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.

KTDM7 - Silicon Avatar

Level Description
Although KTDM7 is a relatively small map it is not ideal for 1-on-1. In fact it is best with at least 4 players. As usual in small maps I have not included the BFG10K or HyperBlaster to prevent easy domination of the map. Plenty of vertical space means shock free fall attacks from dizzy heights are a regular occurrence. There are four main areas and these are described in more detail below.

 
  Room 1 - The Grenade Launcher Room

As it's title suggests, this room contains the first of the maps Grenade Launchers. This is located on the raised walkway which takes you from room 4 to room 2. There is easy access from the ground level to the lower level via staircase and elevator. At the base of the staircase is a valuable Yellow Armour and pair of large healths and half way up the stairs is the bandolier. There is also a pair of shell boxes for use with the Super Shotgun in the ground level corridor to room 4. 100 bullets, 5 rockets and 10 slugs also make an appearance.

   
 
  Room 2 - The Cellar

In this room we have one half of a match winning combination: a Chaingun and 150 bullets. Together with the nearby Quad Damage this is a force to be reckoned with. There is also a Megahealth perched above the flooded basement level adjacent to the exit to room 1. Again there are multiple ways to travel from ground to lower level: an elevator toward room 1 and a ladder toward room 3. Another Yellow Armour is situated at the base of the elevator and a pair of rocket packs are also nearby. 10 grenades complete the arsenal in this room.

   
 
  Room 3 - Quad Damage

As mentioned earlier, the Quad Damage in this room is best used with the Chaingun and 150 bullets next door. Jump from either the ground to upper floor elevator or raised walkway to get the Quad position. The maps second Grenade Launcher is hiding away behind the large columns which flank the staircase from lower to upper level. A ground floor Super Shotgun is another good option if you have the Quad Damage. There is a Red Armour at lower level in the connecting corridor to room 4 and a Ammo Pack in the corridor to room 1.

   
 
  Room 4 - The Jacuzzi

Here we have a nice lava trap guarding the Rocket Launcher. Hit the switch in the floor to seal the door and flood the chamber with lava. The other power weapon: the Railgun is also in this room but right at the highest level overlooking the trap. The only access to this level is via the elevator or stairs in room 3. There are 10 rockets at lower level near the exit to room 1 and the Adrenaline is at the top of the short elevator from ground to lower level near the Red Armour corridor. 20 slugs are there for the taking on the raised walkway after you have grabbed the Railgun.

   
 

 

Playing Plan
The map is fairly small but very well connected so navigating might cause you a few small problems when you first play the map. The rooms are all unique in appearance and the connecting corridors are very short so you are unlikely to have problems once you know the layout. Have a read of the next few sections and you should be running around with real purpose in no time.

 
  Routefinding

The layout is relatively simple so learning it should be quick and painless. Once you know your surroundings you should start planning routes through the map which get you weapons and kills quickly and efficiently. The map lends itself well to a circuit approach and this is often the tactic I employ. If I was to spawn at ground level in room 1 this is the route I would probably take. First you should try to get off the ground level as this is where a lot of the combat takes place and you are exceptionally vulnerable with no armour and a measly blaster. Head toward the staircase up to the lower level. Pick up the Yellow Armour and bandolier as you climb the stairs. Swing right and pick up the Grenade Launcher and if there are any opponents at ground level, give them a couple of grenades to think about. Go through the short corridor to room 2 and pick up the Megahealth. This will allow you to safely drop down into the cellar and pick up the Chaingun and 150 bullets before climbing the short staircase and heading up the ladder toward room 3. Next stop is of course the Quad Damage. Once you have it I would be tempted to jump back to the walkway and head up the steps to the upper level. However if there are lots of players at ground level I would definitely drop down and clear up with the Quad assisted Chaingun then ride the elevator instead. Once you have grabbed the Railgun from room 4 you should find yourself with 20 seconds of Quad left. From the Railgun position you can easily jump straight off onto the lava trap button so if you see some fool trying to grab the Rocket Launcher punish them. Being Quadded at ground level is guaranteed to increase your frag count so I would always aim to be in this situation as often as possible during your route.

Weapons

I have mentioned numerous times already how the Chaingun is the best weapon in this map if assisted with the Quad Damage. Of course the Quad only respawns after 60 seconds so you will need to find a weapon to keep your score ticking over until it reappears. My weapon of choice here would be the Rocket Launcher. Although a risk to obtain, there is an abundance of ammunition available and it is great for attacking from above. The Railgun is deliberately a pain to get to due to its usefulness. It is great for picking off opponents riding elevators or running down the corridors. As always in maps with a strong vertical element, the Grenade Launcher is undoubtedly useful. Firing grenades from above into large crowds below is a good source of kills. Remember that a Quad boosted grenade (either launcher or hand powered) is an extremely powerful weapon. In close combat situations on the ground level the Super Shotgun (of which there are two) is indispensable.

Getting About

There aren't too many cunning shortcuts you can take in KTDM7. Rocket jumping can be used in numerous places to traverse vertical levels quickly. A full height rocket jump from the walkway in room 4 saves you having to go through room to get the Railgun. You can rocket jump to the Quad platform from the ground level in room 3 and in fact you can rocket jump from ground level up to any lower level walkway throughout the map. A simple jump to save having to use the stairs in room 1 to get to the walkway level can be made by riding the elevator to room 3 and then jumping across from it to the opposite walkway. There are also a couple of places where a combined grenade rocket jump are very useful. Firstly if you are in the cellar (near the Chaingun) in room 2 and are being bombarded with grenades from above you can utilise a grenade rocket jump to escape to the Megahealth platform, tricky but very useful. The other place to use this tactic is to quickly grab the Railgun from the ground level of room 4.

Extra Tips

When listening to the sound of your opponent there are a couple of cues that will allow you to determine his / her position. The most obvious is the splashing of water near the Chaingun. Also listen for the distinct sound of the Megahealth being picked up. A rapid succession of mini health sounds means that an opponent is likely to be about to grab the Megahealth. When you are about to run the gauntlet and grab the Rocket Launcher make sure you have a quick look around. Don't forget to look up at the Railgun position as it is easy for an opponent to jump from there right onto the trap button. Finally, if you do get caught out and end up trapped in the Jacuzzi don't panic there is still hope. If you have enough health and act quickly you can rocket jump up onto the small metal ledge right up against the forcefield. I have found this to be a perfect moment to exercise your taunt keys, there is little more satisfying than taunting your opponent through the forcefield when he thought he had caught you out.

 
 

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