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.

KTDM8 - Rage Against the Machine

Level Description
A strange level with an odd layout. Much of KTDM8 consists of corridors passing through areas at different heights with a few main fighting areas containing the good stuff (ie weapons). The level can be played 1 on 1 but more players are definitely recommended and the level really starts to fill up at about 10 players. Wind chutes are the main form of vertical transport so watch out for campers waiting to pick you off when you emerge. Follow me and I'll give you some handy tips to help you smack down those who stand in your way.

 
  Room 1 - The pipe

So called because the main feature is a pipe which transports players coming from near the quad right up to the top of the room. Because of this you should be wary of the quad respawn (more on that later) and prepare yourself for the inevitable avalanche of quad rockets raining down from the top of the room. The main item in here is the red armour which can be accessed by jumping across to it. The only weapon actually in this room is a machinegun but the primary route to the first of the levels two rocket launchers (in room 2) is located in here too.

   
 
  Room 2 - The Rocket Room

This room is more a part of room 1 than a room in itself but ther's quite alot to say about it so it's got it's own section. Firstly, one of the levels rocket launchers with 10 extra rockets is contained in here so the room might see alot of small scale fights to determine who gets it. Players can drop down from above onto the rocket launcher or take the entrance from room 1. If you are low on health there are two small health packs in here but if you drop down the hole to the side of the rocket launcher you can get the adrenaline before dropping down into the lower corridors.

   
 
  Room 3 - The Quad Chamber

A tall room with mainly vertical fighting space set on 4 levels, one of which houses the quad on a small jutting out platform. To reach the quad you can take the wind chute up from the bottom level or just drop down onto it from either of the above layers. The quad isn't the only item in here though, one of two grenade launchers are contained in this room, this one is held on the top floor. Just below that is a suit of green armour and on the bottom floor there is a little health and a tunnel to the wind pipe which exits into room 1.

   
 
  Room 4 - The Chaingun Room

A very popular room with players as it contains quite a nice stock of weapons. In the short connection to room 1 there is a super shotgun and at the bottom of the room there is a chaingun. On the third floor is a grenade launcher to bomb players who are trying to grab the chaingun or the yellow armour which resides on the second floor. Watch out for railgun experts who may come in here to pick off unwary players as there is nothing in the way of scenery to block their shots. There are several exits, one of which leads to room 1 and another to the railgun.

   
 
  Room 5 - Megahealth Area

If you can't get the rocket launcher from room 2 then your next stop should be here. This rooms central item is the rocket launcher, which is sat next to a box of rockets. Another important item contained within is the megahealth which can be seen through a red forcefield. All you have to do is jump onto the small lit ledge with the logo behind it and the panel slides back to give you access to the megahealth. Also in this room is a bit of health and a super shotgun do consolidate those who can't get the rocket launcher.

   
 
  Extras - Corridors

As I mentioned earlier, much of the map consists of corridors which pass through the main rooms at different heights. The lowest corridor is the widest and a super shotgun and green armour can be found at a scenic section. This super shotgun is also in a nice place if you are planning to get the quad as you can pick it up before grabbing the quad and gib some players. Some of these corridors make it pretty easy to rail your opponents in as they are often quite long and provide very little cover from your tracking.

   
 

 

Playing Plan
The layout of this map is quite strange in places so it may take some learning before you know everything there is to know about it. Unfortunately, bots aren't the best on this map as they have problems navigating the wind chutes so it looks like it either straight online to play or a lonesome trip around by yourself. If you think you're going to need help, read on...

 
  Routefinding

In a free for all match, other players tend not to notice if you stick to a certain route wheras in a duel, your opponent can second guess you and always be one step ahead. When I play the map I would take the following route assuming a spawned by the yellow armour in room 4. Pick up the yellow armour and continue up the stairs to the top of the room. Grab the super shotgun and head back into room 4 but take a left as you re-enter towards the railgun. Take the railgun and the slugs and continue around to the backpack. From the backpack, drop down and pick up the rocket launcher and rockets before using the wind chute to get back up to the next level. Now follow this path to the grenade launcher in room 4 and continue up the stairs and into room 1. Jump across to the red armour then drop down and go through the corridor back into room 5. If you think the quad may be available, head into the corridor and pickup up the grenade packs before going to the quad plinth and using the wind tunnel to grab it. If the quad was not there you may want to head back to the lower level of room 4 and take the chaingun. If you get the quad, see the quad plan section for ideas on where to go next.

Weapons

Mastery of most of the weapons is essential in this level, the only weapon not really worth a mention is the machinegun although this can be a handy defence against railgunners in some of the more open areas and wider corridors. The super shotgun is excellent for the close combat situations which will no doubt occur when it's quad respawn time (and if you get the quad the super shotgun will come in handy also). It is also a great weapon for fighting up close in the corridors and at the roket launcher in room 5. The chaingun, like the super shotgun, is another good weapon to use with the quad and is good for clearing up after a rocket gang bang. The grenade launcher might be easy to avoid in some of the open areas but a bit of pill spamming (dropping loads of grenades all over the place) is likely to get a few kills in a large free for all. Grenades also make a good defence for retreats in corridors when you are out-gunned and low on health. The rocket launcher is your basic all purpose killing stick and rocket jumping up levels is it's only real specialised use here (although combined with the quad in open areas it is a devastating weapon). The railgun, as I mentioned earlier, is useful in the open corridors where the is nowhere to run and also for picking off straglers in large battles where you might be watching from a vantage point. The spot the railgun is found isn't a brilliant place to use it as there are alot of obstructions and not much space so move into room 4 or room 1 to get the most kills. For fun, use the wind chute by the rocket launcher in room 5 and see if you can railer people while you are being shot up into the air. Actually, players are quite vulnerable as they come out of the tunnels (especially super hpw's who sometimes get stuck :) and make easy rail pickings.

Quad Plan

A rather fun feature of this map is the quad timer. You should notice that 10 seconds before the quad respawns you will here a 10... 9... 8... and so on countdown which can be heard by all players on the level. In a large scale free for all this can have hilarious consequences as almost all the players will start moving toward the quad at this point in order to notch up their frags. Obviously, at this point some major action will be happening around the quad with all players squabbling to be the one that is one the quad respawn spot as it respawns. Wiser players will realise that it can be better to either wait above the quad by the green armour while this is happening and as the timer hits 1 you should jump down and displace anyone standing there. It may also be rewarding to use your height advantage along with your rocket launcher to whoop the players milling about below before they can get the quad - perhaps even finish them off as they pick it up (more to annoy them than anything :). So, what do you do when you have the quad? well there are several options, the first being to stand still and wait for the quad to run out which is obviously not the most productive use for such a valuable power-up. If you have the rocket launcher you can head for room 1 via the large pipe and slam your fiery rocket death down upon anyone stupid enough to stay in there when the quad is picked up. Alternatively you could take the chaingun or super shotgun out into room 5 and mow down all the people in there although this is arguably riskier.

Getting About

Unlike KTDM2 for example, there are not alot of tricks to be done on this map. If you have the rocket launcher it is easy to rocket jump between levels although this isn't incredibly useful. The red armour can be reached easily by either jumping from the top of the steps in room 1 or slope jumping off the bottom of the trim of them. It's also easy to get the red armour by dropping down from above. In the bottom corridor where there is a large open window, you can slope jump up the forcefield onto the beam above it and surprise other players from up there. Other than those here aren't any terribly useful shortcuts to be taken on this map.

Extra Tips

Listening for sound cues isn't as useful on this map as it is on others. The only really noteworthy sound is the quad timer which was mentioned above. The most likely way to get ahead of your opponents and jump them is to actually see them darting into a corridor. You'll then be able to predict where they are headed and throw a few rockets their way. Prediction isn't so useful in free for all as it is in 1 on 1 as you will be contantly fighting players as you make your way around the map. A small tip for the corridor which has the pipes and broken panel is to fire through the cut away - much like you would in ktdm4. Also, throughout this map you should try and get a height advantage on the other players as often as possible as it makes them a whole lot easier to frag :)

 
 

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