From the Hardcore Side
There are people who play Quake, and then there are people
who live and breathe it. In "From the Hardcore Side",
a new semi-regular feature at PQ, Pappy-R brings all his hardcore
gaming experience to you and talks about what's going on in
the hardcore scene today.
edition of the Hardcore Side is going to be an introduction
and explanation to some aspects of teamplay Quake that can
be used as a reference for future articles, and a small help
for past pieces. Quake teamplay hasn't really gotten the big
tournament attention it has deserved since Quake 1, but the
major big buck organizers are getting back to this exciting
play type. Upcoming tournaments from the
CPL will feature teamplay Quake III along with the QIL
and DC Con. This opens up the field to a lot of talent that
may not have been heard from yet, so I think to get more people
involved and reaching a competitive level of play, we should
start with the basics. If you and your clan are already hardcore
and successful, you may want to avert your eyes a bit here,
but you never know, you could pick up one little thing you
To answer some mail I got regarding the last Hardcore Side
on strategy, we'll break down some terms and basic ideas so
that you won't have to read explanations in future pieces.
Weapons, items and powerups are usually referred to in short
form using two letters. For example, Yellow Armour is YA,
Red Armour is RA, Rocket Launcher is RL, Railgun is Rail,
Mega Health is MH, and so forth. Quad is usually called Quad,
Regeneration is Regen or basically taken down to their first
four or five letters. I know a lot of readers are saying "duh"
right now, but I did get mail asking what the terms meant.
Some tactical terms that will get bandied around alot in the
future for tactics are control, guard, "a run" and area. There
are more, but I think covering these should get anyone up
to a stage that more will get picked up easily.
of an item usually means making sure that only your
team gets the item, and it's your job to make sure that's
the case. You would take the item if a foe enters the "area"
and it becomes possible for them to take it. It's better that
you take and die with a Red Armour than for the enemy to get
it. You would be allowed to take the item, but you try to
hold it so that your teammates can get it as well.
To "guard" would normally refer to a powerup like Quad, and
in this case, you would only pick it up to avoid the enemy
from getting it. There is usually a specific team member designated
to take the Quad in this case, and your job as a guard is
to keep others off it. An area would be a designated room
and possibly part of an attached hall that relates to an item.
For example, on Q3DM7, the RA area is in the outdoor "area"
and if you were to guard that, you would stay out there using
what items were available to you.
This next tactic used to be more of a feature in Quake 2,
but it's still used in Quake 3. A "run" is a specific route
that would be timed between items to make sure you were there
for the spawning of multiple items. Next week you'll meet
a guy that developed some awesome runs for Quake 2 strats,
but that's next time.
Those are some basics that should make the next steps in following
and even designing strategies easier, and here's a good way
to find out. There are different kinds of strategies used
in the Quake series (or any FPS team game), and once you know
the basics you will see combinations of those used as well.
I've personally played team games with Free for All (shudder)
or all roaming players, which is basically hoping all of your
players can "out gun" the enemy. There's the
item/area lock down, which is having all the players cover
and control areas according to important items to make sure
the enemy gets nothing but what they spawn with. Pairs strategy
could be used as two pairs roaming free or doing "runs" to
control items, or one pair guarding a key area and the others
roam in singles or as a pair. Now you can see how the combinations
come into the making of strats, and you may wonder how some
of the more complex ones are carried off.
Team communication is the key, and practicing communication
is as important as practicing your aim. Quake 3 has a great
team feature included with the Team HUD (Heads Up Display)
that not only shows you the health, current weapon and location
of your buddies, but the "Team Say" communication can be used
in a ton of easy to access and read functions. Try this one
[key] "say_team <--Help at"
easily be able to tell your buddies you're under heavy attack
and where you and the enemy are. All in one key; not bad.
Now you can make your own with things like "weapon available"
or "meet at". Work these into your config and get your whole
team on the same page by sharing your binds. Make them universal
throughout the team so that they become second nature to read.
They can even be colour-coded with the ^1 to ^7 feature in
Well, that's it for the ground work, and thanks for reading
along if you already knew these bits. Next time we get into
the strategies that make winners, from the winners. It's all
about layin' it down.
Questions? Comments? Random screaming? Send it all to feedback!