Introduction
This is not intended to be an all-encompassing treatise on Quake tactics nor does it address any specific type of game play such as Capture the Flag CTF), Free for All (FFA), 1 vs. 1, etc. Instead, I've tried to capture or document some tips and tricks that have worked for me in Quake II and III:Arena. Many of these lessons were learned playing Quake, but others come from my tactical experience from the military, airsoft, and paintball - most of which are surprisingly applicable to Quake and other first person shooters (FPS).
I realize that this document is long and you shouldn't have any expectations that you can read through it one and immediately do everything that is discussed. It takes a lot of practice. Work on one piece until you have it right, and then tackle the next. I think that you'll find the game is a lot more exciting when you can bump your mental game up a couple of notches.
One reasons for this Codex is to dispel the myth that FPS games are no more than simple 'run-n'-gun' games. A tight game of cat and mouse between 2-4 tactically savvy players is incredibly fun and being mentally sharp counts as much as having the fastest trigger finger.
The Codex is broken up into four main areas:
This trick is best demonstrated on Q3DM5. A good spot to learn is in the rocket launcher room. See the little pillars with the rivets just outside the Rocket Launcher niche? That's where we'll be learning. Use the one on the left (from the point of view of outside, facing into the niche). Start out looking almost all the way down, and hold your forward key, to run against the wall. Start firing, jump, and strafe right, all while still holding the forward key. Keep on trying this until you can master it.
Once you've done this, there are some other spots you could try in this level, such as the shotgun area (going from the ledge with the shells up to the higher level), in the plasma gun room (going from the barrel onto the ledge), and another spot in the RL room, the wall right beside the red armor ledge.
Another explanation of basic Quake fundamentals can be found at the Planetquake Quake III Game Guide
You want to control the game by getting your strategy going or by preventing the other player from getting into his rhythm. This can be done by controlling key weapons, items such as power ups, or forcing your opponent to constantly react to your moves.
Develop Basic Skills
These are the basic ABCs of the game. The points here only address fundamental movement techniques. There are other sites that do a much better job of explaining this, but the points have been included for the sake of completeness.
Use a mouse-keyboard setup
This is as basic as it gets. While there are other ways of controlling your player, such as joysticks and trackball, at minimum, you should be comfortable using the mouse-keyboard combination. There is too much going on to rely solely on a keyboard for all of your looking, shooting, and running. Get used to freelook and play with a mouse.
Stay in motion
Don't stop moving unless you have a good reason. If you stop too long, you're dead, plain and simple. Most newbies stop moving because they can't shoot on the run. Moving and shooting accurately are independent. Tweak your controls until you do both comfortably. You need to learn how to combine them together effectively. My advice, learn. Practice with a friend to develop this skill in a low stress environment.
Get comfortable running backwards
Tactically, you want to learn how to run backwards to return fire as people chase you or to avoid presenting your blind side while you run into dead-ends to pick up items.
Mouse-flicks
A mouse-flick is the trick of rapidly executing a 180-turn by quickly flicking your mouse left or right.
Bunny hopping
If you jump while running then jump again just as you land, you will pick up a little more speed. It will take a couple of minutes practice to get the timing right, but before you know it, you should be able to bunny-hop across the map. Once you have that down, try bunny hopping as you strafe left or right or while running backwards.
Circle-strafing
This is simply strafing left or right in a large circle. You want to learn this to dodge enemy fire while still being able to shoot back.
Rocket jumping
By simultaneously jumping and shooting a rocket at the ground, you can go much higher than a normal jump. Rocket jumping gains you speed and accessibility (e.g., you can get onto platforms not normally assessable without a ladder or bounce pad) at the cost of health.


Here's the start of the rocket jump. I look down almost directly at my feet then hit jump and fire in rapid succession The blast blows me high up into the air. At this point, I should look slightly up and air control myself to the platform. Note the hit I took to my armor and health
Air control (especially relevant in space maps)
In space maps, you will find that there are jump pads everywhere. Learn to use these to your advantage. What you do in the air can greatly affect how you move around in these maps, and can be used to your advantage. It can be used to get to places faster, and touching less ground, therefore leaving you less vulnerable to splash damage.
Plasma Climbing
This is a technique similar in nature to rocket jumping. It uses splash damage from weapons to propel you upwards. The basic technique behind this is to go right up to a wall, run constantly against the wall, with the plasma gun of course, and aim almost all the way downwards, and jump. Except what you're going to do is "roll" your shots gradually upwards, which means gradually higher on the wall. However, you still want to do this fairly quickly, or it will deplete more of your health/armor. Another thing, in order to propel yourself sideways, you're going to have to use your strafe keys.
Tweak your controls
Ultimately, you want to have the simplest command set possible while making all of your important weapons and commands accessible.
Practice
Grab a friend, set up a simple LAN game between the two of you, and spend a few minutes practicing basic skills in a low stress environment. If you live close enough, I would call them or use a VoIP (Voice over IP) application like Roger Wilco coordinate your practice section.
Know The Game
Now that you are comfortable with the basic movement techniques, it's time to broaden your scope and think about where you're going to fight and with what weapons and tools.
Maps
It helps a lot if you know the terrain that you're fighting on. There is nothing more frustrating then losing a game because you're constantly running off into space because you haven't figured out where the drop-offs are. If you're playing on a server with a published map rotation or you know what maps are going to be playe, download the maps and spend a couple minutes in solo skirmish mode just running around and seeing where everything is and how to get to various items. Some of the things you want to scope out are:
Weapons
Know where all your weapons are located on your controls set up. Get your autoexec set up just right so that all of your most commonly used weapons and tools are within easy reach. Simple scripts, such as weapons toggles, can also make this easier.
Choose the right weapon for the job. Every game tries to balance the weapons so that each one has advantages and disadvantages. There is no one perfect weapon for all occasions. Learn what each weapon can do, under what circumstances they are most useful, and what their downsides are. Weapons can be grouped into a few categories:
Here’s a quick and dirty run down on the weapons in Quake 3: Arena:
Other equipment and powerups
This includes all the items you might pick up during the game. Learn what they do and think about in what situations they need to be used. You all need to consider how your opponent's behavior might change when they get certain items. The same point can be made about new weapons (e.g., Pwrweapons), new equipment (e.g., Urban Terror, Terminator), new weapon physics (e.g., Corkscrew) or other items (e.g., hooks, runes, etc).
Think Tactically
By now, you should be comfortable moving smoothly through maps. You know where to go and how to get there. Let's now talk about how to play smarter than your opponent, maintain the initiative, and dictate the flow of the game. These principles don't necessarily to every type of game play or even every map. Tailor them to your situation as you see fit.
Keep your cool
Everyone blows theirs, especially if they get into a bit of trouble early in the game. However, the best players recover quickly or just don't let it get to them.
Watch and learn from your opponent
Scope out how your opponent is playing and that will give you a better sense for the strategies you'll need to beat them.
Avoid predictability
I started playing Quake, the single biggest problem I saw in myself was that I could always be counted on the chase after a target. I usually got a rocket in the face for my troubles.
Learn when to run away
Maintain situational awareness
Maintaining your situational awareness is the art of knowing what is going on in the map at any given point in time. If you watch any Q2 Thresh demos, then you know what I'm talking about. He seems to know exactly where his opponent is going, when they're going to pop out of a door, when they're going for armor, etc. This lets him get a lot of frags before the other player even has a chance to react.
Anticipate your opponent's moves
People are predictable and you should take advantage of that. During games, observe your opponent:
Keep yourself topped off
Keep your ammo, armor, and health status in mind and don't go after every pick-up unless you need to.
Take a smart approach to doors and natural choke points
The worst thing you can do is to walk straight through a door. Watch how a police SWAT team takes down a room, it's an interesting exercise that has a lot of practical applications to Quake.


Simply stepping through a door leaves you exposed to fire from the entire room. Starting from the oblique enables you control how much of the room you want to expose yourself to at any given point.


In this example, your opponent has just run into the rocket launcher room and isn't coming out. How are you going to take him out? I begin my approach to the room and use one shot to open the door. If he reacts to the door opening by firing, I'm not actually there. The door opens and I get a view of part of the room. If he is hiding in the alcove directly ahead of me, I can engage, but he cannot engage me if he is anywhere else in the room.


I then circle-strafe right, scanning the room from outside, letting me take in the second third of the room. By the time I actually enter the room, I've already swept 2/3s of the space. If he is in the left-most alcove, I still haven't entered his field of fire.


I continue into the room using a combination of forward and strafe-right, still sweeping my weapon from right to left. I finished with my back to the wall and have been able to engage him if he was anywhere in the room.
Don't silhouette yourself doors and windows
There is no sound-tactical reason to stand directly in a door or window to shoot out.
Camp tactically (every now and then)
This is very different from sitting on top of the Quad with Rocket Launcher.
I've selected this ambush spot in Q3DM2. It gives me a good field of fire, I'm protected from three sides, and I can see my opponent regardless of which exit to the courtyard he takes.
Listen to the audio cues
This is also addressed in the Know the Maps:Learn the Game section but there are some important non-map specific points that should be addressed here.
Use prep fire when available
This can be really useful if you have a lot of ammo, especially in large FFAs. Often times as I enter a room or approach and elbow in a corridor, I will launch a rocket just before I go in. This does several things:
Strafe around corners
A lot of players stop at intersections, turn, and then proceed on their merry way. Unfortunately, this causes you to stop for a moment and creates a situation where you are not looking at where you are most likely to encounter an unexpected opponent.
Backtrack occasionally
Every now and then, do a quick mouse-flick, turn around and backtrack. It's healthy to look behind you every now and then and see if anyone is chasing you. This also helps you be a little less predictable. If you were in a submarine, this would be called a 'Crazy Ivan'.
Avoid natural kill zones
Many maps are designed to funnel the action around key areas or items. The last place you want to be is standing in the middle of those places.
Don't hug the walls
Walls are dangerous for several reasons and should be avoided. By this, I mean don't constantly stick to the wall.
Getting phone-jacked
Face it. Getting the dreaded phone-jack symbol is a part of playing the game. The question is how do you deal with it?
Getting your groove back
Sometimes all the stars are aligned; you run the maps beautifully, every shot hits, you're absolutely untouchable. Then, all of a sudden, your game goes to crap. Now you're always lost, you couldn't hit yourself with the rocket launcher, and every bullet seems to have your name. Sounds like it's time to take a step back and analyze what's going on. Ask yourself a couple of questions and see if they lead to any revealing answers