The basic gameplay rules on ztn3tourney1.
ztn3tourney1 is a remake of ztn3dm1, made by famous map builder ZTN. The specialties of the new map are quite little – no quad, the hole in the ceiling above the jumppad by Shaft was sealed, ammo location at the former quad place was slightly changed. ztn3tourney1 is the most popular duel map and it’s very important to know how to play on it.
The Rocket is the main weapon, as it goes for almost any situation. Next is the Railgun. No dues passes today on ztn3t1 without key frags made with Railgun. And the player who’s perfect at handling the Railgun has more chances to win that the one who prefers the Rocket. Next comes whether Shaft or Plasma depending on who’s better at what. If your aim with Plasma is good, it can replace you any other weapon, which can’t be said about the Shaft which is always out of ammo. GL and Shotgun are also useful in many situations. The GL is good in almost any situation when you don’t want to let the enemy to get close to something. You just can toss a little more grenades, at least one will find the target. You must act competently on ztn3t1 right from the first spawn as there were cases when player gave out several frags at the start of the game and then lost heart, losing all the match. There are just 9 respawns on the map:
The respawn at the Rocket by the yellow armor. A rather good one as you can be the first to take the Megahealth and then go back for the Rocket. Well, sometimes the enemy spawns at the Shaft and in this case it’s better to jump into the teleport, taking the Plasma and the yellow armor. If you started firing with the Minigun right after the respawn, on the enemy running on you with the Shaft, try to kill him – at least, you have some armor, but you have to hit him with 15 or 30 bullets. Alternative respawn – the most probable and frequent appearance of the enemy on some respawn with all the consequences. This respawn’s alternative is by the Shotgun, Plasma or Shaft.
Respawning by the Shaft. Another good one, allowing to take the Megahealth the first. Then take the Railgun and head for the Rocket. Alternative respawn – by the Shotgun, Plasma or GL.
The respawn at the Railgun to the right. Kinda rare one, though it happens rather often in standard Quake3 without OSP. After respawn you can take the Megahealth accurately, of course, if you don’t hear the sound of the Shaft on, but the best is to take the red armor asap. Alternative respawn – by the Shotgun, Plasma or GL.
Respawning at the Railgun to the left is more rare than the previous one. Do as described above. The alternative respawn is the same.
The respawn at the Plasma is rare. The safest thing to do is to pick up the red armor, but you can take the risk and head straight to the jumppad to take the Megahealth. Alternative respawn – by the GL, Rocket or Shaft.
The respawn at the GL in the center is very common. You can jump down carefully to take the Railgun anf the red armor, but be cautious, as the enemy can appear whether on the Shaft or Plasma and kill you. Better go straight for the Rocket. Alternative respawn – by the Plasma or Shaft.
The respawn next to the GL is similar to the previous one, you can act the same way, but better go for the Rocket. Alternative respawn is the same.
The respawn at the Shotgun is very lucky as it sometimes lets you to take both the red armor and Megahealth, and sometimes even make a quick frag if the enemy appears at the GL. Alternative respawn – by the Rocket or Shaft.
The respawn at the Rocket above. A good one. Take the Rocket, the yellow armor, and then the Megahealth, only if the enemy spawned not on the Shaft. Then take the Railgun and try to rail the opponent if he takes the red armor. Alternative respawn – by the Shotgun or Plasma.
It’s very important to control the Megahealth on ztn3t1. Learn how to note the time of its respawns, and between them try to cause the enemy the maximum damage to take safely the next Megahealth.
Before taking the Megahealth, it’s good to drop some grenades on its spawning place.
After you took control over the Megahealth, it’s necessary to control the red armor. For the start, try to rail the enemy when he jumps to the armor. And when you’re above, toss grenades to the passage from the Plasma.
If the red armor is on its place, and there’s no enemy in sight, take the armor – whether rocketjumping or in the common way, but be careful. If you come out from the teleport to the red armor knowing there’s the enemy with Railgun on the GL, better avoid skirmish, as his position is much better.
Try to crouch in the corner behind the teleportation place and wait for a response. Perhaps, the enemy will rocketjump himself, so don’t lose the opportunity of railing him.
If you decided to take the red armor using rocketjump, toss a couple of grenades to the place of the central teleport from the Rocket, and also drop a control grenade down to the passage from the Megahealth.
If you lead with one or two frags and want to keep the score, then the safest place is the one by the teleport by the Rocket. After teleportation better run for the Plasma.
These are all the basic moments for games on ztn3tourney1, and as soon as you master them, go for more complicated elements, and watch demos.