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.

KTDM1 - Iron Oxide

Level Description
The first map of KT-imPAKt is a relatively small one which is best played with 3 - 6 players. However, because of it's small size and good connectivity, one-on-one is also recommended. There are plenty of weapons but I have omitted the BFG10K and HyperBlaster to keep the map balanced. There are only three main areas and these are described below.

 
  Room 1 - The Red Armour Room

There are a few very valuable items in this room so you should be popping in and out of here quite regularly if you want to win. The Red Armour is situated on a raised platform which is only accessible by dropping from the Grenade Launcher platform above (accessed from room 3). The Grenade Launcher is positioned so as to protect the Rocket Launcher which is located in the trench under the staircase between the two vertical pipes. There are three exits to room 3 (one each at upper, ground and trench level) and two exits to room 2 (at lower and trench level).

   
 
  Room 2 - The Railgun Room

Two more major items in this room; the almighty Railgun and life-saving Adrenaline. This room also houses the only exit from the trench to the ground level by way of a pipe ladder. The Railgun can be used to good effect by picking off opponents emerging from the pipe attempting to get out of the trench. The Adrenaline is situated on the pipe collar directly in front of the Railgun. There is also a Yellow Armour near the trench exit and a large health near the exit to room 1. Again there are multiple exits to both rooms 1 and 3 at trench, ground and lower levels.

   
 
  Room 3 - The Patio

This is the only outdoor area of the map so you should come here frequently to get some fresh air. Oh and don't forget to grab the Chaingun and 100 bullets while you're at it. There is also another Yellow Armour at ground level, a Super Shotgun with shells on the lower level and 10 rockets in the trench. This makes room 3 a good place to drop into the trench and run round to swipe the nearby Rocket Launcher (providing you can't hear someone bouncing grenades around next door). Access to the upper level of room 1 is only available in this room.

   
 

 

Playing Plan
The three main rooms in KTDM1 are very unique and there will be no mistaking where you are when you spawn. There are a lot of different routes through this map due to the multiple exits from each room on multiple levels. This may make finding a good route to achieve maximum frags a bit tricky. The following few paragraphs should help you make up your mind.

 
  Routefinding

Due to the layout of the map with all three rooms within very close proximity and well connected I find that a cyclic route round the map works very well. Regardless of where you spawn you should try to stay away from the ground and trench levels at first because these tend to leave you more open to attack. You should always be thinking about getting to the Grenade Launcher platform in room 1 so you can grab the Red Armour and maybe take out a few opponents trying to get the Rocket Launcher. If was to spawn at ground level in room 1 this is probably the route I would take. First get away from the ground level and head up the stairs to the lower level. Grab the Super Shotgun and head off into room 2. Be sure to pick up the Rockets and Slugs in the short connecting corridor between the two rooms. Snatch the Railgun and if you took a few grenade hits in room 1 you might want to carefully drop onto the pipe and the Adrenaline. If anyone is emerging from the pipe to get out of the trench then put a rail through their head. Still on the lower level head toward the switchback corridor to room 3. You might as well grab the Machinegun while you are there in case you run out of slugs or shells. Once in room 3 head straight toward the upper level of room 1 via the wide staircase in the corner. Be sure to pick off anyone who is milling around at ground level. Grab the Grenade Launcher and clear out the trench if anyone if attempting to get the Rocket Launcher. Once it's clear drop down, grab the Red Armour and then drop down again into the trench to swipe the Rocket Launcher. Once in the trench you are in a precarious position so head straight for room 2 and the exit. Like I said, there are numerous routes through the map but I would recommend you limit your time in the trench and at ground level to increase your chances of survival and therefore victory.

Weapons

As usual, both the Railgun and the Rocket Launcher are highly effective on this map. The existence of the trench throughout the map also means that the Grenade Launcher can get you plenty of kills. All three rooms are large and open so this is where the Railgun's strength lies. Skillful players can use the plethora of pipes to provide cover from Railgun snipers. The Rocket Launcher comes into its own when attacking from above which is a regular occurrence in the map. The Super Shotguns are useful when you run into somebody in the short connecting corridors and the Chaingun and generous supply of bullets is great for finishing off crowds of weakened players fighting in room 3.

Getting About

There is plenty of opportunity to take shortcuts in KTDM1, here are just a few. One of the most useful is made in room 2. To avoid having to use the pipe ladder to exit the trench you can jump onto the lip surrounding the entrance and then up onto the ground level possible fooling nearby Railgun snipers. Furthermore you can also use the lip surrounding the pipe in the ground floor to ramp jump either across to the horizontal pipe near the lower level exit to room 3 or to the thin collar on the vertical pipe in front of the Railgun. From both of these positions you can then easily jump up to the lower level. This save you having to use the stairs in room 3 to get to the Railgun. The second of these two jumps is much more difficult to pull of but is also much more useful. I like to use it if I am being persued in room 3. If timed correctly you can run into room 2, jump up onto the collar and up to the Railgun, grab it, turn and rail your opponent before he realises what happened :-) Of course you can rocket jump easily between most levels but this is only really useful in two areas. First you can rocket jump from ground level in room 1 up to the Grenade Launcher, useful for heading off an opponent or quickly grabbing the Red Armour. The other main use for rocket jumping is to escape the trench. If you are being bombarded by grenades from above you can surprise an opponent by simply rocket jumping out and proceeding to eject a rocket into their face. Very satisfying.

Extra Tips

Using your ears plays an important part in winning in KTDM1. There are strategically placed lines of armour shards in the trench which alert you when some one is heading for the Rocket Launcher. On the flip side there is a line of mini healths in the short corridor to the Grenade Launcher to warn people heading for the Rocket Launcher that someone is about to grab the Grenade Launcher. Simply listening for the sound of splashing water in a one-on-one or small free for all gives you a rough idea of your opponents location.

 
 

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