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Quake1  

The Abandoned Base is the third Deathmatch level of Quake and the only one designed by John Romero. Its name comes from it being the only level of the idBase Level Theme that doesn't have Enemies due to it being a Deathmatch level. The level is considerably large and has every Weapon in the game, plus nearly all the Powerups. This level does not have a Rune or Key due to being a Deathmatch level, but also is lacking a Biosuit or Green Armor. This level is one of the most popular Deathmatch maps packaged in the game. Due to the large size and balanced Weapons or Powerups, this level is considered by the majority of the Multiplayer community to be the best map for Team Deathmatches and Clan Wars.

Spawn Locations

  • At end of Teleporter Hallway, looking into Computer Room.
  • Corridor leading to Pit Room from Main Staircase Room.
  • Under staircase of Three Pillar Room.
  • Windowed alcove overlooking Large Water Room.
  • At end of Teleporter Hallway, looking into Main Staircase Room.
  • Hole at top of series of 3 Elevators in Courtyard, leads to hallway between the Computer Room and upper floor of Pit Room.

Important Item Locations

Weapons

Powerups

  • Ring of Shadows - On Main Staircase Room/Computer Room side of second floor of Pit Room.
  • Quad Damage - On Three Pillar Room/Window Room side of second floor of Pit Room.
  • Pentagram of Protection - At middle of Courtyard.
  • 100 Health - On alcove in Computer Room, accessed by jumping from top of computers.
  • 100 Health - On small hill on the lower floor of the Pit Room.
  • 100 Health - Raised platform of Courtyard, reached by following the edge of the room.
  • Yellow Armor - In alcove under second floor platform of Three Pillar Room.
  • Red Armor - At top of staircase in Main Staircase Room.

Room-By-Room Summarization

DM3 - The Abandoned Base06:02

DM3 - The Abandoned Base

Computer Room

Teleporter Hallway

  • Nails by Main Staircase Room.
  • Cells by entrance to Computer Room.
  • 25 Health at bend in corridor leading to Computer Room.
  • Teleporter in middle of corridor leads to Main Staircase Room/Computer Room side of second floor of Pit Room..

Main Staircase Room

  • Red Armor at top of staircase.
  • Nailgun in center of bottom floor.
  • Shells on bottom floor between staircase and pillar.
  • Shells between middle and upper floor of staircase.
  • Shells in on middle of small staircase in corridor leading to Pit Room.
  • Nails on middle floor of staircase near upper stairs.
  • Nails in corridor leading to Pit Room.
  • Rockets behind divider leading to Teleporter Hallway.

Pit Room

  • Ring of Shadows on Main Staircase Room/Computer Room side of second floor.
  • Quad Damage on Three Pillar Room/Window Room side of second floor.
  • 100 Health on small hill on the lower floor.
  • Shells on Main Staircase Room/Computer Room side of second floor.
  • Shells on Three Pillar Room/Window Room side of second floor.
  • Nails on Main Staircase Room/Computer Room side of second floor.
  • Nails on Three Pillar Room/Window Room side of second floor.
  • Rockets on Main Staircase Room/Computer Room side of second floor.
  • Rockets on Three Pillar Room/Window Room side of second floor.

Large Water Room

Three Pillar Room

Window Room

  • Window overlooks and allows easy access to Courtyard.

Courtyard

  • Pentagram of Protection in middle of room.
  • 100 Health on raised platform, reached by following the edge of the room.
  • Water leads to Large Water Room.
  • A series of 3 Elevators leads to a hole where the player can drop in between the Computer Room and upper floor of Pit Room.

Trivia

  • According to John Romero, when given a choice, people often tend to take the path that goes to the right (it is assumed this has something to due with the majority of people being right handed). A skilled player can take advantage of this fact, creating a strategy to exploit this weakness. This was extremely common in DM3: The Abandoned Base in the alcove with the Yellow Armor. The skilled player could force another player underneath the stairs and into the Teleporter. Upon teleporting, the lesser skilled player will take a right, heading towards the Quad Damage. The skilled player, knowing this, could head up the staircase by the Double-Barrelled Shotgun. At the entrance to the Quad Damage side of the Pit Room, the skilled player could fire their Rocket Launcher and most likely hit the unskilled player who would be entering the opposite side of the Pit Room. [1]

Gallery

References

  1. https://www.youtube.com/watch?v=8a3WoErFXSA
DM2: Claustrophobopolis Quake Levels DM4: The Bad Place


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