q2dm3is one of the most popular duel maps, and also the hardest in gameplay. This map's best weapon is definitely the Railgun, but only if you can reach high hit rate using it. Rocket is also good, but only as a close-combat weapon and at catching enemy in closed small spaces. "Control rockets" play important part. The best tools to finish enemy are Shotgun and Hyperblaster. There are 7 respawns on the level, and it's rather easy to learn them:
Respawn at the Rocket. The best one allowing you to control the Rocket all through the game. The specific sounds - a weapon taken and a deaf fall. Alternative respawn (see the q2dm1 duel strategy) - Railgun, Hyperblaster, GL.
After taking the Rocket it's reasonnable to rocketjump to Invulberability and take the Railgun - this will secure the further game.
Respawn at the Shotgun is also a good one allowing to control the Rocket and armor right from the start. The specific sound - a weapon taken, a jump and an armor taken. Alternative respawns- Railgun, GL.
Respawn in the center of the map opposite to quad allows to choose the further gameplay tactic, but only if you listen carefully to enemy's respawns. Otherwise, you can die quickly of a stupid meeting with the enemy. The specific sound - in fact, there's no such, but respawn's sound is very clear and can be heard from everywhere. Alternative respawn - any of them.
Respawn at the Megahealth - like the central one, it allows you to choose the further tactic: either you take the Megahealth, Hyperblaster and go to the Railgun, or take the Megahealth, Hyperblaster and try to capture the yellow armor. The specific sound - several long jumps and the Megahealth being taken, or the sound of a weapon taken and several long jumps, then the Megahealth. The variant when the Megahealth isn't taken at all, but the yellow armor, is also possible. Alternative respawn GL, Shotgun, Rocket.
Respawn at the Grenade Launcher isn't very good. If you miss enemy's respawn sound, you can give awau an easy frag. The specific sound - a weapon and an ammo pack taken almost at the same time. Alternative respawn - Shotgun.
Respawn at the Machinegun. If you have a possibility of taking the Railgun quickly, it's already good. There are two variants of further actions - either take the Megahealth or not to let the enemy to get the Rocket. Or give him a tough run to the maximum after taking the Rocket - he'll forgetabout the Megahealth then. The specific sound - an ammo pack taken, then a jump and a weapon taken. Alternativer respawns - Shotgun, gray armor, Rocket.
Respawn at the gray armor. A good one allowing to take the Rocket quickly, but only if you don't miss enemy's respawn at the Shotgun if there is such. The specific sound - the armor taken, two jumps, then a weapon taken or jumps right away. Alternative respawn - Railgun, Hyperblaster.
Unlike q2dm1, there aren't so many combat plots on q2dm3, but all they can influence considerably the final result. The most important on this map is being careful and accurate in your actions. It's impossible to count how many players drown in lava on q2dm3, so you must be extremely careful and try not to risk. Now about carefulness. Close combat almost always ends by death of one of the players, or two of them, while on q2dm1 you can run away and eat. Actually, armors positioning is the same as on on q2dm1, but only one player can recover health and armor completely, while the other will be waiting nervously for some medpacks spawning. So be always careful and don't get caught. If you need medpacks, rocketjump to the Invulnerability.
Usually, the key event on the map, inluencing the further game, happens during the first two minutes, so it's important to use this time properly and make the first frag. Then pressing on the enemy with this priority, exhaust him and make him make mistakes. Or just catch him arcading, then make him run over respawns, breaking his moral. Then turn the game into calm way and end the duel with no mistakes. Some tactics for q2dm3:
1) You can control the Rocket and try to turn skirmishes only into close combat where enemy will have nothing to do against you.
2) Rail, rail and rail again. This creates strong psychological pressure making the opponent feel nervous and run at your sight. Like this you must have a spare Rocket in case of a sudden close combat.
3) Simply arcade - quite primitive, but useful undre several conditions: the enemy has no Rocket; you must always have more health and armor; you must be perfectly aware of the enemy's movements on the level.
A trivial game situation on q2dm3: one player holding the yellow armor and Rocket while other - the Megahealth and Railgun. The one with Rocket permanently keeps the armor, can take large medpacks upstairs at the Invulnerability. The one with Megahealth can only control the time of its spawns. If one of the players can control both, he wins in 99 % of cases. The remaining 1 % is the opponent's perfect aiming with Railgun or a mistake.