Information

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.

KTDM5 - Enemy Mine

Level Description
KTDM5 is one of the smaller maps in the pack and is ideal for both one-on-one and small free-for-all games of up to about 6 players. It consists of only 3 main rooms which are basically split on three vertical levels. There is a varied arsenal at your disposal with the exception of the mighty BFG10K, show-stopping HyperBlaster and puny Shotgun. Deathmatches in KTDM5 are likely to be fast and bloody due to the good connectivity and small size. If you find yourself getting pummelled into the ground all too often then reading this guide should help you hold your own.

 
  Room 1 - The Railgun Room

The Railgun is situated on the highest level which can be accessed using the stairs and elevator within this room. Other items to note are the pair of rocket boxes, trio of bullet packs and a yellow armour on the bridge to room 2. There are 2 entrances to room 2 and one entrance to room 3 at ground level, one entrance to room 2 and one to room 3 at level two and the same at the top level highest level. The only adrenaline in the map is located on a ledge below the top level bridge from room 1 to room 3.

   
 
  Room 2 - The Rocket Launcher Room

The Rocket Launcher is located on the second level which can be reached by using the elevator down the short corridor with the armour shards in it. A Chaingun and 100 bullets are there for the taking at ground level. The Bandolier is on the staircase which allows access to the left hand bridge from ground level. On the right hand bridge there are 20 slugs and you can jump across to the KT-imPAKt logo to gain access to the Megahealth. A Super Shotgun and 20 shells are on the top level bridge. You can get to both rooms 1 and 3 from any of the three vertical levels.

   
 
  Room 3 - The Red Armour Room

To get the Red Armour you will need to drop down from the stairs or the top level bridge onto the ledge where it resides. The very useful Grenade Launcher is located in the top level corridor to room 2. At ground level there is a Machinegun and also an additional Super Shotgun one the staircase up to the second level. There are some bullets in the far corner (which are much better utilised with the Chaingun from room 2) and on bridge to room 2 there is a rocket pack and a slug pack. Again, you have "access all areas" on all three vertical levels.

   
 

 

Playing Plan
The small size of the map should mean that you are familiar with the layout within a matter of minutes. You can get to any room from any other room at any of the three levels (with only one exception) so this makes for some good opportunities to cut off an opponent. There are plenty of weapons to grab so you should read the next few paragraphs for the best ways to make the most of them.

 
  Routefinding

Once you have learned the layout of the map (which should not take long at all) then you should start to think about the best routes through the map to collect the most weapons in the shortest time and getting the largest number of frags. If I started next to the small staircase in room 1 then this is the route I would probably take. Swing around and head up the stairs to the elevator collecting the two rocket packs along the way. Ride the elevator and grab the Railgun and head into room 2. You might as well collect the Super Shotgun and shells while you are here as it is a great weapon for close combat especially in the corridors. I would resist the temptation to drop down and get the Rocket Launcher at this point. Instead I would carry along the bridge and through into room 3. Swipe the Grenade Launcher in the corridor and if there are some fools milling around in the bottom level then give 'em some grenades to keep them company. Run along the bridge and spin round to drop of the top of the stairs to the Red Armour position. From here I would jump out and collect the rockets and slugs on the second level bridge. Then I would head back into room 2 to grab the Rocket Launcher (maybe nipping across to get the Megahealth in the process). After that then it's up to you whether to drop into the fray at ground level to rack up some frags (the Chaingun is a good tool for this) or head back up to the higher levels to rain down grenade or rocket death from above. Personally I like a 60:40 combination of the two.

Weapons

I would say that the Rocket Launcher is probably the most effective boomstick in this map. However, both the Railgun and Grenade Launcher are mighty useful too. The open plan and large rooms make the Railgun a good weapon from long range. Also the verticality of the map make the Grenade Launcher a nice tool for damaging opponents from above. Don't discount hand grenades either, especially if you are on the top level, they can cause some serious damage and there are plenty of them lying around. The Super Shotgun is great for when you run into an opponent in a connecting corridor, from point blank range there is little hope for your opponent. The Chaingun is also a fine weapon for mopping up the usually numerous damaged opponents at ground level.

Getting About

Getting from room to room does not take long in this map but shaving those few seconds off by utilising shortcuts can make all the difference so here are a few. One of the main things you can do to shorten travel times is to use strafe jumping. You can get from one side of the map to the other in no time using this method down the corridor between rooms 1 and 2 at ground level. This can be very useful when trying to cut off an opponent who has gone through the alternative ground floor corridor which connects rooms 1 and 2. In room 2 there is a nice shortcut from the ground level to the staircase up to the left hand bridge; you can use the spawn point to give you that extra height you need to jump up onto the raised platform. Still in room 2 it is possible to jump from the left hand bridge to the right hand one. This is very handy if you want to come from the bandolier jump right across and grab the Megahealth. It is also useful when trying to get from room 1 to room 3 on the second level, the jump will save you having to go all the way round past the Rocket Launcher. If you are really in a rush (and you have plenty of health) then you can always rocket jump from the ground level to the second level as the height difference in minimal. Rocket jumping up to the Megahealth will also save you from riding the elevator in room 2. Finally you can save a second or two in room 1 when you are climbing the switch-back staircase. Instead of going up the first flight then turning around and climbing the second flight it is possible to approach the side of the staircase straight on and double jump up to the second flight (this will give your position away to an experienced player though).

Extra Tips

As always, the armour shards and mini healths play a major role when determining the location of an opponent. A quick succession of armour shards means that your opponent is about to ride the elevator in room 2 and collect the Rocket Launcher. A succession of mini healths indicates your opponent is about to grab or has just grabbed the Railgun. Similarly the combination of armour shards and mini healths means that your opponent is traveling between rooms 1 and 2 at ground level. Major pickups like the Megahealth will also give your position away because these can be heard from virtually all over this small map. Grenades are handy for clearing the elevator shafts that you pass by (particularly the one the Railgun as the grenades will often bounce out into the open ground floor).

 
 

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