximum rating of 100.

Gold (50h):  Every gold health cross you pick up adds 50 points to your health, up to its maximum rating of 100.

MegaHealth (MH):  When you pick up a MegaHealth, your health is increased by 100 points (even beyond the normal maximum 100 health cap).



Power-ups

In addition to weapons, armor and health bonuses, combatants will find many useful items scattered around the arena.  These can be picked up by running over them. Power-ups last for 30 seconds from the moment they are picked up. 

Battle Suit (BS): This golden shell protects the wearer from lava, slime, drowning, and other hostile conditions. Be careful. Even a Battle Suit won't protect you from the Fog of Death or the Void!

Haste:  This tachyon accelerator creates a bubble of compressed time, greatly increasing the gladiator's movement speed and rate of fire leaving a trail of dust in their wake.

Invisibility (INV):  This unit bends light around its user, making a gladiator very difficult to see. However, muzzle flashes and power-up glows are still fully visible.

Quad Damage (Q):  When you scoop up a Quad Damage, your weapons are supercharged dealing 4x damage for 30 seconds.

Regeneration (REG):  When you grab the Regeneration, your health will gradually increase until it reaches 200 or the effect times out.



Team Power-ups

These power-ups or 'runes' can only be picked up in a players own base, and respawn shortly after pickup. Teammates can choose any team power-up they wish to create different strategic combinations. Once picked up the team power-up last until the player dies.


Armor Regen (A):  The Armor Regen power-up slowly replenishes the warrior's armor until full (100).

Doubler (D):  The Doubler power-up increases the amount of damage done by each hit a gladiator scores.

Guard (G):  The Guard power-up protects the warrior, decreasing the amount of damage received by each hit an enemy combatant scores.

Scout (S):  The Scout power-up increases the player's rate of movement, grants them silent footsteps while running, increases the rate of fire of their weapons and grants them a unique level of mobility that prevents them from taking any damage from their own weapons.



Carried Items

Some items are picked up and carried with your gladiator until you choose to activate them. It's important to remember that you can only have one item at a time. Before you can pick up another, you have to use the one you already have. Once activated, the effect is instantaneous.

Flight:  A Flight pack is a small anti-gravity generator allowing a gladiator to propel him or herself through the air with minimal effort.

InvulnerabilityWhen activated, the Invulnerability power-up freezes the warrior in place, surrounding him or her with an almost impenetrable shield of crackling, magenta energy.  Although the warrior can't run or walk while encased in this sphere, he or she can still pivot to and fro while firing weapons.  One other important thing to keep in mind is that a Prox Mine zips right through an Invulnerability globe, so don't get too cocky.

Kamikaze:  A ring of floating skulls encircles a warrior carrying the Kamikaze power-up.  When activated, this power-up detonates like a powerful bomb, fragging the character and throwing out a tremendous shockwave that's likely to take out everyone else in the area.

Medkit:  This battlefield medical kit contains a wide variety of healing and pain-killing chemicals.  When activated, its computer brain diagnoses the user's injuries and instantly restores the gladiator to full health (100).
Another personal medkit typically respawns 60 seconds after it is picked up.

Personal Teleporter: A personal teleporter is a small unit with the ability to fold space around its user.  When activated, it instantly transports the user to a random point in the arena.
Another personal teleporter typically respawns 60 seconds after it is picked up.



Map Environment

The various arenas contain many features and hazards.  Some are ordinary things that hardly merit mention, others are extremely deadly menaces capable of quickly fragging the reckless, and a few fall somewhere in the middle.

Acceleration Pad:  Acceleration pads propel you through the air at a high velocity as soon as you step onto them.  Think of them as high tech jump ramps.

Doors:  Doors in the arena come in many shapes and sizes.  Most open when you move near them.  Others remain closed until a button or other trigger activate them.  A standard door will open if it's shot.

Fog of Death:  These swirling crimson vapors are highly caustic and faintly radioactive. They dissolve flesh and will quickly kill any gladiator, regardless of armor or other protection.

Gate:  A gate is a portal allowing gladiators to move instantly from one part of the arena to another. These are very much like teleporters (see below) but allow you to see the area to which it leads.

Ice: Watch your step! This slippery surface can cause you to lose control, but perhaps you can the loss of friction to your advantage.

Jump Pad (JP):  Similar to acceleration pads, a jump pad uses a powerful pulse of anti-gravity particles to propel anyone who steps on it high into the air.

Lava:  In some arenas, gladiators will be forced to deal with streams or pools of molten rock.  Anyone foolish enough to step into lava without the protection of a Battle Suit (see Power-Ups) will suffer an amazing amount of damage.

Platforms:  Platforms are elevators and transports within the arena that are constantly in motion. Some bob up and down, while others go back and forth.

Slime:  This green ooze is highly acidic and consumes
flesh at an incredible rate. The only way to move safely through slime is with the protection of a Battle Suit (see Power-Ups).

Teleporter (TP):  A teleporter is similar to a gate, allowing gladiators to instantly travel from one point in the arena to another. You can't see where a teleporter leads, however, until you step into it.

Triggers:  Triggers often take the form of a button or pressure plate. When activated, they cause something to happen (usually nearby). Some triggers activate when touched, others must be fired on.

Voids:  In some cases, an arena will seem to be nothing more than a series of platforms adrift in space. A poorly aimed jump or misstep will send gladiators plunging to their deaths in the all-consuming void.

Water:  Scattered pools and canals can be found in many of the arenas. Although these are safe to swim in, a careless gladiator can drown if he remains underwater too long without a Battle Suit (see Power-Ups).



Game Arenas

QUAKE LIVE's battlegrounds come in various sizes and styles to accommodate varying level of skill and styles of play. When searching for games you can utilize the 'Customize' options to filter your server browser by your preferred style of Game Arena. Here are just a few examples of how our arenas can be sorted:

Small Arenas: Often best suited for new players or for smaller games of 2-6 players.


Arena Gate

House of Pain Arena of Death
Forgotten Place Power Station

Medium Arenas: The majority of the QUAKE LIVE arenas, which are best suited for 4-12 advanced players.


Nameless Place

Place of Many Deaths Brimstone Abbey
Hero's Keep Demon Keep

Large Arenas: A few arenas are designed for much larger battles, accommodating 8-16 players comfortably.


Dredwerkz

Temple of Retribution Chemical Reaction
Grim Dungeons Space Chamber

Space Maps: Game arenas floating in the solitude of space, Space Maps are surrounded by only void making for fun, furious and often frightful fights.


Terminal Heights

Cobalt Station Space CTF
Beyond Reality II Vortex Portal

Team Arena Maps: Created for the Team Arena expansion to Quake III Arena, Team Arena maps possess the Team Power-ups, and Chaingun, Nailgun and Proxy Launcher weapons.


Base Siege

Inner Sanctums Scornforge
Rebound House of Decay

Popular Maps: Timeless classics and newly up and coming maps, the most actively played maps are flagged as 'Popular' so that they can be easily found by those who desire to keep up with the times.


Campgrounds

Lost World Longest Yard
Proving Grounds Vertical Vengeance

NEW to QUAKE LIVE: Optionally you may select just to challenge yourself on our new arenas, game arenas that exist within QUAKE LIVE but could not be found in the original release of Quake III Arena.


Trinity

Almost Lost Furious Heights
Ironworks