
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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KTDM3 - The Colosseum |
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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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