
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.
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KTDM4 - Pretend Best Friend |
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Level Description
A very small level which starts choking at any more than four players but 1on1 is where you
will get the most enjoyment. There are just two main rooms on the level although another area
of importance is most definitely the zone at the top of the level. Be prepared for shock
attacks as your opponent may be able to deceive you into thinking they are somewhere when
really they are sneaking up behind you with the super shotgun. So, what are you waiting for?
Strap up your boots, pull on your best armour vest and get ready to take your date on a trip
they'll never forget. Oh, and if you want a bit of help then you might as well start off here.
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Room 1 - Megahealth Room
A good deal of the action should take place at the bottom of this room where the rocket launcher
is placed. The megahealth itself is an item you should want to control, it can be accessed from
the top of the stairs on the second level or by a rocket jump from the bottom. Grenades can
be bounced around in this room quite effectively from most areas of the map so keep your witts
about you. There are three connections to room 2 and a lift up to the top floor and the walkway
crossing the room on which the railgun lies.
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Room 2 - Yellow Armour Room
The walls of this room also take quite a beating as scenes in here can be quite violent. Players
will most likely be clamouring for the yellow armour in this room although other key points are
the chaingun, adrenaline and super shotgun. The grenade launcher can be grabbed by taking the
level three elevator or coming from the top corridors. If you're health is in a bad state and you
need a quick fix then there is the adrenaline sitting on a ledge near the lower exit to room 1.
There are two more exits to room 1 and a lift up to the top corridors (much like room 1).
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Area 3 - The Top Corridors
Wimpy players can use this area as a hiding place if they wish as it is fairly easy to patrol the
entire top level. however, opponents may be able to sneak up one of the lifts or simply rocket
jump to the railgun. Also, sitting up at the top allows players access to only the grenade launcher,
railgun and green armour. There is plenty of grenade launcher ammo but constant lobbing of pineapples
is unlikely to score many frags. If you insist on controlling the top you will need to drop down to
lower levels to get most of your kills and stock up on railgun or rocket ammo.
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Playing Plan
As the smallest level in the pack you should have it's layout nailed in a within a couple of minutes
of playing. There are just five weapons on the level so remembering their placement shouldn't be too
troublesome either. Finding a way to play will be the only thing that should really worry you on the map...
apart from the other player(s) of course.
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Routefinding
As I said, there should be no problems remembering the layout but there are some good routes through
the level that let you scoop all the weapons faster than others. Assuming I started near the chaingun
this is the route I would more than likely take. First, grab the chaingun and ammo before dropping
into the trench to get the yellow armour. Go through into room 1. If the other player has picked up
the rocket launcher, either kill them and grab it or make a dash for the lift to
the top corridors - if not, take the lift after collecting the rocket launcher. Collect the green armour
at the top of the lift then head for the railgun. Pickup up the railgun and drop down to collect the bandolier,
you should now be on a ledge which holds the super shotgun in room 2. Go get the super shotgun and then
take the smaller lift up to the top of room 2 and nab the grenade launcher. After that I would probably
drop down to the second level and get killing. Also, note that instead of grabbing the super shotgun
after the bandolier it may be wiser to jump across for the megahealth and rockets before heading for the
biggest lift and then getting the grenade launcher on the top that way.
Weapons
The best weapon on the level is probably the rocket launcher but the grenade launcher is also a mighty force
to be reckoned with. For the lower floors the rocket launcher comes into it's own as the confined spaces
make splash damage from rockets extremely deadly. However, grenades are easily bounced into the trench
on the lowest floor and once you chuck a few in there you can often cause a bit of damage although this usually
doesn't reward you with a kill. If your choice weapon is the railgun then be in for a shock, it is very
difficult to use the weapon effectively here as there are so many levels and walls in the way of your shots
that you only have a small space to track a moving player. The instant hit chaingun and super shotgun are
useful close combat weapons and there is certain to be a good deal of close combat situations on such a small
playing field.
Getting About
Alot of the level is quite open so it is possible to rocket jump to all levels quite easily. The most useful
jump is probably from the lowest level to the megahealth although rocket jumping up to the railgun bridge
can be quite effective if the other player is holed up at the top waiting for you to make a move for the
lifts. Each lift has half a second delay between you stepping on them to them moving, this can be used to
confuse opponents as it is therefore very easy to simply step of the lifts once they have been triggered.
This tactic can be used on the short lift near the grenade launcher most effectively tricking your opponent
towards the exit from it while you nip off to the large lift and take them by surprise. The lower two floors
of room 1 and room 2 are linked with similar paths which let you track your opponents movement between the
rooms on either a higher or lower floor before letting loose on them.
Extra Tips
The good old armour shards and mini healths are, as always, very handy for indicating where your opponent
is and where they will be heading. Assuming "boom" to be a mini health pickup and "click" to be an armour
shard then the following are which weapons your enemy will be going for. "click click click click" followed
by a weapon pickup means that you enemy has grabbed the rocket launcher. A simple "boom boom boom" indicates
they are going for the yellow armour. "boom click boom click boom" is the sound your opponent will make should
they go for the railgun. Finally, "click click" interspersed with an item pickup sound probably means your
counterpart has just taken the bandolier. Due to the small size of the map you can hear the pickups just about
anywhere and when the other player is close by you should be able to pick up their footsteps quite easily. A
top tip for the top corridors is to use the window to the outside as best you can. Due to the way it is cut out
of the corner of the corridor you can fire shots through it effectively cutting the corner wheras it is
impossible for players to pass through this space. The best grenade lobbing spots are from the railgun bridge
onto the rocket launcher, down the tallest lift and from where the grenade launcher is obtained into the trenches
at the bottom.
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