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Gold Miners L4D Survival Guide
By guyguy and 2 collaborators
This guide explains in-depth the various strategies used for survival mode in Left 4 Dead. It was originally for the Gold Miners group, an international group of survival players. The guide includes strategy explanations for each map and video examples.

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Introduction
Survival mode offers intense, challenging, and fun gameplay with a lot of replayability, however, there is a lot of teamwork and strategy required. The following guide is a continual work-in-progress to develop and improve strategies used to achieve gold medals and beyond on all the official Left 4 Dead survival maps without relying on the use of glitches, exploits, or cheats. It is aimed at players of all skill levels although it is recommended that you find a team of like-minded individuals otherwise you may have some trouble achieving your goals.

Each map/strategy will include:
- Item information/count
- Positions (with visual representations)
- Notes of what to look out for & map-specific tips
- Videos relevant to each strategy

Acnowledgements

Special thanks to Licksore for editing this document and providing many of the map descriptions and also to Azimuth, sauce, TheKevSham, video content creators, and anyone else who has made contributions.
Core Concepts
Ammo Runs

There are breaks between waves of tanks. These breaks are opportunities for survivors to make a run to replenish their ammo at the ammo pile. The times are:

• 1:30
• 2:30 (optional)
• 4:00
• 6:00
• 9:00
• 12:00

These breaks are dependent upon what times the tanks spawn and die. If tanks spawn far away, they might interfere with ammo run breaks. Likewise if the tanks are not killed fast enough. After 12:00, the ammo runs are not set in stone, and tanks will come almost continuously.

Tank Spawns

• 0:40
• 1:55
• 2:55
• 4:25
• 5:25
• 5:35
• 7:05
• 7:45
• 8:25
• 10:05
• 10:45
• 11:20
• 11:30
• 12:50

After this point, the tank spawns are a little less consistent across maps and rounds, but play with the assumption that you will have 1-2 tanks per minute and expect that a tank could spawn at any time. Also note that the maximum number of tanks you can have at any one given time is 3, but that is somewhat rare. The max for special infected (hunters, smokers, & boomers) is 6.

When to heal

The correct time to heal is a subjective measure but it can greatly affect the outcome of the game.

Pills and Medkits
Pills give temporary health but are applied instantaneously whereas medkits give permanent health and take time. Medkits should be used when health is low and there is sufficient time to heal. Pills should be used in times of emergency when you need an extra boost to prevent from getting incapacitated.

Other things to keep in mind
• General awareness is vital in L4D. Be vigilant and aware of your surroundings, teammates, and incoming threats. Rely on the directional sound cues to find out where and when tanks spawn, if there are threats behind or just out of sight, and where teammates are if they're in trouble. Perhaps turn off the music to hear the infected better.
• Map knowledge is arguably the most important factor in improving your record, and you gain map knowledge by simply playing the map repeatedly and learning the subtle nuances to each map and to each individual position. The more you play a map you will learn where infected spawn and the AI pathing, as well as item spawn locations, and the path of least resistance for supply runs as well as alternate paths if you're to be cut off by a tank.
• Communicate if you're going to move or have an incoming threat like a tank on your side or you're in need of assistance.
• You can continue to help your team once you're dead by watching your teammate's blind spots and calling out specials and their locations. The round isn't over until everyone is dead, not just yourself.
Weapons
All the strategies (with a special exception of the gas station strategy) use the autoshotgun. At first thought, this might seem a little closed-minded, but simply put, the autoshotgun is the more powerful weapon in Left 4 Dead and it is by far the best weapon choice for survival mode.

In Left 4 Dead the autoshotgun is extremely powerful and the best weapon to use in survival mode due to its high damage, good range, fast reload, and penetrating shot. Specifically, to compare the weapon stats:

Auto Shotgun:
• dmg per magazine: 2860
• shots required to kill a tank: 15 or 1.5 magazines
Assault Rifle:
• dmg per magazine: 1650
• shots required to kill a tank: 125 or 2.5 magazines
Hunting Rifle:
• dmg per magazine: 1350
• shots required to kill a tank: 45 or 3 magazines

While it is possible and even a little more fun for experienced players to try the m16, the highest times will always be achieved using the shotgun.

Shotgun Tactics

Conserve ammo

To kill commons and specials only requires one or two shells at a time. When the tank is near, you're going to need a lot of shells to kill it. A mistake new players make is using up all their shells on common and specials, and having none loaded for the tank. You should conserve your ammo usage until the tank comes.

Saving the last shell
When using the shotgun, once you fire the last shell, you have to reload the shotgun and then ♥♥♥♥ the shotgun after reloading. However, if you reload early, you do not need extra time to ♥♥♥♥ the shotgun. Therefore it saves time to reload before you use up all shells. Infact, you should never use up all the shells unless it's an emergency.

Holding down the reload button (r) while shooting will cause you to reload instantly. The disadvantage of this is that you lose use of a finger. Once you get used to it, you can reload immediately after each shot without holding the reload button.

You can melee and reload at the same time provided that the reload is done first. You cannot shoot while meleeing, however, you can melee immediately after a shot. This leads to the tactic of shoot, followed by a reload, followed by a melee, a very efficient shotgun tactic.

Gascans, Molotovs, and other Flammables

A common mistake made by new players in survival mode is that they overuse the throwables, particularly the fire. This is because it is a good tactic in campaign mode in dealing with hordes. In survival mode, it is necessary to be able to deal with large numbers of common infected and special infected without having to resort to throwables to kill them.

The fire caused by gascans and molotovs can in fact be damaging because it greatly increases the speed of the tank and the damage that hunters do. Another factor is that the fire affects the visibility of the survivors. Fire is most effective for killing off large amounts of common infected running through a chokepoint, but it is not effective at killing tanks in survival mode.

The biggest effect of propane is that it is able to stumble special infected and tanks as well as instantly kill the common infected, however, the amount of damage it does is minimal. Propane is particularly hard to store properly, and it might be more trouble using the propane than it is worth.

Another difficulty with using all of the explosives is finding a good place to store them. If it is desired to be used, the gascans and the propane have to be stored away in a place where they would not be accidentally shot. It only takes one stray shotgun shell to ignite a pile of propane and gascans, so finding a well-hidden location is in fact difficult.

For new and veteran players alike, it is recommended to at least try a few games without using the gascans and propane at all. This is to force the players not to rely on fire for killing zombies. Once the players are well-experienced and know the benefits and downsides to using the fire, they can consider storing the gascans and propane for future use.
Gas Station
This map is unique in Left 4 Dead because it is the only map where the main strategy involves sniping with the hunting rifle. If the snipers are strong players, they are able to kill many of the special infected and severely damage the tanks from a distance.

Positions

• 1 player on the roof near the middle trailer, using shotgun (A)
• 1 player behind that player, using shotgun (B)
• 1 player sniping, guarding the lift (C)
• 1 player sniping, guarding the ladder (D)

Notes

The two shotgunners will be dealing with most of the horde using pistols. If you keep your back against the wall you can avoid getting smoked constantly, however, it is the job of the snipers to be keeping the smokers and other special infected off of the shotgunners. It's better at times for the shotgunners to be standing instead of crouching because the commons can be spread out so you want to be less accurate, and also so you can be ready to dodge rocks or to move fast if something drops from above (hunters, boomers, commons, and even tanks). It's important for these 2 players to try to conserve shotgun ammo so that's why they use pistols on everything and shotgun on tanks. However, you want to avoid taking damage from CI as much as you can, so if you get surrounded then use your shotgun to clear the horde around you. It's very important for these 2 players to know how to dodge rocks and also for them to dodge in the same direction as the tank could be aiming at either one of them.

The 2 snipers will be killing most of the specials and they'll also be chipping tanks in the distance, so by the time they reach the shotgunners they should be almost dead. They use their hunting rifles the whole time since they are closer to the ammo pile. Snipers are responsible for calling out where the tanks are.

Tanks can be on the left by the gas station, in/by the garage, at the white truck on the left by the garage, at the burger tank, at the fence across the map, above the shotgunners, middle/far trailer, or at the top of the tall building where the pill cabinet is. It's important for them to say where the tank is and when it's climbing so the shotgunners know to be ready. Sometimes, though, shotgunners will feel a lot of shaking and they should ask the snipers if the tank is above or below them if they haven't called the tank out. Shotgunners can feel shaking if a tank is above them before snipers can see the tank above them, so communication is crucial. When tanks are climbing the ladder, 1 shotgunner helps the snipers kill it while the other shotgunner tries to clear the commons.

• Communication is important for this strategy, especially when tanks are coming from two sides or tanks are dropping from the roof.
• Shotgunners use pistols and shotguns to control the majority of the common infected. The snipers do not pay attention to any common infected and focus on sniping the special infected and tanks.
• The gas station should be kept intact; avoid shooting it and blowing it up. Unfortunately, stray bullets always seem to occur!
• Two variations for the shotgunners have been tried: the first is to use the shotgun as much as possible to clear horde and go for ammo runs frequently. The other is opposite; try to use pistols as much as possible to clear the horde (with a little more difficulty), and go for ammo runs infrequently. The latter strategy seems to work to best because one can choose the ammo runs when there is a lull in the action, rather than forcing frequent ammo runs.
• Dodging rocks is key to achieving high times. The shotgunners should not be stationary, since this will leave them open to get hit by long-range rocks.
• Try to keep the gas station intact (if you have good snipers you never need to blow it up) but accidents happen. It's not that big of a deal but the debris can make it difficult to see tanks on the left. The gas station could also have something to do with more tanks coming from the left (unverified).
• At some point after you use the 8 kits you get, you can make a run for the pill cabinet and get 4 items that are either kits or pills, hopefully kits. You want to save your pills for the cabinet run so you're not slow. The snipers should grab shotguns before the run as well.
• Specials get stuck on this map after a certain period of time and in some parts of the map that are impossible to get to. You can usually get them unstuck by running across the map a little bit.

This strategy involves one of the snipers guarding over the ladder where common, special infected, and tanks may climb. The player can either stand over the ladder (ladder blocking), or melee/shoot zombies as they reach the top of the ladder. Blocking specials and tanks is ineffective because there's a good chance they will push the player off the ladder to injure her. In the past there has been some debate whether ladder blocking should be allowed on this map or not.

It should be pointed out firstly that it makes almost no difference in terms of the difficulty and implementation of the strategy. Ladder blocking is a game mechanic that is in both Left 4 Dead 1 and 2. It is caused from the fact that common infected will be killed when survivors land ontop of them.

Videos

Full Videos

by Bio Hazzard Bob

by SNAP

by deathremain

by Locutusofborg

By wilson2234
Part1

Part 2

Highlight Videos

by Azimuth

by Licksore

by Psy

by Azimuth

by Psy
Generator Room
Positions

All players are lined up against the wall.

• One player on the right (A)
• Two players in between (B \& C)
• One player covering the left side (D)

Notes

• On this map, there is not much time to kill the tanks before they reach you. The tanks have to be killed before they reach the survivors or it will become disatrous. All players should be shooting the tanks with shotguns.
• The player on the left should concentrate on the left side. At times there will be a lot of horde and perhaps tanks coming from the left side.
• All of the players should move to the side to dodge the rocks. The tanks will try the compensate for the sideways movement and miss their target.
• The debris caused from the columns can be very annoying. If possible, the tanks should be manipulated so that they are not creating debris in the holdout spot.
• The pills upstairs can be useful, however, it is not worth going for after twelve minutes.

Videos
Hospital
This is a very cramped map with difficult ammo runs. All players are camping inside the room with the hospital beds.

Hospital Beds Strategy

This is perhaps the most well-known strategy in hospital and it is very straightforward for new players. The holdout spot is located in a room behind closed doors. To access the room before the round starts, players must melee the doors until they are broken.

Positions

• One player on the left (A)
• Two players in the middle (B \& C)
• One player on the right (D)

Notes

• Since all of the zombies are being funneled through the doorway, not a lot of ammo is needed to clear them out. Players should try to keep their shotgun clips full, ready to unload the full number of shells into the tank.
• It's not necessary to use fire on this map.
• The ammo runs are quite difficult because the specials will be attacking from all sides at far distances. After twelve minutes, you may need to use a pipebomb for each ammo run. If a tank appears during the ammo run, the survivors should do their best to try to gun it down.
• The extra rooms contain pills and throwables. They can be looted during the ammo runs if there is extra time.

Pistol Strategy

In this strategy, the players are camped beside the hospital beds at the right side of the room. All players are crouched using pistols to conserve ammo. This strategy is useful to reduce the ammo runs after 12 minutes.

Positions

• Two players at the left hospital bed (A \& B)
• Two players at the right hostpial bed (C \& D)

Notes

• All players should rapidly fire at the doorway to control the horde.
• All players should remain crouched so that the hunters will not pounce from the doorway.
• When the rumbling occurs from the tank's presence, the players should switch to shotgun and be ready to blast it with shotgun shells. The players should also back up so that they are pressed against the wall.

Videos

Full Videos

by Bio Hazzard Bob

Highlight Videos

by guyguy
by Big Smoke
by Père Noël
by Star Light
by Psy
by Licksore
Rooftop
This map is difficult for new players to get adjusted to. The holdout spot used in this map has a major advantage in that it forces all of the zombies to climb. However, the difficulty of this strategy is that there is the potential to be hit off the building and instantly killed by tanks.

Positions

• 1 Player front left
• 1 Player front right
• 1 Player front middle
• 1 Player back

Notes

The front-left player is mostly covering the left but helps with the front when the left is clear. You don't have to play on the ledge, as it can be kind of risky, but it provides a better view of incoming specials and tanks from the left side. This player has to be careful of smokers on the ground level (that's what makes standing on the ledge risky) because they can smoke you down and cause you to take a lot of fall damage if no one saves you in time. A lot of commons climb up the pipe and this player can also kill specials that climb up the ladder on the left before they get too close.

The front-middle player has to be good at dead stopping. It's better to let the commons climb up a little and melee them instead of trying to shoot them all. This is because you don't want to use all your ammo and not have any shots left for hunters and tanks coming in. It's important for this player to dodge rocks.

The front-right player covers the front and the right. They shouldn't stay all the way up against the front edge because hunters pounce and land on the fixture, and even when you can't see the hunters they can scratch you. This player also has to dodge rocks coming from the front.

The back player may have a boring position for the first 12 minutes, but after awhile it gets hectic even for them. This map also favors 3 players vs the tank while 1 player fights off the horde. If at all possible and the team is experienced, there should be two players delegated to each tank. This allows the players to survive even in the face of dangerous double tanks. If the tank is climbing the right or front-right, the back player helps because the left side is usually very busy. Tanks can also pop up in the back so the back player will have to warn the front players of this. The back position is the "cover spot" because this player doesn't get stumbled when the 3 front players get pounced, so they should be able to save everyone quickly. It's kind of unavoidable for the front-right \& back players to get smoked from the right, so you will just have to be quick and shoot the smoker tongues to save them. The back spot can seem tedious but it's necessary for 2 reasons: they can cover the 3 players because they can avoid getting stumbled, and because having someone watching the back seems to block the spawn point in the back, so we won't have tanks just randomly spawning behind us.

Tanks will usually come from the front-right (on the ramp) and then throw a rock in front, they can also come from the lower level on the left, or from the window on the left (by the radio). They can come from the very right on the lower level and seldom in the back. If tanks come from the very right side then the front-middle, front-right, and back player take care of it while the front-left player watches the left and front, which is a handful!

There is a spot on the map where specials get stuck; for the first 12 minutes we free them at every ammo run to get a good s.i count. After 12 I just try to free them when I can. Usually my next chance to free them is when I go for a far pipe/molly, I'll throw a molly down in that spot and pick up another throwable and rush back to the holdout. Only do this if the coast is clear.

Tip: Just as on any map, when you melee a hunter, back up so you can avoid getting scratched.

• This video shows good positioning for dealing with tanks coming from left, front, and right side. Watch the ammo count closely to get a feel of how many bullets need to be expended on the tank and how to reload in time to deal with double tanks: http://www.youtube.com/watch?v=b95BuBzRij4
• Certain positioning against the wall can allow one to merely take damage from the tank and avoid getting punched off the building.
• Wait for the horde to climb up before meleeing or clearing them out with a few shots. All the zombies climb, which is can be easily controlled. Save the shotgun shells for hunters and tanks.
• If a hunter pounces while the tank is climbing, priority is to kill or deadstop the hunter and then finish off the tank.
• The back player helps with tanks on the right, since the left player might be occupied defending the left and front.
• Rooftop is a map that normally is relentless with the tank spawns. Similar to church, killing the tanks that appear during ammo runs is vital. The mounted gun can be used to distract the tanks if needed.

Videos

Full Videos

Highlight Videos

Drains
This map has traditionally been very buggy in the sense that tanks get stuck regularly. It is a poorly designed map for survival and many of the zombies can get stuck. Recently, it has been noticed that the amount of tanks has increased, since less of them are being stuck. However, many of the SI will be stuck in various parts of the map.

In campaign mode, the upraised bridge normally drops upon event start, allowing passage. In survival mode, the bridge never drops. This provides a form of cover (explained later below).

Positions

• One player guarding the right ladder (A)
• One player supporting the right player (B)
• One player guarding the bridge (C)
• One player guarding the left ladder (D)

The player on the left is covering the left ladder, though they should help if there's horde coming from the bridge. A lot of tanks come up the left ladder, and a lot of hunters come this way as well so this player has to be good at dead stopping. Only 3 people should need to shoot the tank, which is the job of the left player and both middle players, while the right player keeps watching the right ladder and makes sure to clear the way for the left player to back up from the tank.

The middle-left player should be watching the bridge and also helping with CI and SI that drop from the tunnel above the medkits. This player usually doesn't have much to do if there's no horde coming from the bridge or behind, so if there's a stuck tank in the rafters they are in the best position to pistol it until it's dead. Many experienced players don't like stuck tanks or SI, and kill/free them to get a better count.

The middle-right player is bait for the smokers on the other side of the bridge. They usually try to smoke this player but the tongue gets blocked by the bridge (the one that drops in campaign when you push the button). Hunters will also pounce straight up and try to get that player but they miss most of the time. This player helps the player on the right if there's a lot of horde climbing the right ladder, and also keeps an eye on the tunnel above the med kits.

The right player is covering the right ladder and has to be good at dead stopping. Smokers will sometimes be hiding in the pipe down below as well and they can smoke you even if you can't see them, so you have to listen so you know when to dodge them. Tanks often climb up this side as well. If the tank climbs up the right ladder, the right player and both middle players help to kill it while the left player continues guarding the left ladder and bridge.

Hordes will spawn in the tunnel above the med kits. Specials can spawn in there as well, even tanks, which is really dangerous and unfortunate. Go for ammo at 1:30, 2:30 (optional), 4:00, 6:00, 9:00, 12:00, 14:30, and then use pistols on everything and shotgun only for the tank. Get ammo when you have 30 or less shots. For ammo runs, we run across the bridge and jump down onto the railing and then grab ammo and quickly run back, it's the quickest and safest route.

Special infected get stuck on this map and there's not much else you can do besides free them every ammo run for the first 12 mins. They get stuck in the pipe. You'll see me going to kill them a couple times in this video, and be sure to have someone come with you to watch your back since there will be 5 or 6 specials in there waiting and ready to get you as soon as you climb the ladder.

Notes

• The bridge player occasionally has to dodge rocks and smoker tongues. By moving beyond the upraised bridge, this is easily accomplished.
• Use pistols to conserve ammo. A lot of times the tanks will be stuck and they will not pose a threat.
• Ammo runs can be dangerous. Only go for the ammo when it is safe.
• Occasionally, zombies or even a tank will spawn from behind.

Videos

Full Videos

by Bio Hazzard Bob

Highlight Videos

by Licksore
Street
Positions

• 3 players watch the front in a staggered line (rightmost in front) (A, B, \& C)
• 1 player watching the back (D)

Notes

• Avoiding damage from rocks is key to getting high times. All rocks should be dodged or shot. The rocks can be avoided by moving towards the surrounding walls. It's a little precarious for the middle player to dodge rocks, so the positioning should be such that the tank throws rocks at the rightmost or leftmost player as much as possible.
• The back position is tedious, but it's very important for the back player to be able to clear out the back of zombies and avoid smokers as much as possible. This is so that the front players can work without interference.
• Smokers are dangerous if they are overlooked. They can separate the group and can cause damage. Shooting the tongue will prevent the smokers from having any effect.
• Pistols were used a little, but we went for ammo runs regularly.
• Late into the game, the player with the least amount of health should be put at the back.
• The extra pipebombs at the far end of the map can be obtained at the beginning of the round. One can be thrown to prevent the survivors from getting horded at the beginning.

Because of the open area, tank rocks are a major source of damage, similar to the terminal map. The player on the left will be targeted the most by tank rocks. An easy way of avoiding damage is to strafe left towards the wall. The tank will try to compensate and actually throw the rock at the wall. Shooting the rocks is an alternative to dodging them, but the rocks are not visible at a distance when graphics settings are on low. Dodging rocks is also reliable at a closer range than shooting rocks.

A useful skill for this map is getting midair shots (also known as skeeting''). Going for midair hunter kills is in fact a low-risk manoeuvre since one can follow up the shot with a melee swing. In this map, the hunters will start pouncing the survivors from a long distance and they are moving in straight lines. A lot of hunters will go after the player on the right so he should be well-practiced at this.

During rare times you can get double tanks rushing in. Don't panic, they're quite manageable. You can keep your distance so that the tanks will take time to throw rocks instead of rushing in. The back area should be carefully cleared of zombies while the tanks are rushing in so that there is enough room to manoeuvre.

Videos

Full Videos
by Bio Hazzard Bob
by El Tounsie
by Locutusofborg

Highlight Videos

by Psy
by guyguy
by Père Noël
by RAPTOR
by Psy
by El Tounsie
by wilson2234
Boathouse
In this map, there is no concern for ammo runs, however, tanks dropping from the house balcony are troublesome. It's easy to wipe out due to some difficult to deal with tanks, however, the abundance of throwables that are readily accessible is helpful.

Positions

• One player on the right side (A)
• One player on the ammo as support (B)
• One player covering the door (C)
• One player on the left side (D)

Supplies

• There are 4 sets of pills in the cabin on the right. At 8:40--9:20'ish you have a break. If you have low health you might want to run and get some pills (with your team, not alone). You also have another opportunity to get those pills from 12:00-12:30ish if you need them. Sometimes if you're doing really well you don't need to run for those pills at all and shouldn't risk going just because you want some extra temporary health, because there are a bunch of specials waiting to get ya and you might lose a lot of health just going for more health.
• As always, save pipe bombs and molotovs for as long as you can, you can usually handle the hordes easily with a shotgun. They're usually only necessary if someone is incapacitated or if you get separated from your team and need to get back.
• There are about 13 gascans on this map. They aren't really needed but if you want to use them you should store them somewhere safe where they can't hurt anyone, we store them on the shelf upstairs.

Notes

Tanks mostly come through the house so at least 3 people should be shooting at it. Sometimes tanks will come up the left side, when this happens, the player on the right should watch the middle and the right. When the tank is on the right side, the player on the left will watch the middle and the left. It only takes 3 players to take down a tank with shotguns if they have enough shots ready, so we use the player furthest from where the tank is coming from as crowd control and they keep the commons off everyone's back while they deal with the tank. Rarely the tank will climb the back (behind the ammo pile player) and this usually happens if you see the tank on the left in the water or on the right in the water. A lot of times tanks in the middle will climb up to the second floor, so you'll have to back up to a corner on the deck and shoot it before it has enough time to drop and hit someone.

• The player on the left is mostly dealing with commons and hunters, occasional smokers.
• The middle player is standing almost in the doorway and the front door is where most of the special infected pile up at. The middle player has to be good at dodging smoker tongues (this can be done when you hear the smoker make the sound it makes before it smokes you and then you move behind a wall to dodge it).
• The player on the right has a bigger area to cover and lots of horde, and tanks often throw rocks at the player on the right as well so you should be skilled at dodging or skeeting rocks if you take the right.
• The player on the ammo pile is playing a "cover spot" where they watch everyone else's backs. To "spam" the shotgun or any other weapon, you shoot and when you have to reload, just pick up a new gun instead, so you can be almost constantly shooting and not have to worry about ammo or reloading. This player has to have quick reaction time to save someone if they get smoked or pounced or if anyone gets surrounded by c.i this player helps them out.
• Three players are sufficient to kill the tanks. The remaining player should guard the undefended side and block any zombies from interfering.
• The player guarding the door should position himself to prevent from getting pulled into the house.
• The right side will receive the most amount of horde. The support player should help the right player at times to control the incoming horde.
• Gascans should be stowed inside the house and can be retrieved at a later time when it is convenient.
• The support player should be clearing the zombies that rarely come from the back and drop from the balcony of the house.
• If someone is incapacitated and someone else is picking them up, you should stay somewhere near or close or even on top of them and melee and shoot the zombies off so the other player can revive them without getting cut off or taking a lot of damage. This applies to any map.

Videos

Full Videos

by Bio Hazzard Bob
by Negative

Highlight Videos

by Licksore
by Père Noël
by Azimuth
by RAPTOR
by Psy
by El Tounsie
Church
In this map, there are three main entrances to be covered. However, there are also extra windows in the back where zombies occasionally seep through. This makes horde control difficult at times on this map.

Positions

• 1 player blocking the doorway (A)
• 1 Player on the piano standing on the piano keys (B)
• 1 player at the hole/gap with the sandbags (C)
• 1 Player guarding the back (D)

Notes

The player at the gap (sometimes called "the left") stays behind the right of the sandbags to avoid getting pulled out of the room. This player has to be good at dodging rocks, dodging smoker tongues, and dead stopping. Most of everything comes through the gap and doorway.

The player at the doorway (we just call this position "small room" or "the right") also has to be good at dodging rocks, dodging smoker tongues, and dead stopping. You usually want to position yourself so that half your body is behind a wall and the other half is in front of the doorway, so if you do get smoked you won't always get pulled out of the room.

The player on the piano keys is playing the "cover spot", he's watching everyone's backs. He helps when someone is getting overwhelmed by commons, pounced, pulled, and also helps to kill all the tanks. When a tank is coming in this player also makes sure to try to clear the horde off that player's back so he can back up without getting stuck on commons. It's better for this player to stay on the piano keys because when tanks come in the room they can hit this player easily if they're on top of the piano instead of on the keys. Sometimes if the tank goes after the person on the piano keys the tank will climb the piano, which is good because it gives you more time to unload on him without him swinging at you.

The player in the back is staying mostly at the back-left window since that side gets most of the commons from the back. Occasionally common infected will come through the back-middle or back-right. If specials and tanks are in the back, they are only at the back-left and back-middle. I've never seen S.I.\ or tanks come to the back-right window. If they are in the back-middle they are stuck for a little while trying to squeeze through the window, giving you some extra time to kill him safely.

• Similar to crash course bridge, the situation can turn ugly fast when a lot of zombies get through. It is important to block up the entrances at all possible times, such as when you are picking up an incapped player.
• Tanks most often come from the gap/left or the small room, but can sometimes rush in from the back-left as well. Tanks also will climb the house sometimes and if that happens you have to be prepared for him to drop and enter from any side. There is a little window between the gap and the doorway, tanks from the left can throw rocks through this window and hit the player on the piano or even the doorway player if they aren't careful. The right position should listen for tanks on the left throwing rocks and know when to move so she doesn't get hit.
• There is a wooden railing at the back position. It is preferable to have the back player stay behind the wooden railing to prevent any chance of being pulled out the window. It also allows one to lead the tanks slightly different path.
• Smokers are problematic if players get smoked out of the building. To prevent this, the player at the hole and at the small room can hide behind walls, peeking out occasionaly to shoot zombies. The piano player must also be careful not to get pulled out of the building.
• After 30 minutes, the spawning rates are noticeably slower.
• It may be helpful to go for ammo in groups of two.
• Double tanks seem difficult to deal with because as the players position themselves to shoot the tanks, horde slip through the unguarded entrances.
• Tanks can be delayed once they climb the roof of the church. It seemed oftentimes that the tank would land at the back after climbing the roof. Late tanks are disruptive to the ammo runs.

The two front entrances receive a lot of incoming horde. This might actually seem overwhelming, but in fact the zombie horde can be controlled by the one player per entrance. For the hole player, all zombies are forced to climb the sandbags because entering and for the small room player, the zombies are forced through a small doorway. The role of the piano player is to backup the others when they are smoked or pounced. He does not have to help kill common zombies at the three guarded entrances because it is of little use. The piano player should ensure that no common infected are seeping through the unguarded windows (rare event) and also should have 10 shots loaded to blast the tank with.

Ammo Run Strategy

Go for ammo runs at the usual times 1:30, 2:30, 4:00, 6:00, 9:00, 12:00, 14:30, and every 2 minutes after that. Sometimes you'll hear tanks coming but you can still go for ammo, just have to hurry back. Other times you'll run out there and the tank will be right on the ammo pile, it's smarter to head back to the holdout and shoot him while running backwards. If the tank is close and you know it is then I wouldn't suggest an ammo run until after you kill it. A few times during the round I got 55 mins we had to kill tanks during the ammo run, so it isn't impossible it's just difficult with all the horde coming in. When we go for ammo after 14:30 we go in pairs, so 2 people will get ammo and the other 2 will wait on the sandbags covering them, then switch. This way we can cover each other better and avoid getting stumbled if someone is pounced. Also when you go for ammo stay against the wall on the left to guide you to ammo.

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Construction Site
In this map, the smokers can be practically nullified if the team is alert enough to free each other quickly. Although ammo is not a far distance from the holdout spot, it can be difficult to get because of the open area. There are also difficulties encountered on this map with tanks throwing rocks from far distances.

Positions

• 1 player on the right side focusing right (A)
• 1 player on the left of the right player focusing both sides, also on top of a piece of wood to be slightly elevated (B)
• 1 player on the right of the left player focusing both sides (C)
• 1 player on the left side focusing left (D)

Notes
• Less ammo runs is preferable for conserving health.
• You and your team will be smoked constantly so be aware of your teammates and call for help.
• The elevated player is more likely to spot a tank before others make sure that player is confirming which direction the tank is coming from.
• Itâ€™s best to go for ammo after a tank/double tank is killed but make sure one isnâ€™t on his way before you go.
• Shoot the boomer before falling for ammo and cover each other getting and returning from ammo.
• Dodging rocks can be very difficult but the left guy must try.
• Gas cans may be collected and stored where they wonâ€™t get shot but itâ€™s really not necessary.
• There are only 3 pipe bombs on this map so use them very wisely when shooting for a high time.
• Extra supplies are above you so go up when safe enough to do so.
• If the tank climbs up one side itâ€™s not always that he will come down same side he did last time.
• Save pills for quick health needed during an ammo run.
• If the tank gets stuck 1-2 players should pistol him down otherwise you will get an embarrassing tank count.
• Communication is very important call tanks, help, smoked, pills, etc.
• Practicing with the same team over and over again will give you the best results.

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Crane
This map is the most difficult Left 4 Dead map because of massive hordes of zombies from all sides and the constant threat of smokers. The ammo runs are very difficult and require a special strategy to be done successfully. The front and back corner have very specialized positions as will be explained.

Positions

• 1 Player covering front (against the chimney) (A)
• 1 Player covering back in the corner (tongue cutter) (D)
• 2 other players complete the square-like formation (B \& C)

Notes

• The front player is mostly focused on the front and rarely helps the back.
• The back player is responsible for shooting the smoker tongues to free players as he will not be smoked often.
• The front player must handle most of the zombies at the front. He must also deadstop the hunters that pounce him from the fence because this will stumble the rest of the players.
• Of key importance is to free players from smoker tongues as fast as humanly possible. This is to prevent players from falling off the roof and also important so that players get enough shots into the tanks.
• Shooting the smoker tongues is preferable to meleeing them. This is because shooting seems easier to time and you dont have to move out of position to cut the smoker tongue. The expense of 1 or 2 shotgun shells is negligible.
• It is very easy to run out of ammo at the time between 9 and 12 minutes. At 9 minutes when going for ammo, stay at the ammo pile for about 20 seconds using ranged weapons.
• To achieve certain goal times, the ammo runs can be skipped. It will guarantee a time of e.g.,\ 20 minutes or 30 minutes but may end up killing the team afterwards. Although the spot seems to be too hectic to use pistols, the pace slows down after 20 minutes, allowing to save on ammo.
• There is a lot of fire available to be used in the map, and it sometimes is useful for the ammo runs.

• The second player should be first back down and sit in front half of the cage and cover the run back of everyone else, using the vent to juke smokers tongues.
• Also with tanks from the crane, don't all back into the corner, try to fan out enough so that you don't get multi-hits from the tank as this can also be game ending. If the player on the back fence runs to wall directly under the crane he can crouch next to it to avoid being hit off, but this move is risky.
• The player in the corner can meatshot hunters to make them (cull)jump away from the cage before they enter.
• It is easier to hide a little bit behind the vent as the front player so that the smokers go for the player covering the window, and the player covering the window should never need to help with any tanks from the front. It's only ever necessary for four people to shoot a tank if it comes off the crane or other emergency situations.
• One can conserve ammo by having the player on the back fence and in the corner of the cage use pistols whilst the other two use shotguns and switching positions. But this requires the ability to be able to play multiple positions.
• If using ranged weapons, it really should only be the first player up to the ammo and he should use them till the last player gets ammo and immediately follow him, and first up once up should always immediately check opposite building for smokers. as they can pull you off from there which can be a game ender.

Tank Strategy

• If the tank is coming from the front, we hold position and do not rush it. The tank will throw rocks that can be avoided by hiding behind the chimney or the crane ladder. When the tank approaches, the front player should have 10 shells ready to unload into the tank. The front player should be doing the most damage to the front tank because he has the best view of it.
• If the tank is coming from the back, he will climb the fence. This is usually easy for 3 players to kill the tank as he is climbing.
• If the tank is dropping from the crane, press up against the fence to increase distance from the tank. Take some potshots as it is ontop of the crane and unload the brunt of the damage as it lands on the ground.
• The tank may appear during the ammo run. If that happens, try to kill the tank as you are getting ammo. The ammo pile is actually defensible for a short period of time, so it is not unreasonable to kill tanks during ammo runs.
• Ideally, the tanks should be dead before reaching any player. Maximum one punch should be allowed to go through.

Ammo Run Strategy

The ammo runs on crane are normally very dangerous because of the spawning special infected by the two spawns Spawn 1 and Spawn 2. The groups-of-two ammo run strategy allows two of the players to go for ammo while the other two provide cover.

• The front two players immediately start for ammo while the back two players move to the cover position and provide support fire on the two spawn points (Spawn 1 \& 2).
• Once the first two players have gotten ammo, they move to the cover spot and allow the back two players to get ammo.
• If fire is to be used, it should be thrown into the small room (Spawn 1) where specials spawn in order to kill them faster. Flaming hunters must be dealt swiftly.
• If there is extra time, a player at the ammo pile can pick up a ranged weapon and shoot the specials.
• Players can reach the ammo within two jumps. This should be practiced.

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Terminal
Terminal is a wide-open map. Unfortunately, the map is very buggy because the special infected get stuck in various places on the top floor. There are two main strategies to this map, both of which have the potential to achieve high times with.

Staggered Formation Strategy

Positions

• 3 players in a staggered line starting from the van
• 1 player on the luggage conveyor watching the right side

Notes

In this strategy, it is more difficult to control the common infected but it removes the downside of the other strategy, which is tanks dropping on you. The players are in a staggered line with the left person leading. This is so that the left player is targeted by the tank rocks and most of the zombies from the front. The right player is also a prominent target for the zombies and the tank rocks from the tanks coming to the sides.

• Tanks from the front should be handled by the 3 front players while the right player deals with horde from the right.
• Tanks from the right should be lead by the rightmost player to the others. Meanwhile, the leftmost player clears out common.
• Dodging rocks is important here but can be difficult when there is horde in the way.
• It's well known that the map is very buggy and that the difficulty level varies depending on how much the tanks are getting stuck. Try to molotov the stuck tanks and snipe some of the stuck specials when it was convenient.
• By playing more forward away from the back fence, it was found that the tanks dropping in from behind occur rarely.
• The first 20-30 minutes are the most difficult because the specials and horde come constantly. In order to reduce damage done the molotovs and pipebombs are very useful. You can molotov areas where common zombies are rushing in and hopefully avoid creating many flaming tanks and hunters.

Double tanks can be tricky to deal with. If it is a tank coming from the right, it might be useful to lead in to the back counter so the tank climbs. However, an unsuccessful attempt may cause you to wipe out!

Fence Strategy

Positions

• One player on the left (A)
• Two players in the middle (B \& C)
• One player on the right near the counter (D)

Notes

In this strategy, the players are lined up at the back of the map near the fencing. The left and right players have specialized roles. The left player should play a little forward so that she has room to dodge rocks. The right player has to play around the counter so that he can lead the tanks that drop.

• When the tank is throwing rocks, the left player should make movements towards the left wall. The tank will overcompensate and break the rocks against the wall.
• The right player should be playing near the counter. When the tank is about to drop from the top floor (indicated by rumbling), the player should move on top of the counter so that he can lead the tank to climb the counter. If the player is not on the counter, the tank will not take the climb to climb it. With some strategic manoeuvering, the player can cause the tanks on the right side to climb multiple times. However, this is difficult when commons and smokers are interfering.
• As mentioned for the other strategy, tanks and special infected will get stuck on the top floor. Some effort should be made to free the stuck zombies.
• Although the ammo is slightly longer, the difficulty of the ammo runs is approximately the same.
• If possible, the tanks can be rushed as they are throwing the rocks. This will remove the chance of taking damage due to failure to dodge the rock, but this tactic requires precise teamwork.

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Runway
In this map, the ammo runs can be quite difficult. The players have to run out where they are exposed to many specials and tanks may appear during the ammo runs.

Plane Wing

Positions

All four players are lined up under the plane wing.

Notes

• Once the tank throws a rock, it is generally difficult in this position to avoid it. If possible, the tanks should be killed before they get a chance to throw rocks.

Far Corner

This is an alternate strategy for runway. The ammo runs are slightly longer and the horde is more difficult to control. However, there is more room to move around and the specials and tanks will not drop on you.

Positions

• One player watching the left
• One player middle-left
• One player middle-right
• One player right

Notes

This spot is a bit far from ammo, but for the first 12 minutes we went at 2:30, 4:00, 6:00, 9:00, 12:00, and then we used pistols on SI \& CI and shotgun on the tank, and went for ammo every 4 mins or so. When we need ammo we make our way toward the wing (the old spot we used to do) and stay there until we clear things a bit, then grab ammo and head back toward the wing and then back to our holdout in the corner.

The left player is watching the left mostly by himself unless he gets swarmed, then the middle-left player helps. He has to be good at dodging rocks and he can use the pillar to dodge smokers as well.

The middle-left player is watching the right side more because more specials and commons come from the right. The smokers seem to smoke from quite a long distance so you just have to save your teammates quickly and not get separated.

The middle-right player is focusing on the right side and is playing a bit further forward than the other players, so she's more of a target for smokers and hunters, and has to be good at dodging rocks.

The right player is focusing on the right and has to be good at dodging rocks.

This strategy doesn't have very much to it, or at least the positions aren't too different from each other. Occasionally commons, specials, and perhaps even tanks can climb the fence behind you. I've never seen a tank come from back there but I wouldn't doubt they can come from there since there's such a big area behind that fence. They will seldom drop from the passenger boarding bridge in front of the holdout spot. This could be hordes, specials, and I have seen tanks fall from there but it's rare and really dangerous.

• Since ammo runs are noticeably longer, it may be useful to go for the ammo runs earlier than normal
• Use pistols when you can, but the shotgun may be needed to control the large amount of horde that flood you in this strategy.
• Grab pipes from across the map before starting the event... Just as on any map, you should grab a throwable far away from where you'll be holding out, that way you'll still have throwables closeby as the game goes on that you can use.
• This map has 12 med kits in total so try not to be too conservative.
• If you get surrounded by commons, use your shotgun to clear it up real quick. You want to avoid taking too much damage.
• When you need ammo, go under the wing first.
• To get a good tank count, we went under the wing for about 4-6 minutes at a time and used shotguns the whole time, and after boosting our tank count a bit we headed back to the corner.

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Warehouse
There have been multiple strategies on the warehouse, but this strategy is thought to be the most effective in terms of getting the highest time. At the start of the game, part of the map is inaccessible until the round starts and the emergency alarmed doors are opened. Go through the doors and up the stairs to the far corner of the map. The general style of play favors dodging rocks and tongues as well as delegating the task of horde control to a single player while the other 3 players focus the tank. Despite how difficult the ammo runs are the rest is fairly easy.

Positions

• 1 player faces the downstairs at the top of the stair way (A).
• 1 player faces both up and downstairs sitting in the furthest corner (B).
• 1 player faces the upstairs hall near the shelving/pillar (C).
• 1 player faces the upstairs hall near the guard rail on the right (D).

Notes
• Pistols are primarily used until a tank gets close enough.
• Tanks from the front should be handled by 3 players while the right player deals with horde from the stairs.
• Tanks from the right should be handled by 3 players while the left player deals with horde and avoids specials.
• Our first ammo run is at 9mins and we stay near the ammo in a corner until 12:00 for an easy trip with nearly no damage taken. Use shotguns from 9:00 until you return upstairs after 12:00.
• Once upstairs pistols are spammed and players do their best to avoid rocks and smoker pulls.
• Checking on allies ammo helps the team prepare when an ammo run is needed. We like to have at least 40 shotgun shells before we run for ammo.
• If one is using too much ammo have that player switch positions with the player with the most ammo to maximize efficiency.
• These ammo runs require great speed and cover; so, you may have to kill 1 or 2 tanks just to get there let alone getting back. Stay together and communicate. Pipe bombs make all the difference, but try not to throw too many.
• Make sure you pick up any supplies on the way for ammo. Forgetting could make or break a new time.
• It's well known that the map is somewhat buggy and that the difficulty level varies depending on how many tanks you get. We shoot to kill all the stuck specials.
• If the tank takes too long to get to you it might lead to a frightening double tank. (Which we had about 3.)
• Dodging rocks/tongues upstairs is key to saving your health in the long run but can be difficult when horde overwhelms, request help if needed.
• Its very important to save an ally immediately when shooting for high times, no health wasted.
• pills are best saved for emergency use on ammo runs, as it's very easy for all but the guy covering the stairs to avoid taking any damage in the holdout spot.
• If you go for the set at the far opposite corner past the ammo throw an extra pipe and pick a new one up next to them.
• The best route to grab the set on the cabling wheel is to go around the back of the train car after grabbing ammo and looping around it.
• Throwing a pipe before you run into the starting room on the way to get ammo a few seconds before you run in will clear horde and allow you to get through that room without trouble.
• Although you want to conserve ammo as much as possible, don't be afraid to use your shotgun on the run back (at least till you've got upstairs).
• To conserve ammo with tanks pistol them till they get close/you need to reload your pistols (you can stretch ammo runs to once every 20 minutes even with a tank per min using this method).

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Bridge (Blood Harvest)
Being one of the most cramped survival maps, it can be very difficult to avoid being hit. In this map, tanks are able to drop into any one of the four entrances and the players need to have good reflexes to spot the tanks and quickly kill them.

Positions

• One against the wall covering front (A)
• One ontop the table covering front (B)
• One on the boxes covering back (C)
• One on the couch covering back (D)

Notes

• Although players are assigned areas to cover, all players must shoot the tank!
• Once the tank climbs, he will land on a random side. Therefore, voice communication has limited usefullness.
• Keep the horde out of the room as much as possible. With the horde gone, there is room to manoeuvre around the room and avoid tank punches. If the box player is skilled enough, he can control practically all of the horde coming from the back by himself. This allows the remaining three players to concentrate on controlling the horde coming from the other entrances.
• The players should try to chip at the tank as much as possible while it is climbing. Damaged tanks are more likely to fall before getting a hit on a survivor.
• The player on the box can dodge smoker tongues with slight movement.
• The player on the box should stay near the back once the smokers stop coming. This will make the tank climb the boxes. However, there is a chance the tank will hit the player through the walls.
• The player on the couch should stay at the top the couch.
• The two players near the ammo pile can spam the shotgun by picking up new weapons quickly.
• Unlike in other Left 4 Dead maps, the pills in the medicine cabinet will not turn into medkits.
• Spawn rates are quite random on this map.
• Since one inevitably takes damage on this map, it is good to heal as late as possible. We had about 2 people go black-and-white before healing.
• Using the explosives and gascans is ill-advised!

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Farmhouse
There are only two entrances to watch in the barn and a readily available supply of ammo, making this one of the easier maps in Left 4 Dead. Nevertheless, the players have to be diligent in killing the incoming special infected and they must quickly deal with tanks in the little space that they have inside the barn.

Positions

• 1 player covering back (A)
• 2 players covering hole (C \& D)
• 1 player in the middle (B)

Notes

A lot of the special infected try to climb up the back. They are not too difficult to handle with shotguns since they all use the same ladder to climb up. A player standing guard at the back will be able to kill all of the special infected as they climb.

The two front players are standing over the hole. In this case, there is a spot outside where most of the common infected are climbing up. The players should clear this spot regularly of the common infected. Watch out for hunters because they can pounce from long distances and make rather tricky attacks as they approach the hole.

The support player is helping the back most of the time, but also must help out the front players if needed.

Once the tank is approaching, the players need to quickly determine whether it is coming from the front or the back. The back player will feel a lot of rumbling if the tank is in the back, so he should give warning so that a front player can come help shoot the tank. The front players will know ahead of time whether or not the tanks will come from the front. Sometimes, tanks will take a long time to reach the back side, which can be disruptive.

• Three players with shotguns are sufficient to kill a single tank. When the tank is climbing the back, one of the front players should help kill the tank while the other remains to guard the hole.
• If a hunter pounces on a player at the hole, the middle player should quickly rescue him.
• Once all players have used their medkits, they can go for a medkit run into the house and return back to the barn.

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Truck Depot
This map is one of the hardest in Left 4 Dead because of the very small amount of room and the danger of falling off holdout spot. Smokers can be particularly devastating but eventually, they will dwindle away.

Positions

• 1 Player back (A)
• 1 Player front right sandbag (B)
• 1 Player front left sandbag (C)
• 1 Player front sandbag (D)

Notes

• Smokers pull players off the buses and are very disruptive.
• This strategy is completely reliant on the smokers getting stuck after 12 minutes. Smokers naturally get stuck in unreachable areas when you hold at the sandbags. This might sound like a lame tactic, but it is sort of a quirk of truck depot. Every high time achieved on truck depot had most of the smoker kills before 12 minutes and the smokers getting completely stuck sometime afterwards. If the smokers are still spawning after 12 minutes, you will struggle to reach 20 minute times.
• Crouching behind the sandbags is generally a good idea to avoid getting pounced by hunters. However, it might cause you to fail to notice a tank climbing up
• The back player must cover the entire back area. He can see both the left and right sides at the same time if he has a widescreen display.
• Late in the game, tanks might come during the normal ammo run times (14:30 and every two minutes thereafter).
• We tried to do a similar ammo run strategy that we used in crane, where we go for ammo in two passes. This seemed to help at times but other times it made the ammo runs slower than normal.
• Pistols could be used to conserve ammo and skip the ammo runs.

Ammo Run Strategy

The ammo is located on the below in front of the buses. Although this is a short distance to get ammo, the ammo runs are very difficult because of the openness to hunters from different sides and the vulnerability to get swarmed by common infected. Recent success has been found by using a two-pass ammo run.

• The two front players immediately go for ammo, while the two back players stay on top of the buses and provide cover at the front and right sides.
• Once the first two players have returned, the other two players quickly get ammo while the first two provide cover.
• The hunters should be targeted so that they jump away instead of pouncing on the players getting ammo.
• There will be some common infected and on rare occasion special infected that climb the buses to attack the cover players
• Because this ammo run may take longer, be careful about the tanks spawning. If a tank is coming, the ammo run should be finished quickly or aborted. All of the players need to be back on the buses before the tank reaches them.

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Bridge (Crash Course)
There are only three entrances that need to be guarded in this map, with one of the entrances rarely used by zombies. This gives the survivors two major chokepoints, both of which get a lot of continuous traffic. It can be difficult to recover in this map when a player in incapacitated.

Positions

• 2 players covering the hole (front) (C \& D)
• 1 player covering the main entrance (back) (A)
• 1 player as support (covering hole in the wall) (B)

Supplies

All players use shotguns and refill the shotguns at the ammo pile at the adjacent rooms. There are some gascans, however, it is difficult finding a good place to store them.

Notes

• This map can be overwhelming with the number of zombies that spawn. The room should be kept clear of zombies as much as possible by covering the entrances. In the case that a player is incapacitated. There should be throwables used and players to guard the entrances while he is being picked up.
• The specials and tank will rarely come through the back hole in the wall.
• The player covering the back is a meatshield and must prevent the large amount of horde from trickling into the room. There are relatively few tanks that come from the back.
• Hunters will pounce at the back room from deceptively long distances.
• The front players should back up and circle around the room when the tank approaches. Be careful not to get caught in any obstacles.
• The front players need to stay alert from any specials or even tanks that may drop from the roof and suddenly attack.
• If the back player can efficiently deal with large numbers of common infected coming at him, he can last a long time without taking very much damage.

Ammo Run Strategy

Ammo is nearby, but careful attention should be paid to the ammo runs. Medkits are located outside in the open.

• The front players should take turns getting ammo so that there is someone left guarding the front at all times.
• Players should not be going for ammo during a tank unless it's absolutely necessary. The player should be listening for tanks and try to hold off on the ammo run until there are no more tanks left.
• Normally the left player will use more ammo than the right player because of incoming horde
• The back player can quickly obtain ammo during lulls in the horde
• Once all players have used their first medkits, a medkit run should be made to the kits outside. Pipes and pills should be saved for this occasion, since the medkit run can be dangerous.
• It may be easier to go out the back for medkits rather than the front. In the front, hunters may be waiting to pounce you.

Tank Strategy

The majority of the tanks are going to come from the front hole. Three players are needed to kill the tank in time while the remaining player covers the other side. In most cases, the two front players and the support player will be killing the tanks while the back player is trying to control the horde. Tanks coming from the back should be dealt with similarly, with one of the front players coming in to help. Single tanks are rather straightforward to deal with but double tanks can be disastrous if not handled correctly.

• The players should try to be extremely efficient with shotgun shell usage incase of double tanks. Three players are still sufficient to kill the double tanks, with only a little bit of help from the fourth player. What commonly occurs is that the players use up too much ammo on the first tank and don't have enough shells loaded for the second tank. It's crucial to start reloading as soon as the first tank is dead. Don't use up the last shell because then crucial time is wasted having to re-♥♥♥♥ the shotgun.
• If possible in double tank situations, create enough distance from the second tank so that he throws a rock. This will buy some time and save some health if the survivors are able to dodge the rock.

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Traincar
In this map there is a lot of open space that is unusable because the terrain provides no cover for the survivors. The main strategy is played in a small corner by the large boat.

Positions

• One person at the back as 'hunter fodder' (A)
• One person at the back corner covering back and hunter fodder, and any of the front players who may get pounced (B)
• One person front left side (C)
• One person front right side (a little further ahead of the left player) (D)

Notes

The front and back positions both have difficulties associated with them. The front players do not have a particularly difficult spot until the tank comes, where they must back up into the corner. The timing of the front positions is very specific, as explained later in the notes.

The back position is perhaps the hardest, as the player guarding the back must be a meatshield against all incoming zombies, and he must defend the back with very little visibility due to a large bush obstructing his sight. Inevitably, a player will get pounced by a hunter or pulled by a smoker and the support player needs to have fast reflexes in order to save his teammates before they take damage.

• Three players are shooting the tank at the front or back. The remaining player is covering the other side under normal circumstances.
• Ammo runs after 12 minutes can be inconsistent. Tanks may appear during ammo runs. It is best to go when it is noticeably clear, and to go for ammo as fast as possible.
• When going for ammo runs, it is sometimes best to use the fence to guide you to the ammo, while other times it is better to just run straight to the ammo pile. Be careful not to stay too close so as not to stumble each other if someone gets pounced.
• It is difficult but not impossible to pick up incapacitated players in this spot. It might be a better decision to heal early at about 20--30 health remaining rather than risk being incapacitating and straining your teammates.
• Players at the back must be careful to dodge the tank rocks. They can use the large boat for cover.
• Players must be freed from smoker pulls as soon as possible. The cover player is better off shooting the tongues rather than meleeing to free the smoked player.
• It's difficult to avoid scratches in the hunter fodder position. The best you can do is back up after you dead stop, or it may even be better to let yourself get pounced as long as the corner/cover player saves you fast enough for you to not take too much damage, if any.
• Many times it is difficult to tell whether the tank is going to the front or back. The communication should be made last minute so not to confuse teammates.
• The front players must back up from the tank to avoid getting hit. The front-right player leads the tank, so the front-left player backs up first. The timing of when to back up on this map is extremely finicky. Run back too early and the tank will climb the boat; run back too late and you will get hit.
• To first get a feel of when to retreat, you can measure the position of the tank by the shadow the tree in the corner makes upon the ground. It was estimated that the front-left player should back up just before the tank reaches the shadow. Just after the tank comes within the shadow, the front-right player should back up. It takes some practice to get used to.
• If there is a double tank, you would want to manipulate one of the tanks to climb the boat while you deal with the other. Keep your distance from the second tank and he will probably climb the boat.
• Also interesting note, if you turn your settings down, the tall grass around the tree in the front isn't there, so you'll have an easier time seeing hunters that go in that spot.
• Gascans and explosives are unnecessary. It is difficult to find a suitable spot to store them on this map.

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Port
Positions

• 1 person at the left door (A)
• 1 person on the railing at the top of the stairs guarding stairs/middle (B)
• 1 person on the right against the shelves watching the right side (C)
• 1 person on the left of the right-side player, against the railing, but watching the stairs (D)

Notes
• The gascans can be thrown on the street outside of the left door because that's where the specials pile up, so we started doing that and it seemed to work nicely instead of throwing the gascan down the staircase (where sometimes it would land too closely and our positions would be on fire).
• The right-side player who plays against the railing keeps the tanks from dropping on the railing.

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Lighthouse
Positions

At the top of the lighthouse near the pipebimbs, not mollies. Everyone needs to stay crouched with their backs against the wall of the lighthouse tower. If you stand up or near the ledge you will either get smoked off or hunters will have an angle to pounce/stumble the team. Itâ€™s important to communicate since the tank needs to be killed instantly, he will surprise the team from 3 potential climbing locations (left, ladder, and right). Sometimes he will climb from the far left, or the far right, so be prepared to react quickly. Tanks climbing the ladder seem to come up faster.

• 1 Player sitting on the stack of pipe bombs (any further to the right leaves them vulnerable to smokers on the roof) covering the front and right. (B)
• 1 Player to the left of that person covering the front, right, and left side (this player is also the one who shoves smokers off to control the smoke). (A)
• 1 Player to the left of the previous position covering the front, right, and left side. (C)
• 1 Player to the left of the previous position covering the front and left side. (D)

In the room with the fireplace (\figurename\ \ref{fig:lh_positions2}), itâ€™s important to communicate since the tank needs to be killed instantly, he will surprise the team from any direction. Tanks rarely come from the window, they're usually in the front or back, or sometimes the side room.

• 1 Player covering the front door facing the gun spawns. (A)
• 1 Player covering the wall that breaks down in the back. (B)
• 1 Player covering the side door and back window. (C)
• 1 Player covering the window facing the gun spawns. (D)

Notes

• This strategy requires excellent reaction time to be successful.
• It takes 14-15 shots to kill a tank using the shotgun, so all 4 players should be using a shotty and blasting the tank as soon as they see it climbing. Have 1 person melee all the smokers off the ladder and shoot them through the floor if they can.
• Use pistols on commons to save ammo, as soon as the ground shakes take out your shotgun and get ready for the tank to either be on the left or right.
• Too many smokers climbing the ladder and dying at once will blind you with a thick smoke screen.
• If a tank doesnâ€™t die fast enough on the tower he will knock a survivor off the building, killing him, and ruining the rest of the game.
• You can shoot the smokers through the floor of the lighthouse if positioned in the correct spot.

Ammo Run Strategy

• At about 8:40 you have a break (no hordes spawn, only specials) until 9:20ish and that's when you go for ammo (safer to grab from the pile near the horn).
• Our first ammo run was at 9mins, then 12 and returning to the top of the lighthouse near the pipebombs.

Lastly, the tower strategy is risky. If it goes well you can go 10 minutes, maybe longer, without taking much damage (we've seen a player at 20 mins at 100hp!) but if it goes bad, all it could take is a single tank hit and it could cost you the game if someone dies. Don't be discouraged if the first few tries aren't successful. Before a good round we could have 3 or 4 failed rounds, all because of 1 person getting hit off by a tank and dying. Keep trying, practice, and improve your reaction time.

Videos

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by Negative
fluffy-chan21911 May 19 @ 2:47am
Very detailed and eloquent write-up. Thumbs up.
Andreas444 Mar 24 @ 8:55am
Can someone help me with most of these maps?
A Poor Mofo Mar 21, 2015 @ 11:09am
ive been trying to get into gold miners and i have been talking to people in gold miners to let me in and showing off my amazing only me + bot times but they wont acccept me!!! will someone please let me in gold miners i am insanely good at ssurvival with a group!!!
╦Д╤✪ Oct 8, 2014 @ 1:24pm
Good job.Thank you for post.
tarpet Mar 29, 2014 @ 8:18am
Great guide, helped me alot :)
єℓ ѕℓσω Sep 11, 2013 @ 11:01am
Nobody plays L4D survival rly ? XD
pretty new site: http://l4d-survival.com/forum/index.php
?? Sep 10, 2013 @ 9:38pm
Sadly, nobody plays L4D survival anymore, and I have to switch to L4D2. I sincerely don't like L4D2, because it is possible to do extremely well as a one man team (Bill... not sure if he's in gold miners or NAS).
Ani Aug 24, 2013 @ 4:34pm
If anyone's looking for somebody to play L4D1 survival with, please add me here on Steam. I'd love to play with some actual humans!
guyguy  [author] Aug 17, 2013 @ 3:35pm
You're absolutely right, vodoomoth. Left 4 Dead is a very old game now and it's almost impossible to play survival without a group of friends you know. I invited you to gold miners group, and hopefully you can find people still playing!
Voodoo Priest [FR] Aug 15, 2013 @ 2:19am
Very good guide. I'm glad I found it. However, the problem with survival, which was the main reason I bought this game, is that about nobody plays it online. The bots are terrible at survival.
And the NAS and GoldMiners groups are invitation-only groups! So... are newcomers left for dead?