Level Guides

This set of level guides should help you get the most out of playing KT-imPAKt. The guides contain tours of all the rooms as well as lots of tactics for playing the maps and tricks to gain the upper hand on your opponents. Click on a map name on the menu below to see the respective guide or click on the other link to be taken to the KT-imPAKt website.

KTDM3 - The Colosseum

Level Description
KTDM3 is quite a large level with six rooms and therefore should be played with at least 5 players. I think it is at it's best with around 10 players. All the weapons are in there including the devastating BFG10K and also the HyperBlaster. The majority of the action is in the main Colosseum as you would expect. You will want to try to be in this area about 60% of the time, leaving occasionally to pick up some health or some more weaponry and ammunition.

 
  Room 1 - The Colosseum

This is the main arena and the focus of the entire map. There are four vertical levels within this room so prepare to be attacked from all sorts of angles. The BFG resides in the small pit of water at the lowest level but is a risk to obtain due to the prospect of Grenade attacks from the higher levels and snipers from the highest level where the Railgun is located. The Red Armour is accessed by jumping from the catwalk which traverses the room. The Megahealth above the KT-imPAKt logo requires a rocket jump to obtain. You can get to every other room from here.

   
 
  Room 2 - The Back Yard

This area can also get quite busy with people trying to get to the Railgun in room 1 or the HyperBlaster at ground level. Also of interest is the Yellow Armour and Megahealth (jump from Super Shotgun position to get it). If you do notice someone heading for the HyperBlaster you can surprise them by throwing grenades through the grate directly above the weapon. There are also pairs of shells, slugs and large healths in here and an additional Green Armour next to the Super Shotgun. A great place to come to stock up and recover from a fight in room 1.

   
 
  Room 3 - The Adrenaline Room

Another a popular area, room 5 not only contains the life saving Adrenaline but also a Green Armour, Super Shotgun, 20 shells, 10 Grenades and a large med kit. This room also provides a large amount of vertical connectivity. There is access to levels 1 (lowest), 3 and 4 (highest). Off to the side there is also a great position which overlooks room 1 and houses a Grenade Launcher for bombing opponents below you. Rooms 1, 2 and 4 are all just a brisk walk away from here. This room is often used as a transition but is also good for room 1 recovery.

   
 
  Room 4 - Backstage

The first of the maps Rocket Launchers is situated in this room. This room sees a lot of traffic in a busy game because it is accessed from the lowest level of room 1. This also means that you will find a lot of weak players in here so there is a pair of large healths next to the lift to room 5. There are 10 rockets and a bandolier above the exit to room 1, jump from the exit to room 5 to get them. 20 slugs by the Rocket Launcher also make an appearance. Exercise caution when climbing the stairs into room 3 as this is a prime place for being grenaded from above.

   
 
  Room 5 - The Electrode Room

This room houses a particularly nasty trap. By pressing a button at the upper level you can activate the electrodes and lower them into the water which fills the bottom of the room. This will kill anyone unfortunate enough to be paddling around trying to get the Chaingun submerged in the corner of the pool. This room also gives access from the lowest level of the map to the second highest by means of a long ladder. Rooms 4 and 6 are the choices at the top level and the exit at ground level near the 150 bullets leads to room 1.

   
 
  Room 6 - The West Wing

A second Rocket Launcher is accessible by riding the elevator in room 6. There is also a Super Shotgun on the stairs which lead to the large catwalk in room 1. A pair of large healths are located opposite the second exit to room 1. Finally, adjacent to the Super Shotgun there is a Green Armour for light protection from Railgun shots you are likely to incur in room 1. This is usually a quiet room and thus is another good place to come if you have recently taken a beating in room 1. A useful Invulnerability is located on the roof of the Rocket Launcher structure.

   
 

 

Playing Plan
Because the map is fairly large you may find it tricky to navigate at first. As always, exposure will breed familiarity so stick some bots in and you should learn the layout soon enough. After a while you should not find it hard to know which exits lead to which rooms. There are not many t-junctions in the corridors so that makes things easier. Also, all the spawn points are in rooms, none are in corridors. All the rooms look distinctly different so this should make navigation quite simple.

 
  Routefinding

The are a very high number of possible routes through this map so finding a good one which keeps your frag count ticking over could take some time. I have played KTDM3 quite a lot with bots and have found some good routes that do just this. Room 1 is usually the place where most people are found so you should make sure that you check into it on a regular basis if you want to win the game. One of the better tactics I have found is to circumvent room 1 and collect plenty of weapons and ammo from the rooms which encompass it. If you dive into room 1 with just a blaster the odds are that you will be dead in seconds in a larger game. If I spawned in room 3 this is the route I would most likely take. First grab the Super Shotgun and shells then drop down the staircase into room 4. Pick up the Rocket Launcher and finish off any battered players you bump in to. Ride the elevator but swing back and jump across to the two rocket packs and bandolier. Now there are two major possibilities to get to the electrode room (my chosen destination); drop off and head through the lowest level of room 1 or drop off and take the elevator again. Going through room 1 will probably yield more kills but you also run the risk of getting wasted due to your lack of armour. I would personally take the second route (call me a pussy I don't care ;-) because this prevents me having to go swimming in the electrode room. So once you've hit the switch (even if there is no-one there) head toward room 6. I would just pass straight through this room just pausing to collect the Super Shotgun (more shells) and the Green Armour. Now we finally head into room 1 as we are well tooled up. Once in room 1 I would probably get the Railgun (my favoured weapon) and then the Red Armour before dropping into the second level and picking off some opponents.

Weapons

The usual contenders i.e. the Railgun and Rocket Launcher are both highly effective in this map. As I mentioned before, the Railgun is great for use in the narrow corridors as is the Rocket Launcher. With the Rocket Launcher though, you are likely to incur damage yourself if you are not careful. The Super Shotgun is also a handy tool at close range in the corridors. The Railgun is very good for picking off opponents from the higher levels of room 1. The weapon that really comes into it's own in this map is the Grenade Launcher. You can get plenty of kills by simply firing random bursts of Grenades into the lower levels of room 1. This doesn't involve much skill obviously, but it does get you frags. The BFG is not as effective in this map because of the large open areas. To get large numbers of kills with it you will need to make sure you strike the ground close to a large group of players but the beams from the BFG will often finish off an injured opponent.

Getting About

There are quite a lot of nifty shortcuts and jumps you can do in this map to gain that extra advantage over an opponent and get the items you want more quickly. One of the simplest is the straight jump from the high cat walk in room 1 to the Railgun position. A slightly trickier one is the strafe jump from the Super Shotgun in room 2 to the tops of the supports which are home to a Megahealth. Rocket jumps are a quick way to get between the levels in room 1 if you have plenty of health. The best ones are to rocket jump up to the Railgun from the level below and also up to the Red Armour platform from the surrounding levels (careful not to bang your head on the KT-imPAKt logo structure above). To avoid the water pool in the electrode room you can rocket jump from the lower level to the upper quite easily. One of the hardest rocket jumps to pull off is the one to get the Megahealth in room 1. I find it easiest (and most useful) to attack it from the Railgun position, jump across to the catwalk, spin 180 degrees in mid air and use your lateral momentum to carry you into the alcove after you have rocket jumped. This way you can scoop both the Railgun and Megahealth quickly. Of course from the Megahealth you can just drop down and grab the Red Armour. Another possibility it to jump from the Grenade Launcher accessed from room 3 all the way down to the BFG landing in the pool of water to prevent fall damage. It might be a good idea to fire some Grenades in there first to clear out any opponents. Also from this Grenade Launcher you can strafe jump straight across to the Red Armour. This also allows you to get from one side of room 1 to the other in two simple jumps. There are others but I will leave you to discover those for yourself.

Extra Tips

Listening to the sounds of your opponents in a smaller game is the key to success. In a large game where there is action pretty much everywhere you walk this is much less of a factor obviously. Listening for the sound of a line armour shards or mini healths can give you a handy warning of an approaching opponent. This is especially useful if you are about to take the plunge in the electrode room. There is a line of armour shards in the corridor from room 4 so if you hear them being picked up it is probably best to wait until you have killed them before grabbing the Chaingun (unless you like your hair spiky :-) There is a line of mini healths in the approach to the Railgun so listen for those too. Also be aware that if you are being persued by an invulnerable opponent (see Room 6 - The West Wing) you can still kill them with the electrode trap; an immensely satisfying frag :-)

 
 

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