
The Information page is where you will find some basic information about KT-imPAKt. This
includes the features of the pack, screenshots of the maps with comments from the authors and
playing guides for the levels of the pack.
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KTDM1 - Iron Oxide |
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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.
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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).
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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.
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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.
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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.
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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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