Left 4 Dead 2

Left 4 Dead 2

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Gold Miners L4D2 Survival Guide
Vytvořil guyguy a spoluautoři (7)
This comprehensive guide is your go-to resource for survival mode in Left 4 Dead 2. Brought to you by Gold Miners, the international community for survival enthusiasts.
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Introduction
Survival may seem challenging, bordering on impossible at times however this guide will attempt to breakdown the mechanics and provide proven strategies to help you achieve Gold Medals and beyond on all Official Maps.

To find like minded people or ask further questions join us over at the Gold Miners Steam Group or the Discord[discord.gg]

If you want to simply practice skills, we also recommend this addon for training purposes which was made by Rene TM

Each map will include:
  • Item counts*
  • Positions (pictures may sometimes be reverse angle shots, language for the position description will reflect this eg. Position A is holding the right but is on the left of the picture.)
  • Notes of what to look out for & map-specific tips
*Counts may vary, and you'll be told why. Additionally, the pills and kits the survivors spawn with are included. The item count images show the minimum number of items.

Roadmap
(last updated on 02 August 2021)

All map guides have been written, currently the only thing left is pictures for more detailed explanations.

Acknowledgements
Thanks to the following (in alphabetical order):
Coincident, Gents, Grymnir, guyguy, HeXaGoN, Hysterisch, JAiZ, TheKevSham, KTH23z, Licksore, Maplestrike, Nathan, sauce, ϟḱ¥ђ℮αґт, Wilson2234, zef.
Core Concepts
Ammo Runs
There are lulls between tank and horde spawns which survivors can utilise to replenish ammo. The times are:
  • 1:30
  • 2:30
  • 4:00
  • 6:00
  • 9:00
  • 12:00
  • 14:30
  • 16:50
After 12:00, the timings are much less defined due to the high volumes of tanks and lulls being directly tied to tank spawns however they will almost always occur around these timing windows. After the 16:50 break the tank spawns will be near constant.

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

Pills vs Adrenaline vs Health-kits
Pills give 50 temporary health and apply instantly. They should be used in an emergency situation to prevent being incapacitated and should only be used as a stop-gap measure until it is safe to heal or there are no health-kits remaining.

Adrenaline gives 25 temporary health but takes a second to take effect, but it also has an added effect of increasing movement speed, ignoring slowdown effects and speeding up any third-person animations such as reviving and healing. Adrenaline is usually best used to quickly revive other players.

Health-kits will heal a survivor for 80% of their missing health and as such should be used as late as possible. The situation in which to use it may vary depending on the map and position. The later you heal the more at risk of being incapacitated you become which will invariably lead to the team losing dps and cover which in turn means they may take more damage.

Other Tips
  • Sound cues are like a second sight. Turning off the game music will help with hearing infected threats out of sight.
  • 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.
  • Use spectating free look (enable in multiplayer options) to move the camera around when you're dead and alert your team to incoming threats. The round isn't over until everyone is dead.
Infected Stats
Tank
Health: 4000
Hitbox multipliers: x1.0 All hitboxes. Automatic Shotguns have x0.85 damage multiplier versus tanks.
Spawn Limit: 2
Abilities:
  1. Melee Attack: 24 Damage. Can knock airborne survivors backwards.
  2. Rock throw projectile: 24 Damage. The rock has 50 health and can be destroyed, but keep in mind that it is invulnerable for 18 frames (0.6 sec) after the moment it is released from the hands of the tank. There are three different throwing animations with different trajectories and hitboxes:
    • Underhand
    • 1 Hand overhead
    • 2 Hand overhead
  3. Hittable objects: Instant incapacitation.
    • Cars
    • Dumpsters
    • Logs
    • Hay bales
  4. Minor hittable objects: Varied damage.
    • Bricks
    • Boats

Charger
Health: 600
Hitbox multipliers: Head x4.0, Torso and legs x1.0, Large Arm x1.2, Small Arm x0.0 (no hitbox). AI chargers also have a x0.33 damage multiplier whilst in their charging animation.
Spawn Limit: 2
Abilities:
  1. Melee Attack: 10 Damage
  2. Charge & pin: 10 Damage on stopping & then 15 per slam. Survivor has long stand up animation.
  3. Charge & knocked down: 10 Damage+fall damage if knocked to a lower height. Survivor has long stand up animation.
  4. Charge & stumble: 2 Damage. Survivor has minor stumble animation which can be avoided by jumping at the moment of charger impact, the survivor will still take the 2 damage though.

Jockey
Health: 325
Hitbox multipliers: Head x4.0, Torso, Arms and Legs x1.0.
Spawn Limit: 3
Abilities:
  1. Melee Attack: 2 Damage
  2. Jockey ride: 4 Damage. Moves survivors around against their will. Spinning your mouse around really fast will nullify the jockey’s ability to move the survivor.

Spitter
Health: 100
Hitbox multipliers: Head x4.0, Torso, Arms and Legs x1.0.
Spawn Limit: 1
Abilities:
  1. Melee Attack: 2 Damage
  2. Death Spit: Ramping Damage in a small area of effect dropped on death. Does a total of 81 damage over the full duration.
  3. Spit: Ramping Damage in a large area of effect. Does a total of 81 damage over the full duration. Can be baited to drop below survivor and out of harm's way by leaning over a ledge or sitting on top of another object.

Boomer
Health: 50
Hitbox multipliers: Head x4.0, Torso x1.2, Arms x1.0, Legs x0.75.
Spawn Limit: 1
Abilities:
  1. Melee Attack: 2 Damage
  2. Vomit: Obscures survivors' vision and calls forth a horde. All infected including tanks and special infected will target boomed survivors.
  3. Death explosion: Covers survivors in bile and will stumble anyone nearby including infected. Stumble can be avoided by jumping during the explosion.

Smoker
Health: 250
Hitbox multipliers: Head x4.0, Torso x1.2, Arms x1.0, Legs x0.75.
Spawn Limit: 4
Abilities:
  1. Melee Attack: 2 Damage
  2. Smoker pull: will drag survivors to them or until they get stuck at which point they will then start dealing 10 damage per tick. Can also drag survivors off ledges making them take additional fall damage or forcing them to ledge grab which will require assistance to stand back up. The smoker’s tongue has 100 health. Tongue can be baited on objects that cut the line of sight and survivors can self clear using bladed melee weapons.

Hunter
Health: 250
Hitbox multipliers: Head x4.0, Torso x1.2, Arms x1.0, Legs x0.75.
Spawn Limit: 3
Abilities:
  1. Melee Attack: 10 Damage
  2. Pounce: Flies through the air quickly and will pin survivors in place dealing 5 damage per tick. Will stumble nearby survivors when it pins.

Common Infected
Health: 50
Hitbox multipliers: Head x4.0, Torso, Arms and Legs x1.0
Spawn Limit: 30
Abilities:
  1. Melee Attack: 2 Damage from the front / 1 damage from behind.

Uncommon Infected
CEDA Agent
Notes: Immune to fire and can also drop Bile Bombs on death.

Fallen Survivor
Notes: Runs away if attacked, immune to fire, can drop pills and/or a pipe bomb or molotov on death.

Clowns
Notes: Lures other common infected around it.

Workmen
Notes: immune to headshots, ignores pipe bombs and bile jars (will attack other infected if they are hit by the bile). Resistant to blunt melee weapons.

Riot Police
Notes: Immune to all damage from the front and drops tonfa on death.

Mudmen
Notes: Crawls on all fours, smears mud obscuring vision on hit.

Jimmy Gibbs Junior
Notes: Immune to fire, smears oil obscuring vision on hit, ignores Pipe and Bile Bombs.
Infected Spawns
Here's a complete list of everything that spawns during a survival round:
  • 00:00 Horde + Up to 3 SI respawn every 20s
  • 00:40 Tank
  • 00:55 Horde
  • 01:00 Up to 4 SI respawn every 19s
    (Break of 58s)*

  • 01:53 Horde
  • 01:55 Tank
  • 02:00 Up to 5 SI respawn every 18s
    (Break of 54s)

  • 02:49 Horde
  • 02:55 Tank
  • 03:25 Horde + Up to 6 SI respawn every 17s
    (Break of 52s)

  • 04:17 Horde
  • 04:25 Tank + Up to 7 SI respawn every 16s
    (Break of 42s)

  • 05:07 Horde
  • 05:25 Tank + SI respawn every 15s + One SI instant-respawns (8th slot)**
  • 05:35 Tank
    (Break of 45s)

  • 06:20 Horde
  • 06:25 SI respawn every 14s
  • 07:00 Tank
  • 07:06 Horde
  • 07:25 SI respawn every 13s
  • 07:40 Tank
  • 07:50 Horde
  • 08:20 Tank
    (Break of 60s)

  • 09:20 Horde + SI respawn every 12s
    (Break of 40s)

  • 10:00 Tank + Horde
  • 10:20 SI respawn every 11s
  • 10:38 Horde
  • 10:40 Tank
  • 11:14 Horde
  • 11:20 Tank + SI respawn every 10s
  • 11:30 Tank
    (Break of 60s)

  • 12:30 Hordes every ~30sec + SI respawn every 9s***
  • 12:50 Tank
  • 13:00 Tank
  • 13:20 Tank
  • 13:30 Tank + SI respawn every 8s
  • 13:50 Tank
  • 14:00 Tank
    (Break of 45s)

  • 14:45 Hordes every ~20sec + SI respawn every 7s
  • 15:05 Tank
  • 15:15 Tank
  • 15:35 Tank
  • 15:45 Tank + SI respawn every 6s
  • 16:05 Tank
  • 16:15 Tank
    (Break of 30s)

  • 16:45 Hordes every ~10sec + SI respawn every 5s
  • 17:05 Tank
  • 17:15 Tank
  • 17:35 Tank
  • 17:45 Tank + SI respawn every 4s
  • 18:05 Tank
  • 18:15 Tank
    (Break of 15s)

  • 18:30 Hordes every 10sec
  • 18:50 Tank + SI respawn every 3s
  • 19:00 Tank
  • 19:20 Tank
  • 19:30 Tank
  • 19:50 Tank + SI respawn every 2s
  • 20:00 Tank
    (Break of 15s)

  • 20:15 Hordes every 10sec
  • 20:35 Tank
  • 20:45 Tank + SI respawn every 1s
  • 21:05 Tank
  • 21:15 Tank
  • 21:35 Tank
  • 21:45 Tank
    (Break of 15s)

    etc.

*Breaks are a good time for survivors to run for supplies. Neither commons nor tanks spawn during breaks, but keep in mind that specials still spawn. Hordes spawn in groups of 50, even though only 30 commons can be alive at once. So when a horde spawn triggers, 30 commons spawn immediately, and 20 more spawn over time, replacing those that are killed.

**At 05:25 the SI reach their maximum amount of 8 available slots, however, the director never spawns an 8th SI if there are 7 alive. In that case that 8th slot remains as an "available slot" for whenever one of the 7 SI dies. So in practice the 8th slot works like an "instant-respawn" for the first SI to die, even though the maximum number of simultaneous SI is 7. Also, each SI type has a specific timer that prevents that SI from being spawned too frequently. For example: if 3 Hunters spawn in a row, no more Hunters can spawn for about 20 seconds. The Director must fill the SI slots with other types.

***At 12:30, the pattern of 6 tanks + break is repeated indefinitely. After this point, if 2 tanks take longer to die than the timer for the next tank spawn, when one of those 2 tanks does die, the director waits an extra 10 seconds before spawning the next tank. This means that all the timers afterwards will be delayed. At around 16:45, hordes spawn almost continuously, and the breaks reach their minimum duration of 15s. At around 20:45, SI respawn every 1 second, and the survival mode reaches it's maximum difficulty.
Primary Weapon Stats
The following section(s) aren't necessary to read but they're made available so you can draw your own conclusions regarding what weapons to use. However for the listed strategies weapon choice is dictated by a combination of the best available damage per second (vs tanks) and the location of gun spawns or ammo in relation to defensible locations. Values were obtained through manual testing at 30 tick.

Understanding DPS (Damage Per Second)
The best way to maximize your DPS is by minimizing your downtime: the time you spend NOT shooting. Your downtime usually is when you reload your gun - a very long animation. Instead of reloading you can pickup a new weapon from the floor, and your downtime will be the weapon-swap animation - a short animation.

To get the absolute best DPS, you must perform an animation-cancel trick: a melee attack 1 frame after grabbing the weapon. The weapon-swap animation will be canceled and you'll be able to shoot after the melee animation (0.7333 sec). If you're too quick and melee on the same frame as you pickup the weapon, the animation-cancel will fail and you'll do the regular weapon-swap animation (0.9667 sec). If you're too slow and only melee 7+ frames (0.2333+ sec) after picking up the weapon, the melee animation will only finish very late and make you lose time. Anything in between 1 and 6 frames will allow you to save time, but the faster, the better.

Sustained DPS: shooting until empty and reloading
Sustained DPS = Damage Per Shot x Clip Size / ({Clip Size x Fire Rate} + Reload Duration)

Spam DPS: shooting until empty and picking up a new weapon
Spam DPS = Damage Per Shot x Clip Size / ({Clip Size x Fire Rate} + Swap Duration)

Fast-Spam DPS: shooting until empty, picking up a new weapon, and immediately using melee
Fast-Spam DPS = Damage Per Shot x Clip Size / ({Clip Size x Fire Rate} + Melee Duration)

Burst DPS: just shooting until empty
Burst DPS = Damage Per Shot / Fire Rate

Notes:
Swap Duration = 0.9667 seconds for all weapons, except: MP5 0.8667, SG-552 0.8333, Dual-Pistols 0.6667, Single-Pistol 0.5, Deagle 0.5 | This is the weapon-swap animation.
Melee Duration = 0.7333 seconds for all weapons | This is the push-zombies animation.

Tier 1 Weapons:
Mac-10 (Silenced SMG)
Damage Per Shot: 25
Ammo: 50 / 650
Friendly Fire Damage: 1
Reload Duration: 2.2667 seconds
Fire Rate: 0.066 seconds
Sustained DPS (Spam/Fast-Spam/Burst): 225 (293/310/379)
Max Range: 2200 units
Damage Drop off Multiplier: x0.84

MP5
Damage Per Shot: 26
Ammo: 50 / 650
Friendly Fire Damage: 1
Reload Duration: 3.0667 seconds
Fire Rate: 0.075 seconds
Sustained DPS (Spam/Fast-Spam/Burst): 200 (260/268/320)
Max Range: 2500 units
Damage Drop off Multiplier: x0.84

Uzi
Damage Per Shot: 20
Ammo: 50 / 650
Friendly Fire Damage: 1
Reload Duration: 2.2667 seconds
Fire Rate: 0.066 seconds
Sustained DPS (Spam/Fast-Spam/Burst): 180 (234/248/303)
Max Range: 2500 units
Damage Drop off Multiplier: x0.84

Pump Shotgun
Damage Per Shot: 250 (25 x 10 Pellets)
Ammo: 8 / 72
Friendly Fire Damage: 10 (1 x 10 Pellets)
Reload Duration: 4.2 seconds (empty to full)
Fire Rate: 0.9 seconds
Sustained DPS (Spam/Fast-Spam/Burst): 175 (245/252/278)
Max Range: 3000 units
Damage Drop off Multiplier: x0.7

Chrome Shotgun
Damage Per Shot: 248 (31 x 8 Pellets)
Ammo: 8 / 72
Friendly Fire Damage: 8 (1 x 8 Pellets)
Reload Duration: 4.2 seconds (empty to full)
Fire Rate: 0.9 seconds
Sustained DPS (Spam/Fast-Spam/Burst): 174 (243/250/276)
Max Range: 3000 units
Damage Drop off Multiplier: x0.7

Tier 2 Weapons:
Tactical Shotgun (Autoshotgun)
Damage Per Shot: 253 (23 x 11 Pellets) / 209 vs Tanks (19 x 11 Pellets)
Ammo: 10 / 90
Friendly Fire Damage: 11 (1 x 11 Pellets)
Reload Duration: 4 seconds (empty to full)
Fire Rate: 0.2667 seconds
Sustained DPS vs Tanks (Spam/Fast-Spam/Burst): 313 (575/615/784)
Max Range: 3000 units
Damage Drop off Multiplier: x0.7

Spas (Combat Shotgun)
Damage Per Shot: 252 (28 x 9 Pellets) / 207 vs Tanks (23 x 9 Pellets)
Ammo: 10 / 90
Friendly Fire Damage: 9 (1 x 9 Pellets)
Reload Duration: 4 seconds (empty to full)
Fire Rate: 0.2667 seconds
Sustained DPS vs Tanks (Spam/Fast-Spam/Burst): 310 (570/609/776)
Max Range: 3000 units
Damage Drop off Multiplier: x0.7

AK-47
Damage Per Shot: 58
Ammo: 40 / 360
Friendly Fire Damage: 2
Reload Duration: 2.4 seconds
Fire Rate: 0.1333 seconds
Sustained DPS (Spam/Fast-Spam/Burst): 300 (368/383/435)
Max Range: 3000 units
Damage Drop off Multiplier: x0.97

M16
Damage Per Shot: 33
Ammo: 50 / 360
Friendly Fire Damage: 1
Reload Duration: 2.2 seconds
Fire Rate: 0.0875 seconds
Sustained DPS (Spam/Fast-Spam/Burst): 251 (309/323/377)
Max Range: 3000 units
Damage Drop off Multiplier: x0.97

Scar (Desert Rifle)
Damage Per Shot: 44 x 3 round burst
Ammo: 60 / 360
Friendly Fire: 1 x 3 round burst
Reload Duration: 3.3 seconds
Fire Rate: 0.1222 seconds
Sustained DPS (Spam/Fast-Spam/Burst): 248 (318/327/359)
Max Range: 3000 units
Damage Drop off Multiplier: x0.97

SG-552
Damage Per Shot: 33
Ammo: 50 / 360
Friendly Fire: 1
Reload Duration: 3.4 seconds
Normal Fire Rate: 0.084 seconds
Scoped Fire Rate: 0.1351 seconds
Normal Sustained DPS (Spam/Fast-Spam/Burst): 217 (328/334/393)
Scoped Sustained DPS (Spam/Fast-Spam/Burst): 162 (217/220/244)
Max Range: 3000 units
Damage Drop off Multiplier: x0.97

Military Sniper
Damage Per Shot: 90
Ammo: 30 / 180
Friendly Fire: 3
Reload Duration: 3.3 seconds
Fire Rate: 0.2667 seconds
Sustained DPS (Spam/Fast-Spam/Burst): 239 (301/309/337)
Max Range: 8192 units
Damage Drop off Multiplier: x1

Hunting Rifle
Damage Per Shot: 90
Ammo: 15 / 150
Friendly Fire: 3
Reload Duration: 3.13 seconds
Fire Rate: 0.2667 seconds
Sustained DPS (Spam/Fast-Spam/Burst): 189 (272/285/337)
Max Range: 8192 units
Damage Drop off Multiplier: x1

Scout
Damage Per Shot: 105
Ammo: 15 / 180
Friendly Fire: 3
Reload Duration: 2.9 seconds
Fire Rate: 0.9 seconds
Sustained DPS (Spam/Fast-Spam/Burst): 96 (109/111/117)
Max Range: 8192 units
Damage Drop off Multiplier: x1

AWP
Damage Per Shot: 115
Ammo: 20 / 180
Friendly Fire: 3
Reload Duration: 3.66 seconds
Fire Rate: 1.067 seconds
Sustained DPS (Spam/Fast-Spam/Burst): 92 (103/104/108)
Max Range: 8192 units
Damage Drop off Multiplier: x1
Secondary Weapon Stats
Each secondary weapon has different advantages in different scenarios. The Deagle's high accuracy and power excels at 1-hitting commons and killing specials, and gives you the strongest firepower when incapacitated to help your team revive you. The double-pistols have the highest DPS against tanks, higher even than some primary weapons. The melee weapons are popular for cutting smoker tongues, quickly killing specials that get close, and clearing many commons when surrounded. However a melee player will default to the single pistol when incapacitated, which has the weakest firepower.

Pistols
It is not possible to spam pistols, so Spam DPS has been replaced with Swap DPS: the amount of time it takes to swap to the pistol + fire. Because the weapon-swap animation of all pistols is faster than the melee-animation, never try to animation-cancel when swapping to pistols; the Fast-Swap DPS is lower than just Swap DPS. However, you may animation-cancel when swapping back to your primary weapon, as explained in the previous chapter.

Deagle (Magnum Pistol)
Damage Per Shot: 80
Ammo: 8 / Infinite
Friendly Fire: 2
7-Shot Reload Duration: 1.6 seconds
8-Shot Reload Duration: 2 seconds
Fire Rate: 0.3 seconds
7-Shot Sustained DPS (Swap/Fast-Swap/Burst): 151 (215/198/267)
8-Shot Sustained DPS (Swap/Fast-Swap/Burst): 145 (221/204/267)
Max Range: 3500 units
Damage Drop off Multiplier: x0.75
When Incapped:
Fire Rate : 0.3
7-Shot Sustained DPS (Swap/Fast-Swap/Burst): 151 (n.a/n.a/267)
8-Shot Sustained DPS (Swap/Fast-Swap/Burst): 145 (n.a/n.a/267)

Dual Pistols
Damage Per Shot: 36
Ammo: 30 / infinite
Friendly Fire: 1
28-Shot Reload Duration: 2.3333 seconds
30-Shot Reload Duration: 2.5 seconds
Fire Rate: 0.1 seconds
28-Shot Sustained DPS (Swap/Fast-Swap/Burst): 196 (291/285/360)
30-Shot Sustained DPS (Swap/Fast-Swap/Burst): 196 (295/289/360)
Max Range: 2500 units
Damage Drop off Multiplier: x0.75
When Incapped:
Fire Rate : 0.3
28-Shot Sustained DPS (Swap/Fast-Swap/Burst): 93 (n.a/n.a/120)
30-Shot Sustained DPS (Swap/Fast-Swap/Burst): 93 (n.a/n.a/120)

Single Pistol
Damage Per Shot: 36
Ammo: 15 / infinite
Friendly Fire: 1
14-Shot Reload Duration: 1.6 seconds
15-Shot Reload Duration: 2 seconds
Fire Rate: 0.2 seconds
14-Shot Sustained DPS (Swap/Fast-Swap/Burst): 115 (153/143/180)
15-Shot Sustained DPS (Swap/Fast-Swap/Burst): 108 (154/145/180)
Max Range: 2500 units
Damage Drop off Multiplier: x0.75
When Incapped:
Fire Rate : 0.3
14-Shot Sustained DPS (Swap/Fast-Swap/Burst): 87 (n.a/n.a/120)
15-Shot Sustained DPS (Swap/Fast-Swap/Burst): 83 (n.a/n.a/120)

Melee Weapons
All melee weapons have the same range and damage per swing.
Damage: 200 vs Tanks (5% hp) = 20 hits. Charger = 2 hits. Other specials and commons = 1 hit.
A Charger dies in 1 hit if struck on the head. Striking the legs/feet of Hunters, Boomers and Smokers deals reduced damage, and may not kill them in 1 hit.

Other than that, there are three factors that make each melee weapon unique:
  1. Bladed vs Blunt
  2. Swing speed
  3. The arc of their swing/s (Sometimes referred to as hitrays)

Bladed Melee Weapons
Generally speaking bladed weapons are better as they have the added ability of being able to cut smoker’s tongues preventing being pinned. They also have the added benefit of the common infected they kill ragdolling slightly faster.

Fire Axe
Swing 1: Horizontal from right to left
Swing Time: 0.95 Seconds
Hit rays: 20-24
Swing 2: Horizontal from left to right
Swing Time: 0.95 Seconds
Hit rays: 20-24
DPS vs Tanks: 211

Katana
Swing 1: Horizontal from right to left
Swing Time: 0.75-0.83 Seconds
Hit rays: 12-16
Swing 2: Horizontal from left to right
Swing Time: 0.75-0.83 Seconds
Hit rays: 20-24
DPS vs Tanks: 244

Crowbar
Swing 1: Horizontal from right to left
Swing Time: 0.95 Seconds
Hit rays: 12
Swing 2: Horizontal from left to right
Swing Time: 0.9 Seconds
Hit rays: 12
DPS vs Tanks: 216

Machete
Swing 1: Horizontal from right to left
Swing Time: 0.73 Seconds
Hit rays: 12-16
Swing 2: Horizontal from left to right
Swing Time: 0.73 Seconds
Hit rays: 21
Swing 3: Horizontal from right to left
Swing Time: 0.6 Seconds
Hit rays: 12
DPS vs Tanks: 294

CS Knife
Swing 1: Diagonal from top left to bottom right
Swing Time: 0.8 Seconds
Hit rays: 16-20
DPS vs Tanks: 250

Pitchfork
Swing 1: Vertical bottom to top
Swing Time: 0.8 Seconds
Hit rays: 12
Swing 2: Diagonal bottom right to top left
Swing Time: 0.8 Seconds
Hit rays: 12
Swing 3: Horizontal left to right
Swing Time: 1 Second
Hit rays: 20
DPS vs Tanks: 233

Blunt Melee Weapons

Baseball Bat
Swing 1: Horizontal from right to left
Swing Time: 0.87 Seconds
Hit rays: 24-28
Swing 2: Diagonal from top left to bottom right
Swing Time: 0.87 Seconds
Hit rays: 21-25
Swing 3: Diagonal from top right to bottom left
Swing Time: 0.87 Seconds
Hit rays: 21-25
DPS vs Tanks: 230

Cricket Bat
Swing 1: Horizontal from right to left
Swing Time: 0.87 Seconds
Hit rays: 24-28
Swing 2: Diagonal from top left to bottom right
Swing Time: 0.87 Seconds
Hit rays: 21-25
Swing 3: Diagonal from top right to bottom left
Swing Time: 0.87 Seconds
Hit rays: 21-25
DPS vs Tanks: 230

Frying Pan
Swing 1: Horizontal from right to left
Swing Time: 0.8 Seconds
Hit rays: 20
Swing 2: Horizontal from left to right
Swing Time: 1 Second
Hit rays: 20
DPS vs Tanks: 222

Golf Club
Swing 1: Horizontal from right to left
Swing Time: 0.75-0.83 Seconds
Hit rays: 12-16
Swing 2: Horizontal from left to right
Swing Time: 0.75-0.83 Seconds
Hit rays: 20-24
DPS vs Tanks: 244

Electric Guitar
Swing 1: Horizontal from right to left
Swing Time: 0.93 Seconds
Hit rays: 20
Swing 2: Horizontal from left to right
Swing Time: 0.93 Seconds
Hit rays: 20
DPS vs Tanks: 215

Police Baton
Swing 1: Horizontal from right to left
Swing Time: 0.73 Seconds
Hit rays: 8
Swing 2: Horizontal from left to right
Swing Time: 0.6 Seconds
Hit rays: 21
DPS vs Tanks: 304

Shovel
Swing 1: Horizontal from right to left
Swing Time: 0.9 Seconds
Hit rays: 24-28
Swing 2: Horizontal from left to right
Swing Time: 1-1.07 Seconds
Hit rays: 32
DPS vs Tanks: 205
Other Weapon Stats
Consumable Weapons
These weapons cannot have their ammo reserves restocked and thus are not viable long term for survival.

M60
Damage Per Shot: 50
Ammo: 150
Friendly Fire: 1
Reload Duration: N/A
Fire Rate: 0.109 seconds
Burst DPS: 459
Max Range: 3000 units
Damage Drop off Multiplier: x0.97

Grenade Launcher (Noobtube)
Damage Per Shot: Up to 1000 based on the proximity to the centre of the explosion
Ammo: 1 / 30
Friendly Fire: Up to 4 based on proximity to the centre of the explosion
Reload Duration: 3.3 seconds
Fire Rate: 0.8 seconds
Sustained DPS: up to 244
Max Range: 3000 units
Damage Drop off Multiplier: x0.97

Chainsaw
Damage Per Shot: 100
Ammo: 225
Friendly Fire: 1
Reload Duration: N/A
Fire Rate: 0.1 Seconds
Burst DPS: 1000
Notes: Considered a bladed melee weapon as thus can cut smoker’s tongues and kills ragdolling common infected faster.

Throwables
Pipe Bomb
Use: Attracts common infected before exploding. Best used to distract the horde when reviving incapacitated teammates or moving between locations on the map. Eg. ammo/health-kit runs. Can also stumble special infected, tanks and survivors.
Fuse time: 6 seconds from when it leaves the survivors hand.
Friendly fire: Up to 22 damage depending on proximity to the centre of the explosion.

Molotov
Use: Zone denial. Best used in choke points to kill the horde during tanks.
Duration: 15 Seconds
Friendly fire: 55 damage for full duration

Bile-Jar
Use: Covers infected it directly hits in bile like a boomer vomited on them. If it doesn’t hit any targets or the targets hit die it will attract common infected to a bile cloud where it landed. All nearby infected including special infected and tanks will target biled targets until they die or the effect wears off. Best used during ammo/health-kit runs or when picking up incapacitated survivors is proving difficult. Do not ever use whilst any survivors are covered in bile as biled targets will still be targeted. Do not use when there are no common infected on the map either, as the bile will spawn in common if there are none on the map.
Duration: 20 Seconds

Prop Weapons
Propane Tank
Use: Stumbles special infected, tanks and survivors.
Friendly fire: Up to 23 damage depending on proximity to the centre of the explosion.

Oxygen Tank
Use: Attracts common infected before exploding. Stumbles special infected, tanks and survivors.
Fuse Time: 2 Seconds
Friendly fire: Up to 23 damage depending on proximity to the centre of the explosion.

Gas Can
Use: Zone denial. Best used in choke points to kill the horde during tanks.
Duration: 15 Seconds
Friendly fire: 55 damage for full duration

Fireworks
Use: Zone denial. Best used in choke points to kill the horde during tanks.
Duration: 15 Seconds
Friendly fire: 55 damage for full duration

Fire Barrels
Use: Fire Barrels are static spawns and only on a few maps in poor use case locations. Best just to use them when a tank is running through for a bit of free extra damage.
Duration: 18 Seconds
Friendly fire: 24 damage depending on proximity to the centre of the explosion + 68 damage for full duration from the fire.
Gun Shop

Positions

  • One player (A) on the sink spamming the M16 spawn
  • One player (B) on the ground next to the sink spamming the M16 spawn
  • One player (C) behind the M16 spawn spamming it
  • One player (D) at the back spamming the M16 spawn

Positions A & B

These two solely focus the front even when tanks path around the shelves to the left and they should prioritise infected in the following order of importance:
  • Spitters
  • Smokers
  • Tanks
  • Chargers
  • Jockeys
  • Hunters
  • Common Infected
  • Boomers
Often tanks will rush in and climb the counter in front of survivors, these players should back up just before the tank gets in range to climb the counter to avoid being hit as the tank can melee hit survivors whilst climbing and on top of the counter.

In the rare chance a tank throws a rock these two players should back up and then move forward just before the tank releases the rock to bait it to throw it short/into the right wall.

Position C

This player will mainly focus the front prioritising infected in the following order:
  • Spitters
  • Smokers
  • Tanks
  • Chargers
  • Jockeys
  • Hunters
  • Common Infected
  • Boomers

When tanks approach the counter this player should back up to avoid being hit and if a tank throws a rock this player should dodge left to bait rocks to be thrown into the shelves. If a tank paths around to the left this player should focus it down before returning their focus to the front.

Position D

This player mostly plays a support role and will take care of stray common infected and prioritises any infected that path around the shelves to the left before returning their focus to the front.

Notes

The hold position isn’t accessible until after survivors start the round so the starting weapons don’t matter but it is beneficial for survivors to take either the Deagle or a bladed melee weapon as their secondary. The hold position is just at the back and to the right after opening the doors to start the event so players should be able to get into position without much trouble or threat from the infected.

The health-kit run is very long on this map and requires survivors to run through many dangerous choke points and is advised against however if survivors wish to attempt a health-kit run it is best to push forward to the front of the the grocery store and utilise the Autoshotgun spawn and wait there to deal with tanks before pushing out and running left and up over the van onto the fence and hedges until jumping onto the balcony and running across and down into the gun shop. Once in the gun shop players should hold there to deal with tanks before pushing back out and up onto the balcony and then dropping down off the end of the balcony and pushing back into the grocery store.
Mall Atrium

Bridge Hold

  • One player (A) area left of the ammo pile with a Military Sniper or M16 and Bladed Melee Weapon as a secondary
  • Two players (B) & (C) hold the right side of the bridge using the Military Sniper
  • One player (D) holds the area top of stairs using a Military Sniper or M16

Position A

This player will need to be good at cutting smoker’s tongues with their melee weapon as smoker’s will often spawn from the closet to the left and will attack from behind the potted plants which will obscure player vision of them. The tongue can reliably be cut based on the attack sound cue.

This player is also responsible for kiting and baiting tanks from this side. If a tank throws a rock this player should dodge left to force the tank to throw the rock into the wall. Otherwise they should kite tanks across the bridge whilst being mindful of approximately how much health the tank has left and jumping across to the stairs to buy extra time for the team to shoot it.

Position B

This player is the primary communicator and is responsible for calling which targets are priority for the team to shoot. This player is also responsible for helping the player in position A with special infected that spawn from the left closet and more specifically smokers and jockeys. To avoid pulling aggro of left tanks this player should back up whilst shooting.

Position C

This player focuses on the special infected that climb the right pillar (the pillar next to the car on the left side of the bridge) as well as helping with the infected coming up the stairs and the special infected that climb both pillars near the stairs.

This player should move so that they can focus down tanks that come from the Saferoom Hold area before they reach the player in position D. If the right is relatively clear this player can also assist with tanks from the left side of the bridge.

Position D

This player primarily deals with the infected on the stairs but will also move to bait tanks around the skylights. This player should prioritise special infected before assisting with tanks from the right side. Rather than assisting with tanks from the left side this player should prioritise keeping the stairs and right clear so the team has room to kite the tank(s).

Notes

Gas cans should be stored in the closet on the right next to the skylights on the right for easy access and to avoid them being accidentally shot. They can be used either on the stairs or on the left side to clear horde whilst dealing with tanks. The player in position C can best throw the cans to the appropriate areas when there is down time.

Atrium is quite a dynamic map in terms of the pathing and laps to retrieve health-kits or defibs and because of the openness it is easy for the team to cover players when they run for a kit or defib so players don't need to follow a particular path or run together but they should communicate to their team before moving out of position so that they may cover their position as well as cover them on their run.

Saferoom Hold

The area is colloquially known as the "Saferoom" in the survival community.
  • One player (A) front-left using a Military Sniper and Deagle
  • One player (B) front-right using a Military Sniper and Deagle
  • One player (C) front-middle using a Military Sniper and Deagle
  • One player (D) back using a Autoshotgun and Deagle

Position A

This player should use the Deagle until the tank arrives in the front. This player kites front tanks and baits them around the skylight. This player focuses on the front when a tank comes from the back.

Position B

This player should use the Deagle until the tank arrives in the front and then switch to their sniper and back up whilst shooting to avoid pulling aggro of front tanks.

Position C

This player should use the Sniper the whole time and ignores common infected only focusing on special infected and tanks. This player will switch between focusing the front and assisting with the back.

Target priorities:
  • Spitters
  • Tanks
  • Chargers in the back
  • Jockeys in the back
  • Chargers in the front
  • Jockeys in the front
  • Smokers
  • Hunters
  • Boomers
Position D

This player will use the Autoshotgun the whole time as very few common infected will come from the back and they ignore tanks that come from the front. It is best not to stand too close to the wall as jockeys may jump immediately onto their head. When a tank comes from behind this player should bait them around the skylight.

Notes

If survivors get sandwiched by tanks they can drop and follow the lapping circuit to reset and buy themselves some space.

Gas cans should either be stored in the crevasse to the left of the front or in the closet closest to the saferoom area.

Before the 13 minute mark it is relatively safe for the survivors to grab ammo from the bridge ammo pile but after it may be safer for the survivors to follow the main lapping circuit listed in the next section and grab ammo from the second floor ammo pile. If survivors need a health-kit or other supplies they can use a different variant of the lapping circuit to drop to the ground floor to retrieve supplies from the information kiosk.
Mall Atrium (Continued)
Lapping Circuit

Atrium has one of the most unique lapping circuits due to how vertical and versatile the lap is. It is also unique because it can be utilised as its own viable strategy. To use the lap as a fully fledged strategy players should utilise some of the following practices:
  • Avoid killing tanks. Killing tanks will make them respawn, often at times ahead of survivors cutting off the route.
  • Stick close together. This makes it easier to help each other with hordes or special infected and forces tanks to path more predictably and avoid awkward locations for close encounters.
  • Listen for tank rocks. Tanks can track players through walls and will often throw rocks from across the map and which survivors may not always be able to see and can catch survivors off guard as they come out of cover.
  • Adapt on the fly. There are almost always many options survivors can take if cut off. It is better to act quickly and take a different path to avoid a close encounter with special infected or tanks.

To start the main lap, survivors should wait in the Saferoom Hold area and drop down through the skylight when a tank arrives. If a player either drops early or is cut off from returning to the third floor they can wait by the scaffolding below the Saferoom.

From there survivors should cross the bridge and follow around past the elevator towards the ammo pile on the opposite side. If cut off near the bridge survivors can drop onto the booths on ground floor;

or path the opposite way and either jump from the stairs onto the booths and then onto the information kiosk or directly onto the information kiosk and then reconnect to the main circuit at the stairs to the third floor.

From the ammo pile the main path continues on to the other bridge where survivors drop onto the scaffolding however there are multiple other emergency paths survivors can take, including dropping onto the Poster to the right and dropping onto the car.

From the ground floor the main path continues up the stairwell to the third floor and then return to the Saferoom. The stairs also have a shortcut players can take to quickly return to the second floor by strafe-crouch jumping off of the middle handrail however this jump can be difficult to pull off, especially under pressure and should be used as an absolute last resort.

Other shortcuts:

Survivors can drop off the third floor bridge onto the scaffolding or glass on the bridge below.

Survivors can drop on the far side of the third floor by walking off and landing on the glass near the ammo pile on the second floor.

Survivors can skip the run from the scaffolding on the ground floor to the base of the stairwell by jumping directly from the bridge on the second floor onto the tree and immediately jump from the tree onto the stairwell.
Riverbank

Gazebo Hold

  • One player at the front-left (A) using a Military Sniper
  • Two players (B) & (C) spamming the Military Sniper spawn
  • One player (D) at the back using a Military Sniper

Position A

The player in this position predominantly watches the front and will kite tanks that come from the front in a counter-clockwise path around the gazebo and to the hedges at the back and then utilise the hedges to bait the tank into climbing, buying enough time for the others to finish killing the tank.

Position B

This player can sit on the railing above the military sniper spawn to avoid most spit and should maintain their focus on keeping the front under control as they have the combination of the best view of the front and don't have to worry about kiting tanks.

Position C

This player sits just behind the railing and will assist with killing all the tanks as well as trying to maintain control at the front. This player will need good prioritisation and know where and what to shoot.

Position D

This player sits on the boxes and maintains control of the back which should be easy for the most part and when the back is quiet they can assist with the front or sides and helps kill tanks quickly. Their positioning is important for blocking spawns. For the rare tanks that spawn at the back they should utilise the hedges in the back to bait the tank into climbing whilst the team dispatches of the tank quickly.

Notes

Gas cans are able to be stored in the gap between the grass around the gazebo and the hedges on the left side so that the player in position A can easily access them and throw them in the middle at the front for emergency situations.

Stage Hold

  • Three players (A), (B) & (C) sitting on the hedges at the back using military snipers
  • One player (D) holding forward around the choke point of the gazebo using either an Autoshotgun or M16
Position A

This player will mostly just focus the front and occasionally infected will path down the street to the right and climb the fence behind that they will need to deal with. If tanks path down the left this player should help focus the tank down and if tanks path down on the right they should focus on keeping the bait position (D) clear.

Position B

This player should move appropriately to focus tanks on both the left and right sides.

Position C

This player focuses the front but will occasionally have to deal with infected that trick around the back of the left side tent. They should primarily focus on tanks that path down the right and help keep the bait position (D) clear when tanks path down the left side.

Position D

This player has the most difficult position. Their primary role is to kite tanks and bait them into climbing on or pathing around objects, buying enough time for the snipers to finish the tank off. When kiting, always be mindful of what is behind you and don’t be afraid to turn around to get a visual on where you’re going. Whilst it is important to help dps down the tanks it is more important to keep yourself free and able to move so common infected and special infected are higher priority than dpsing the tank. This player can utilise the hedges, boxes, speakers, trees, fences and even the tents at the back to kite the tank around just be mindful to keep within range to help avoid the tank re-aggroing onto another player and to avoid the tank throwing a rock unless you’re in a position to safely dodge the rock away from teammates.

Notes

A safe place to store gas cans is behind the hedge at the back behind the player in position (B) and they can run them up the front for player (D) during ammo runs or if requested.

The snipers should go for ammo runs at the standard times early on and try to go after every 6th tank to best get a small window which is approximately every 2 minutes or so. However due to the length of time some tanks may take to travel to the team players should attempt to go when they start reaching around 50 ammo remaining so they have enough ammo to deal with threats along the way. Remember to help cover teammates whilst they grab ammo before returning to position. Players can also grab health-kits, pills and throwables whenever they need to during an ammo run.

Hedge Hold

  • One player forward on the right hedge (A) using a military sniper
  • One player in the middle at the back (B) using a military sniper
  • One player in the back left (C) using a military sniper
  • One player forward on the left hedge near the stairs (D) using a military sniper

Position A

The player in this position will be baiting the majority of tanks if they reach the survivors. To bait the tank when it starts climbing up on the hedge this player should back up that the tank will drop off in attempt to path to them and then walk back towards the tank to make it climb up again and repeat this process until the tank has been killed.

This player is in the most danger as they will also be targeted by a lot of the special infected. Smokers and hunters in particular will be the biggest threats as they can easily reach this player and smokers will pull them off the safety of the hedge. If this player falls or when they need to grab ammo they should drop, run back up the stairs and along the hedges on the left to get back in position as quickly as possible.

Position B

This player’s main role is to support the rest of the team and cover where needed. They should ensure that other players are free from common infected and where possible help kill tanks. Rarely stuff will either spawn near the back or path around from the street on the left which this player will have to deal with. They can move around as necessary to get a good angle on common infected and tanks.

Position C

This player will focus on the tanks and special infected in the front as well as keeping common infected that pour in over the fence to the left from preventing the player in position (D) from retreating when necessary.

Position D

This player mainly focuses on tanks and special infected as they have the greatest line of sight of the team and can get ammo relatively easily. They will have a lot of common infected that will drop over the fence behind them as well as climb up on the hedges next to them, be mindful of this when retreating from incoming special infected or tanks.

Notes

The team can store gas cans between the stairs and hedge in front of position (D) and throw them out between the stairs and the hedges on the right.

The health-kit run can be quite long and dangerous with this strategy but players should hug the hedges on the left till the step up then throw a bile jar out to the right and move towards the centre and into the gazebo grabbing health-kits, pills and throwables. If need be they can wait here to kill a tank before moving back at which point a second bile jar should be throw to a similar position and the team should follow the same path back.
Underground AKA Bedlam


Positions

  • One player forward on the ground (A) using a military sniper
  • One player crouched on the fence (B) using a military sniper
  • One player standing on the fence (C) using a military sniper
  • One player sitting on the gas meter (D) using a military sniper

Position A

This player will be baiting tank rocks by running forward and quickly backing up as the tank releases the rock from its hands and then kiting the tanks back down the alley towards the other players. This player will also deal with most of the common infected and will need to be mindful of smokers hiding below next to the front loader truck and should back up/duck to bait the tongue attack.

Positions B & C

These players will mainly focus on special infected and tanks. Rarely smokers and hunters will target these players if they spawn on the street across the left side. If these players are pulled off they can get back up by jumping on the generator and then onto the platform below the fence and they can run along the outside to get back.

Position D

This player focuses solely on special infected and tanks in the front.

Notes

The gas cans should be stored in the back of the fenced in alley and the player in position D should run the cans and place them at the front where tanks climb up.

Players can get ammo whenever they need and should help cover each other when grabbing ammo. The players in positions B & C can crouch jump off the cement bags to take a shortcut back onto the fence but this jump can be difficult to make and if they don’t make it they should just run back up the alley and jump off the gas meter that position D usually sits on. The player in position D should move out of the way so the other players don’t slide off them.
Port (Passing)


The Semi-trailer Hold

  • One player (A) baiting on the concrete block next the the semi-trailer using an AK-47
  • One player (B) sitting on the corner of the fence using an AK-47
  • One player (C) moving between the back fence and the car using either an AK-47 or a military sniper
  • One player (D) sitting next to the corner of the building using an AK-47

Position A

This player will deal with most of the infected from the street below. The biggest threats to this player are tanks and chargers. Chargers can be baited to charge into the back of the truck to avoid being stumbled and damaged jump left towards the stairs after the charger has begun charging.

Tanks are relatively easy to bait as they cannot path on top of the concrete block so slight movements back and forth will force them to path around to try and reach this player. Keeping this in mind it is better to keep them-self clear from other threats so that they can move rather than dps the tank, only dps the tank if there is nothing around to block your movement. If a tank stops chasing and starts throwing a rock back away in the opposite direction, if the tank is on the left drop off the concrete block and hide behind the truck and immediately jump back on the concrete block once the tank has thrown the rock, and if the tank is on the right drop off and move towards player C and quickly return back to concrete block once the tank releases the rock.

Position B

This player floats around in the back at the top offering support killing all tanks but mostly focusing on special infected and horde at the top. This player should be sitting far enough back to not pull aggro of tanks away from the player in position D, however if a tank does target them, be mindful that the car next to them is hittable and don’t be afraid to drop off the railing to the ground below also being mindful of the dumpsters as they’re also hittable. When the player in position D is grabbing ammo or kiting a tank down the stairs this player should assume position D temporarily until they return.

Position C

This player will offer support for everything on both the top and bottom and will need good prioritising skills. The order of priorities will switch based on the situation but a general guide is as follows:
  • Special Infected at the bottom if position A is baiting a tank
  • DPSing tanks at the bottom
  • Special infected at the top
  • DPSing tanks at the top
  • Common infected at the top
  • Common infected at the bottom

Position D

This player holds the front of the top side just behind the building corner and can utilise the building corner to cut line of sight and sidestep chargers and bait smoker tongues. When tanks come from the top this player should kite them either down the stairs towards the concrete block that position A holds or they can utilise the tree to dance with the tank. The second option is much riskier due to other infected being easily able to pour in around the corner of the build and the tank may re-aggro onto another player once line of sight is cut by the tree.

Notes

The gas cans should be stored behind the the semi-trailer where position A holds and can be used by the player in this position to help clear the horde during double tanks. Placing them at the end of the fence in front of position A should cover all the horde and also light the tanks of fire.

The players in positions B & D can grab ammo from either the top inside the building on the opposite side of the street or from the bottom next to position A. The player’s in positions A & C grab ammo from next to position A.

To perform a health-kit run the team should start by holding on the railing in position C and follow the lapping strategy listed below grabbing kits as they pass by the start switch area.

Bridge Hold

  • One player (A) watches the door to the bar using an AK-47
  • Two players (B) & (C) in the middle watch the front using AK-47s
  • One player (D) located close the the end of the fence in front using an AK-47

Position A

This player mainly focuses the door from the bar but will help with tanks from the front. If a tank comes from the bar this player can kite it down the alley to the right maintaining a healthy distance so that there is enough time to jump back up and onto the bar deck area and kite the tank back towards the bridge. If this player falls into the alley by accident or doesn’t wish to travel all the way to the end to climb back up there is a ledge in front of the hedges that they can use to jump back up to the bridge area.

Position B & C

These players offer support to position A & D and with their focus mainly on the front.

Position D

This player’s main purpose is to drop spit away from the team. The main threats to this player are quick spawns from the bar to the right. Tanks and chargers in particular should be dispatched quickly but if they cannot the player should lead tanks around the other side of the fence backing up towards the health-kits

Notes

There isn’t really a 100% fool-proof place to store gas cans for this strategy but generally cans are either stored at the back or on the left behind the bridge support.
Port Passing (Continued)
Pool Room Hold

  • One player (A) holding the corner using an military sniper
  • One player (B) on the pool table using an military sniper
  • One player (C) at the back door using an military sniper
  • One player (D) at stairs corner using an military sniper

Position A

This player will mainly focus the downstairs bar area but when required can quickly switch focus to assist with the back door. If tanks climb towards this player from the bar they should move onto the pool tables.

Position B

This player focuses the downstairs bar area and will jump between the pool tables to bait tanks to climb back and forth.

Position C

This player has the hardest job but will deal with all the special infected that climb the infected ladder in front of them or traverse up the stairs outside. They should be mindful of special infected dropping off the roof above. It’s usually safest to play a little bit back from the doorway due to how close the infected ladder is only peeking out when it’s relatively quiet.

Position D

This player can either sit at the corner above the base of the stairs to assist with the bar below or at the top of the stairs to act as a hard barrier for the infected.

Notes

There isn’t really a safe place to store gas cans with this strategy but generally they’re stored behind the player in position A. Player A can throw them against the wall in the middle below to burn the horde during tanks.


The team should grab ammo by picking up a new military sniper from the bar below.
To grab health-kits the team should temporarily switch to a bridge hold whilst one person at a time grabs a health-kit and then when it is relatively safe return to the pool room.

Lapping

There are two relatively safe points at which survivors can wait for tanks to catch up whilst lapping, they are the fence near the semi-trailer hold. At this spot if a tank comes from below players can wait till the tank starts climbing to them before dropping and then when they drop they should move down the street (grabbing ammo from next to the concrete block) and into the warehouse on their left and up the stairs and across the bridge into the room above the generators.

The generator room is the second point at which it is safe to wait, players should wait on the railing until tanks either come in through the door behind or up the stairs from below and then drop and exit out the door where the elevator comes down in campaign mode. Players should then run behind the van and up the hill to the broken down wall section behind the warehouse. Players can take a moment here too but it isn’t as safe as the other two waiting areas. Players should move if a tank is at the bottom of the hill or potentially cutting off either side of the bus on the path ahead. If there isn’t a tank cutting off the path ahead it is safer to path around the right side of the bus and then proceed back to the semi-trailer fence waiting area.
Motel

Highway Hold

  • One player (A) holding on the right using a Military Sniper
  • One player (B) holding the middle right of the highway using a Military Sniper
  • One player (C) holding the middle left of the highway using a Military Sniper
  • One player (D) holding the left by the gas cans using a Military Sniper

Position A

This player floats around drainage ditch and highway guardrail area and mostly focuses on the area underneath the sign and in the pool area of the motel. This player should be mindful of smokers attacking them from the roof to the right and infected that may path around and over the hedges behind and to the right of them.

Positions B & C

These players can move around to focus where needed based on where tanks may roll in from, so they can move forwards toward the player in position D if there is a tank on the front right or back if there is a tank around the back of the building to the right or to the right near the player in position A to assist with tanks from the pool area. These players should also focus on killing any smokers that come from the roof of the building to the right when they try to attack the player in position A.

Position D

This player can float around at the front near the truck and can kite tanks back across the highway towards where the gas cans are held. This player will need to watch out for chargers, hunters and jockeys, especially following closely behind tanks.

Notes

Gas cans should be stored in the ditch on the left side of the highway and should be thrown out into the gap in front by the player in position D.

Ammo runs can be quite difficult with this strategy, but early on the team can path under the motel sign turning right and grabbing ammo from just in front of the pool area and then pathing back around the other side of the bus and returning to the highway.

From the 14:30 minute mark the team should opt to go for ammo on the roof of the building to the right. Even though this ammo run is much longer it is safer overall due to infected pathing and options for rerouting if players get cut off. Players should typically go for ammo when they are down to a total of around 40-50 ammo left so that they have the ammo to deal with threats during the run. When beginning this ammo run players should turn right and go around the back side of the building to the right and hug the fence line until they near the other end at which point they cut across and go up the stairs and then path back along the building towards the ammo pile where by the first person to get ammo should wait on the edge of the building till everybody has ammo and drop together. Due to the length of the ammo run and the abundance of pipe bombs and bile jars do not be afraid to use them to ensure a smooth ammo run, generally speaking though the best point of the ammo run to use them is when nearing the stairs so that players can deviate from the path and retrieve a replacement throwable as well as as health-kits and pills from the motel rooms or pool area.

Roof Hold

  • One player (A) on the right side of the roof using a Military Sniper with a laser sight
  • One player (B) in the middle above the infected climbing point from the bus using a Military Sniper with a laser sight
  • One player (C) on the left using a Military Sniper with a laser sight
  • One player (D) at the back left using a Military Sniper with a laser sight

Position A

This player should hang half off the edge of the building to drop spit to the ground below rather than on the roof. Their main focus should be the pool area but they will also help deal with anything from the roof to the right side.

Positions B & C

These players should focus on the pool area in front. The players should take advantage of the fact that the pool area walls can be shot through to quickly deal with special infected and deal extra damage to tanks. Smokers are top priority due to how easily they can pull survivors off of the rooftop.

Position D

The main focus for this player is the right and back sides but they should also be mindful of the climbing point on the left side of the building.

Notes

There isn’t a 100% safe place to store the gas cans for this strategy but a convenient location to store them is on the back side of the ventilation in the middle of the hold area and can be thrown out by the player in position D to right by the closest air conditioning vent.

Lapping Circuit

Starting in the double rooms players should wait for the tank to climb and enter the door to the first room before dropping out of the window and quickly moving right into the pool area following the fence line before hopping over the fence and under the motel sign. Continue to follow the fence line around the back of the building and proceed up the stairs at the far end and follow the motel walkway back to the double rooms. If cut off in the motel walkway drop to the ground floor and path along the bottom and turn right and proceed up the stairs and back to the double room.
Stadium Gate

Positions

  • One player (A) located on the right ledge using an AK-47
  • One player (B) located middle right using an AK-47
  • One player (C) located middle left using an AK-47
  • One player (D) located on the left ledge using an AK-47
Position A

The player in this position should be the strongest player in the team as they will be active the entire round. Most of the infected will path and climb up in front of this player. In particular this player needs to be extra aware and vigilant when it comes to smokers. Smokers will attack this player majority of the time from the front which can be baited by backing up over the roof apex and ducking. In the event of a smoker attacking from the back side of the roof the player should move away from the edge as fast as possible and communicate to the team as they will likely need saving if the smoker isn’t immediately taken out. In the event the player is pulled off the roof a pipe bomb may be needed and the player should begin pathing back towards the opposite end of the roof to return to position. Follow the lapping circuit listed below as best as possible and if there is a threat blocking the path do not hesitate to take a different route if it cannot be immediately and safely dealt with.

Smokers are only one of the many threats for this player, the other special infected can mostly be nullified and dispatched before climbing the wall other than the hunter, which can pounce at the survivor from the ground but backing up is enough to avoid having the pounce be able to connect. If the special infected manage to climb the wall they will still have another infected ladder to climb on the edge of the roof in front which buys the team a little extra time to kill them. Jockeys and hunters will be able to pounce from the lower roof section so be weary and back up and move laterally to avoid them pinning you.

The last major threat to this survivor is the tank which can be dangerous both from afar and close. Being close to the edge tanks will attempt to throw rocks from far away and in particular directly right of the position these rocks can be obscured by the tree branches. Always keep an ear out for the sound of the tank rock being thrown and back away from the ledge as necessary. When tanks do get close be mindful to maintain a healthy distance whilst backing up over the apex of the roof and down and onto the hedges. It is also good to communicate when doing this as the tank may re-aggro when you cut line of sight with it as you back up.

Position B

The player in this position plays support for the player in position A. They will mostly focus on the right climbing point and the rooftop opposite. They should keep an ear out for smokers from the right and be ready to quickly free the survivor in position A if they do get grabbed. If the player from position A does get pulled down and off the roof this player should assume their position temporarily and attempt to provide cover and information to player A to assist them in getting back to their position.

Position C

This position is about supporting where needed. They don’t have one particular place they will focus, they will shoot anything behind, to the left, in front and across the way as well as anything that has climbed up to the lower roof section on the right. In the event that player A has been pulled off the roof and is running back into position this player should attempt to move forward if safe to assist player A as they round the bend and climb back onto the beginning of the roof section.

Position D

This player is focused on the alley to the left and the roof opposite and then assists with killing tanks. Tanks that come from the left should be kited back towards the AK-47 spawn and can be baited by jumping repeatedly on and off the yellow concrete blocks from the ground.

Notes

Gas cans should be stored in the area just behind the AK-47 spawn and players can grab them when grabbing ammo from the gun spawn. The best place to throw the cans is into the nook at the bottom of the roof on the right hand side as this is where most of the infected will flow from.

Ammo runs are pretty straight forward, there is an ammo pile on the lower roof section in front but if there are infected around, it’s often easier to grab a new AK-47 from the gun spawn behind.

Health-kit runs will follow the lapping circuit listed below. There are 6 health-kits and 1 defib split into two locations, both of which can be retrieved using the same circuit pattern.

Lapping Circuit

The player should start the lap holding at position A from the Roof Hold Strategy until the tank is close by and then fall backwards towards and dropping off in front of the hedges go right cutting left in between the Stache-whacker and Twice Fried! Chicken tent if health-kits or a defib are needed, else continue pathing around the canteen building going around the far side of it and then cutting back in and jumping through the window of the building with the ice machine next to it where the other four health-kits are located proceed to jump through the window opposite to the one you entered and turn left towards the ladder leading towards the roof tops. Once on the rooftops the player can either drop into the alleyway to their right and follow that all the way to the other end of the barns and climb up onto the roof at the AK-47 spawn or they can go up the ladder to the left to the higher roof section and then hug the edge to the right to jump between the roof sections from the elevated ledges returning to the start point.
Concert

Tower Hold

  • Three players (A), (B) & (C) watching the front and stage areas spamming Military Sniper spawn
  • One player (D) watching the back spamming Military Sniper spawn

Positions A, B & C

These three positions mainly focus the stage and front areas prioritising spitters and smokers, followed by tanks and then any other special infected.

Position D

This player solely focuses the back. Their main priority is killing smokers and spitters quickly as they will pose major problems if they are allowed to attack. When a tank spawns in the back they should call for assistance immediately from position A and depending on the direction the tank paths, if it goes left to the infected ladder below position A let the team know so that position B may assist with killing the tank as it climbs or if it goes right get position C to assist with killing it whilst position A returns to focusing the front or covering the back for special infected whilst they kill the tank. Two players must be shooting the back tanks at all times.

Notes

The team should store the gas cans behind the ladder on the platform of the scaffolding just below where they hold and use them on the bottom level when tanks get close to the scaffolding and they aren't close to dying already.

Due to the team being able to see the entire map from the hold position individual players can run for supplies whenever needed as the team can easily cover them from the hold position.

Stage+Tower Hybrid

  • One player (A) holding right side of the stage stairs using their weapon of preference
  • One player (B) holding by and spamming the M16 spawn
  • One player (C) holding the left side of the stage using a Military Sniper
  • One player (D) holding the tower spamming the Military Sniper spawn

Positions A & B

These two players will deal with the vast majority of the common infected and should utilise the stage fireworks whenever they need to. When kiting tanks the drum mini-stage should be utilised to make the tank climb and dance to buy more time to kill it.

Position C

This player is mainly responsible for making sure no infected make it onto the stage from the left side so that positions A & B have room to move about as they need. If a tank spawns from the left they should lead the tank to the drum min-stage and use that to make the tank climb and dance, buying more time to kill it.

Position D

This player is responsible for killing most of the special infected and dealing the majority of the damage to tanks. Their top priority is any special infected or tank that is in close proximity to them-self and should not be afraid to abandon their post if a tank begins climbing the tower.

Notes

The right side of the stage is the hardest to control and gas cans should be used there to control the horde during double tank spawns. As for storing the cans, the players in position A & B should store them somewhere they feel is accessible but that they won't shoot them by accident.

Supplies are in close proximity to all the players so just grab them and utilise them as needed, the rest of the team should be able to cover from their positions.

Notes
Gator Village

Positions

  • One player (A) on the left bench spamming the Military Sniper spawn
  • Two players (B) & (C) in the middle spamming the Military Sniper spawn
  • One player (D) on the right bench spamming the Military Sniper spawn

Position A

This player primarily focuses the left and front of the ferry. Their target prioritisation is as follows:
  • Spitters
  • Hunters
  • Smokers
  • Jockeys
  • Chargers
  • Tanks (from any direction)
  • Common infected
  • Boomers

Positions B & C

These two players should makes sure they're sitting forward of the Military Sniper spawn so that their team mates can more easily grab a new weapon from the spawn and to prevent friendly fire.
Any infected that reach the inside of the ferry will target these two and should be dealt swiftly before focusing any infected elsewhere. Their primary focus areas are the fence in front and the shop/village area. Their targeting priority is as follows:
  • Spitters
  • Smokers
  • Hunters
  • Jockeys
  • Chargers
  • Tanks (from any direction)
  • Common infected (prior to entering the ferry)
  • Boomers

Position D

This player primarily focuses the right area along the water's edge and the village area. They will primarily focus tanks. They target priority is as follows:
  • Spitters
  • Tanks
  • Hunters
  • Smokers
  • Jockeys
  • Chargers
  • Common infected
  • Boomers
If a tank gets close to the ferry it will often throw a rock prepare to dodge the rock by moving forward. As a tank reaches the ferry this player should immediately move to the front right corner of the ferry along the benches and shimmy back and forth at the front to make the tank dance with them and eventually it will climb onto the roof of the ferry. The roof of the ferry can be shot through and this baiting tactic can be repeated as necessary to buy the team time to kill the tank.

Notes

The ferry where survivors will hold doesn't arrive till around the 2 minute mark so survivors should hold near the table with the weapons just to the right and spam the M16 and Autoshotgun spawns. The team will need to deal with the first two tanks in this area. The player furtherest from where the tank spawns during this period should focus on special infected and common infected to keep the team free and able to move whilst the other three focus on the tank.

There isn't a safe and useful place to place gas cans to avoid accidentally shooting them whilst on the ferry. The most useful place to store them is by the switch on the left of the ferry and place a few cans around and use them during the 2 minute period prior to the arrival of the ferry.

Players should consider healing when they reach 24 health or below as any survivor being incapacitated can lead to a team wipe. If a survivor does get incapacitated throwing a bile-jar off to the right (definitely not at a tank) can help the team recover quickly.
Shanty Town

Sniper Trailer Hold

  • One player (A) holds on the right side of the trailer using a Military Sniper
  • Two players (B) & (C) spam the Military Sniper spawn in the middle
  • One player (D) holds the left side on the log using the Military Sniper

Position A

This player primarily deals with the infected that climb fence to the right and can also pick special infected before they path around or through the house in front.

Positions B & C

These two players focus the front and assist with all tanks.

Position D

This player will mostly focus the front but also will deal with anything that paths around the left or the back. A lot of the tanks will target this player, they can move around on the log to force the tank to climb a second time to buy enough time to kill it.

Notes

The team should store gas cans under the log where they climb up to the caravan roof and use them near the door of the house in front to burn the horde during tanks.

It's not advised to make a health-kit run due to the length of the run combined with the fact that the vast majority of this map is covered in water which slows survivor movement speed down considerably.

Walkway/Town Hold

  • Two players (A) & (B) hold the left walkway using either Military Snipers or Autoshotguns
  • One player (C) holds the back walkway using an m16
  • One player (D) holds on the platform next to the ammo pile and spams any of the gun spawns

Positions A & B

These two players will kill the bulk of the special infected and deal the majority of the damage to tanks. Most special infected will path to them via the house on the left. Tanks can be baited into climbing and dancing by jumping between the stairs and the railing however if there is a lot of horde players should just fall back to the house on the back left or the walkway towards the rest of the team.

Position C

This player is responsible for dealing with most of the horde and covers the back areas as well as ensuring the players in positions A & B are free to move about. This player also covers the back right infected ladders and warns the player in position D of any threats that may be on the roof above them.

Position D

This player assist where needed and needs to be vigilant of any threats that come from their right. If a tank targets this player they can jump onto the railing of the walkway to make tanks drop back down into the water.

Notes

The positioning for this strategy is less concrete than most other strategies and players will need to be able to adapt and move about as necessary. This strategy works due to the close proximity and abundance of supplies and the ability to make infected climb onto different objects. There are a number of different shortcuts players can take advantage of to move about quickly such as the corner of the walkway where position C holds.

The gas cans are most useful in the front left when the team needs to fall back to help control the area. As such the best place to store them so that they don't get shot is behind one of the trees near the front left and either position A or B can grab a new one to replace a can as it is burned.
Plantation

Positions

  • Two players (A) & (B) hold the stairs using Military Snipers and Magnums
  • Two players (C) & (D) hold the doorway facing the ammo using Autoshotguns and Magnums

Positions A & B

These players focus on the downstairs area, they should use their magnum for the most part, only switching to their sniper rifles for tanks. The biggest threat for them is spitters and chargers. Both players should move up the stairs past the bend when a charger comes out through either downstairs door.

Tanks that come from the middle of the house will drop down in front of positions C & D at which point their arms can be seen and subsequently shot through the wall. When a tank comes from outside or through the side door player B should back up onto the railing on the other side of the hole early so that player A can comfortably back up without sliding off of them and has room to dance with the tank around the hole.

Positions C & D

These players focus the inner part of the house and should use their magnums only switching to their shotguns for tanks. The main threats are smokers and spitters, smokers can be baited into attacking by waiting for their attack sound and then side stepping out of the doorway. Spitters are a bit trickier and often will end up spitting, players should back away towards the stairs area when there is spit. If a tank climbs up and still isn't dead one player should back up to the railing on the far side of the hole before the other player so that they have room to dance with the tank around the hole.

Notes

Players should store the gas cans on the table next to the stairs and positions A & B can throw them at the side door to light during double tanks.

When players need ammo they should jump the gap across where positions C & D hold and then hug the wall to their right quickly grab ammo and any supplies they need and immediately run back. Even though the run may seem short and like it should be easy, this can be one of the most difficult ammo runs due to the many angles at which infected can attack from near the ammo pile as well as any climbing infected blocking the ability for survivors to move/jump the gap. If a player falls down the bottom during an ammo run they should run the bottom path to the stairs in the main room and grab ammo and back the normal way.

Lapping Circuit

Plantation has a lot of paths and objects to make infected climb. Players can lap somewhat effectively on this map. The lap begins at the stairwell hold. Players should hold at the hole till the tank gets close at which point they should drop down and exit out the door to the backyard and hug the wall till they reach the back gate at which point they can jump onto the hedges near the radio and wait for the tank to catch up, then they should continue around the outside and then re-enter the house through the main door and up the stairs of the main room past the ammo and jump back across to the stairwell hold position and then repeat the lap.
Burger Tank

Positions

  • One player (A) holds the front right corner of the roof using a Military Sniper
  • One player (B) holds on top of the ventilation shaft spamming the Military Sniper spawn
  • One player (C) holds inside of the burger tank switching between the M16 and Autoshotgun
  • One player (D) holds the front left of the roof using a Military Sniper

Position A

This player primarily focuses the front and right areas and their biggest threats will be any special infected that paths around to the ladder that is in front of where they hold.

Position B

This player assists where needed and should be wary of special infected sneaking around the building to the left and from behind, in particular smokers and jockeys are the biggest threats for this player.

Position C

The primary role of this player is to bait tanks and keep them from climbing to the rest of the team. They should lead tanks into the Burger Tank and then out to either the car or the tree by the dock to dance around with the tank. The top priority for this player is actually everything but the tank, because as long as there is nothing that can block their movement they should be able to stay a safe distance from the tank at all times.

Position D

This player deals with the vast majority of the horde which can easily be taken out as they climb, they will also occasionally have tanks target and climb up to them. However, with careful positioning they can make the tank drop off the roof and climb back up by moving between the lower section of the roof and the upper section whilst hugging the ledge. This player also has a good view down the front side of the building to the left and can kill many of the special infected before they get close from this side, however if they cannot kill them they should alert the team so that the position B player can deal with them when they climb up.

Notes

There are a couple of places that the team can store the gas cans, the first being by the air-conditioning units on the left side of the roof, second being on the lower lip of the roof on the right and third being in the kitchen downstairs, dependent on where the team feels they need the gas used and who is going to run the gas cans.

It is easy to get overwhelmed on this map and with an abundance of supplies in close proximity players should heal up early enough to avoid getting incapacitated.
Sugar Mill

Positions

  • One player (A) in the back, shooting infected coming around the front with a Military Sniper with a laser sight
  • One player (B) covering the back player with a Military Sniper with a laser sight
  • One player (C) at the back of the truck with a Military Sniper with a laser sight
  • One player (D) at the front spamming the Scar and Autoshotgun

Position A

This player has the best line of sight for the front area and will focus on killing special infected and tanks long before the front players can see them. This player will also assist the player in position B with back tanks.

Position B

This player should move around as necessary and focuses on the back/sugar mill area and should keep the player in position A free of infected so they can focus on their job.

Position C

This player's role is to support the team by keeping the player in position D free from horde from the left as well as assisting with tanks from the back/sugar mill area when the players in position A & B require it.

Position D

This player spams the Scar until tanks get in close and then switches to spamming the Autoshotgun. The main threats for this player are spit and chargers charging from the left. To avoid the stumble from a charger jump as it makes impact with the ledge.

This player can also somewhat control when a tank throws a rock based on how fast they back up. Backing up quickly will often make a tank throw a rock which the player should then move forward and right to dodge the rock into the wall by backing up just as the tank releases the rock.

Notes

Gas cans should be stored either on top of the roller doors or on top of the semi-trailer and should be used to burn the front near the spools during double tanks.

Two of the health-kits and one of the defibs are located on the semi trailers and silos area opposite which is within view of the holdout area and survivors can individually run for them as they're needed by running to the ladder on the opposite of the puddle to the left. The other two health-kits and the last remaining defib are located in the room on the opposite end of the map and will require the whole team to run for them together. To run for them start by climbing the ladder and following along the top of the silos like you would for the other kits. Run past the silos and onto the broken walkway section and drop down onto the walkway below and then into the work office. Pick up the kits and then run left out the door of the office and wait in the walkway section in the back for the tanks to catch up and start climbing before bee-lining back past them through the walkway or below dependent on which path the tanks take. then when at the end of the walkway section cut straight across back to the hold position and resume holding like normal.
Cane Field

Positions

  • One player (A) watching the street side infected ladder using a Military Sniper
  • One player (B) spamming the Military Sniper spawn
  • One player (C) using Autoshotgun
  • One player (D) spamming Autoshotgun spawn

Position A

Position A has to deal with the majority of Special Infected coming out of the cane field, most special infected are trivial to deal with the exception of jockeys and smokers because they can drag the player down into the street below. Jockeys can be dead stopped when they try to jump from below, or they can be shot through the wall in the corner where they climb up. Smokers are more difficult to deal with due to both the fog and cane field obstructing vision. The two options for dealing with them is to either cut the tongue, or move behind the satellite dish to bait the tongue. When a tank climbs the infected ladder dance with him around the satellite dish.

Position B

This player provides support where needed and should be aware of what is happening in the other positions at all times. It may be tempting to stand on top of the wall the sniper is on to get a better view but doing so will run the risk of being pulled off.

Position C

Position C switches between Military Sniper and Autoshotgun DPSing tanks when position A and position D require it, and watches the back ladder for the occasional special infected that makes it past everyone else.

Position D

This position deals mostly with common infected and tanks that climb on the right side of the rooftop. The key to this spot is efficient quick reloading, melee to cancel the animation of picking up the shotgun so it can be fired quicker as well as grabbing a new shotgun last second as a tank is climbing over the wall. It is possible to bait the tanks back over the wall they climb over but it is risky as it leaves the player exposed to Specials under the gas station.

Notes

Weapon switching occurs on this map quite a bit so it is important to keep track of extra guns on the ground so the main gun spawns don’t disappear as they only have five guns before they disappear. If a spawn does disappear look around for the weapon dropped on the ground near the other weapon spawn and juggle it back towards the spawn to reset the spawn.

This map has heavy rain storms, which means every so often vision will get even worse and it will become harder to hear everything so take extra caution during the peak events.

There are two sets of four health-kits, however it is a suicide mission to go for the kits located in the shed next to the event switch in the cane field so players should ignore their existence. As for the ones located on the ground at the gas station players can just grab them as they need them since they're well within sight of the hold out position if they require cover.

Gas cans aren't super useful on this map but the best place to use them is below the right side near position D to burn the horde. It is also difficult to store the cans anywhere without them being easy to accidentally shoot so placing them behind the bins next to the ladder in the alley behind is a good spot and any player that ends up down in that area whether they get knocked off the roof or are collecting supplies can place a can on the right when necessary.
Waterfront

Bus Hold

  • One player (A) holding on the bus using an AK-47
  • One player (B) holding on the sideways semi-trailer using an AK-47
  • One player (C) sitting on the railing using an AK-47
  • One player (D) sitting on the fire hydrant using AK-47

Position A

This player primarily focuses on the front area and will be the primary tank damage dealer and is responsible for kiting and baiting tanks. The primary threats for this player are smokers from the front left behind the fence or from the front right on the balcony above the bar. This player should also be mindful of hunters from the bar area pouncing at them.

Most tanks will path around from the front through the bar or over the fence on the left, this player can bait the tanks to climb onto the car below and then onto the bus but should be careful in doing so as the tank can and will hit them if they step too close whilst it is climbing. They should then kite the tank along the bus and onto the overturned semi-trailer and eventually onto the ramp and up onto the railing where position C and then jump back onto the semi-trailer and head back towards the bus if need be. However it should be rare that the tank lives that long. Whilst kiting the tank it is better to turn around and make sure no common infected have climbed the side of the bus or semi-trailer as these will block movement allowing the tank to catch up.

If this player falls off of the bus or semi trailer at any point during the round they should immediately head towards the back and onto the ramp to immediately return to position.

Position B

This player primarily supports the player in position A and will assume their position if the player in position A falls off until they're able to return to their position. However this player is also responsible for baiting/kiting tanks that come from the middle alleyway and should move right/towards the back before the tank climbs onto the semi-trailer and then immediately start moving towards the bus once the tank is climbing.

This player will also assist the player in position D by killing anything that spawns out of the second story window behind them and the infected that trickle down the left side of the bus. This player should be extra vigilant to take out chargers as they will path around to the player in position D from both the left and the right side of the bus/semi-trailer and warn them if they are unable to take them out.

Position C

This player assists everywhere, they primarily focus the front and middle alleyway and only really assist with the back whilst the player in position D is getting ammo or there is a tank in the back.

During back tanks this player can jump to the roof of the truck to get an better angle and makes the tank climb if it re-aggro's onto them.

Position D

This player mainly focuses on the back alley and will deal with the vast majority of special infected solo. This player has a lot of room to move around and doesn't necessarily need to be glued in place and should move around to use the many poles, barricades and objects to bait the various special infected. The only time they should require assistance from the team is whilst grabbing ammo or during a back tank.

When a tank comes from the back alley this player should move forward towards the barricade and lead the tank around the barricade jumping onto the back of the truck and then onto the ramp and up to the railing where position C normally holds and then jumping onto the semi-trailer and leading the tank towards the bus. It is beneficial to grab ammo during this process before returning to position.

It is important that this player is aware of special infected coming towards the alleyway and doesn't venture into the alleyway unless necessary and there aren't any incoming threats.

Notes

The player in position D has the best need and use for gas cans so storing them somewhere nearby that position and having them throw them into the alleyway to use during back tanks to clear out other infected so that they can primarily focus on the tank.

There are a lot of supplies in relatively close proximity to the team so there isn't any strict health-kit/supply run but players generally can just quickly run to the supplies in the bar using a pipe-bomb for cover solo before quickly returning to position and grab supplies from the alleyways whenever there is an opening.

Street Hold

  • Three players (A), (B) & (C) holding halfway down the street using Military Snipers
  • One player (D) holding near the fence at the back using a Military Sniper

Positions A, B & C

These three players will hold midway down the street and primarily focus on the front. The main threats are spitters, chargers and tanks. When there is a tank in the back or the player in position D needs ammo one or two of these players should assist with the back.

Position D

This player primarily focuses on the back. They should prioritise:
  • Smokers
  • Spitters
  • Chargers
  • Jockeys
  • Hunters
  • Common infected
  • Tanks
  • Boomers
before they climb the fence.

Once a tank has climbed over the fence they should prioritise any infected that will block them from moving whilst jumping over and around the mailbox/concrete block to kite the tank around whilst the other players assist with killing it.

Notes

Gas cans should be stored in one of the alcoves on the side of the street for easy access and can be thrown towards the sniper spawn/bar area.

The supplies in the bar shouldn't be too difficult to grab and the team should all push up together and grab them during an ammo run to help cover each other. The supplies in alleyways and the room above the bus can be a bit trickier but the team should push up to the corner of the map towards the concrete block area where they wait to deal with a tank before pushing down the right-side of the bus towards the other end of the street and then two players push up onto the overturned semi-trailer whilst the other two grab supplies from the alley. Once the two players in the alley have grabbed supplies they should push to the other survivors whilst they grab supplies from the room above the semi-trailer. The team can wait in this general area to deal with any tanks before dropping off the end of the bus back to the corner to deal with any threats before pushing back into the hold position.
Bus Depot

Positions

  • One player (A) watching the back spamming the Military Sniper spawn
  • Two players (B) & (C) sitting on the floodlights spamming the Military Sniper spawn
  • One player (D) baiting on the fence using a Military Sniper

Position A

This player primarily focuses the back area prioritising special infected and tanks. They should communicate when there are tanks in the back or when a special infected gets past them since it'll likely the player in position D making their job significantly harder.

Positions B & C

These players primarily focus anything coming from the roof of the depot but will need to also assist with all directions. They should communicate when tanks or special infected are close.

Position D

This player needs to be adept at platforming as they will move about along the fence and tarp area as they primarily draw the aggro of tanks so that the rest of the team do not need to abandon their positions. They should focus the majority of their attention towards the front area(near the tent with the health-kits).

To refill ammo this player can grab a new Military Sniper from the spawn from the tarp below.

This player has good line of sight on the infected ladders on the scaffolding and should warn the team when they see special infected climbing whilst also being wary of smokers and spitters in particular as they can and will target this player through the scaffolding.

Notes

If any player finds themselves on the ground on the bus depot side of the scaffolding they can get back to the hold area by jumping on the cement bags and then onto the tarp and up the side of the scaffolding rather than returning all the way to the ladder to get back up top.
Cemetery

Highway Hold

One player (A) holds on the right next to the fence using an M16
One player (B) holds at the top of the rubble pile leading to the highway above using an M16
One player (C) holds at the base of the rubble pile between the other positions using an M16
One player (D) holds on the left next to the fence using an M16

Position A

This player looks directly in front of them down the left path of the cemetery where most of the infected will come from. They are responsible for leading any tanks if the player in position D is already busy leading another tank on the opposite side. To lead the tank continue shooting it whilst backing up around the rubble pile and along the back fence line under the highway until the tank is dead. Before returning to position it is often a good idea to pick up a new M16 from the spawn in the shed.

Position B

This player mainly focuses on infected coming in from the cemetery area and tries to maintain control whilst player’s A & D finish off the tanks. This player will also occasionally have to deal with infected that spawn from the highway above. If a tank spawns above the player should be mindful of the burning car as it is hittable and it will instantly incapacitate any survivor it hits. Tanks from here should be led around one of the two paths taken by preferably player A or depending on the situation the path taken by player D.

Position C

This player mainly focuses on the infected coming in from the cemetery to help keep the area under the highway clear.

Position D

This player will switch focus between the left and right paths leading in from the cemetery and being the player closest to where the majority of the tanks will path in from will lead the majority of tanks running them around the shed along the fence line under the highway and then towards the rubble pile. Before returning to position it is often a good idea to pick up a new M16 from the spawn in the shed.

Notes

Two players at least should take pipe bombs and use them on the health-kit run. The health-kit run path starts with the team running down the right path till they reach the ammo pile in the corner. One pipebomb should be used here and a new one can be picked up from next to the ammo pile. The team should quickly move through the cross intersection and then turn left towards the health-kits. There are also pills and adrenaline located next to the health-kits the team should restock whilst there. The team should then head directly ahead following the path to the right all the way till the wall. When nearing the wall section a second pipe bomb should be used behind the team and then turn left and follow the walled section back to the hold spot below the highway. Although that is the most direct path, the team may get ambushed or cut off and the map does have many other paths that the team can take. Do not be afraid to take a longer path to avoid getting cut off. Communicate if a path is cut off and specify which route the team as a whole should take instead.

The defib unit is within one of the mausoleums near the health-kits. The same path can be taken to the health-kits but the team should then turn right at the health-kits grab the defib and then take the path the mausoleum is on down till the ammo pile is on the right and then turn left rejoining the health-kit run path and continue as normal.

Wider path variations of the health-kit run can also be used to do a lapping strategy on this map.

Sniper Hold

  • One player (A) at bottom of hill with military sniper
  • One player (B) holds right of gate with military sniper
  • One player (C) holds centre of gate with military sniper
  • One player (D) holds left of gate with military sniper

Position A

This player is primarily on their own and will need to be proficient at dealing with special infected without assistance from their team. This player's primary role is to kite tanks that path towards this gate. This player should communicate when a tank is at their gate as well as when they need to go for ammo so that their team mates can provide cover as necessary.

Positions B & C

The prioritisation order for these players is as follows:
  • Smokers
  • Spitters
  • Chargers
  • Jockeys
  • Hunters
  • Tanks
  • Common infected
  • Boomers
These two players should back up from tanks before the player in position D in order to not pull aggro. Once position D has started to kite the tank down the hill position B should continue helping kill it whilst position C returns their focus to the gate.

Position D

This player kites the tanks from the top gate leading them down the hill towards the player in position A. If the tank hasn't died by the time they reach position A they should communicate to the player so that they can finish the tank off quickly.

Notes

The team should all go for a health-kit run together and leave via the bottom gate next to position A and the first path through the cemetery and turn left at the cross section and then past the ammo pile and hug the wall all the way till the end and then cut across the right at the end of the cemetery and hug the wall until the 4th path on the right and then cut back across the map through the centre grabbing kits along the way before returning to the top gate by hold positions B, C & D.
Float

Positions

  • One player (A) holds the right in the nook between the wall and front sawhorse using an AK-47
  • One player (B) holds the back right on top of the second sawhorse using an AK-47
  • One player (C) holds the left sitting behind the partial wall spamming the spas shotgun spawn
  • One player (D) holds the left sitting in the doorway behind using an AK-47

Position A

This player’s main role is to bait special infected. They stick slightly out from the nook and retreat back in to bait smoker’s tongues and tank rocks if targeted. If positioned correctly both chargers and hunters to target them and subsequently fall short due to the balcony railing effectively nullifying them. Occasionally spitters will spit on the right side of the hold area, to avoid the spit jump on the sawhorse.

Their second role is to help maintain control of the hold area by refocusing off of tanks once they have passed the balcony and kill anything following the tank whilst the players holding the left C & D finish off the tank. Rarely a tank will focus this player, if one does they should jump over and between the sawhorses to bait the tank buying time for the team to kill the tank.

Position B

This player has the safest position and will focus everything as it comes in only refocusing from the close tank during double tanks to start chipping away at the second tank’s health whilst the players on the left C & D finish the first tank and get back into position. If a tank focuses player A this player should drop off the sawhorse and retreat to the door of the bathroom behind to stay out of the way whilst helping quickly finish off the tank.

Position C

This player is responsible for dealing the most damage to tanks as well as kiting the tanks once they push into the room. They should lead tanks through the back door and down the stairs as necessary till the tank is killed.

Position D

This player helps the player in position C kill tanks as they push into the room. They should shoot the tank as it pushes into the room and once the player in position C starts backing up they should reload and reposition back onto the railing of the stairs to ensure they’re out of the way of player C whilst they’re backing up.

This player is also responsible for throwing gas cans out. Gas cans should be stored in the corner of the stairwell hallway. The gas cans should be thrown out onto the float, aiming just to the right of the gap between the boards should result in the can landing up the top for safe shooting. A more reliable place to throw the cans is into the bottom tray of the float but it is more dangerous to both throw and light cans in the bottom tray.


Notes

Getting ammo is pretty simple but may not be immediately obvious but players can actually pick ammo up from the ammo pile through the wall crouching inside in the right side room. Doing this saves going out to the balcony and getting smoked by trying to grab a new gun.

There are two health-kits located in the bathroom behind player B as well as two health-kits located on the scaffolding just on the opposite side of the float from the hold position which should be used first. Once those have been used the team can use the two bile jars to attempt to grab the two health-kits located below on the table as well as the defib located underneath the stairwell directly opposite. The first bile should be thrown from the balcony over the fence to the right and then three players should drop down to grab the health-kits and defib whilst one player remains on the balcony to provide cover and relay information. The three players should drop from the float to ground level to pick up the health-kits and defib and then immediately run up the stairs at which point the second bile jar should be thrown to approximately the same location as the first. The team should quickly return to the balcony at which point they should help provide cover for the rest of the team until everyone is back and then return to their respective positions.

The round starts with the float over on the right near the fence. It takes approximately till 1:15 before the float is in position and the team can cross over into the hold spot. The team should hold the roof/scaffolding area till then and will be required to kill the first tank before crossing over. There are two M-60s which players can use until they’re automatically discarded. The other two players can use the sg-552 which they can discard once the float arrives in position.
Bridge (Parish)

Positions

  • Three players (A), (B) & (C) sitting in front of the toilets spamming the M16 spawn
  • One player (D) on top of the Humvee using the M16

Positions A & B

These two will spend 99% of their focus on the front. Their prioritisation order is as follows:
  • Chargers
  • Tanks
  • Spitters
  • Jockeys
  • Smokers
  • Hunters
  • Common infected
  • Boomers
These players shouldn’t need to move unless something gets close, in which case they should switch to the shotgun and finish it off quickly and return to position.

Position C

This player will focus the front similar to how position A & B do but also splits their focus between the front and back. Usually they can just turn around to look at the back when they pick up a new m16 and use that time to have a quick scan. Anything in the back is their top priority. They should also move back as necessary to deal with threats and keep them from reaching the team. The tents and railings can be used to bait tanks in circles if necessary whilst using a shotgun to kill them quickly. This player should also be mindful of anything that paths around the left side of the humvee when the player in position D warns them.

Position D

This player mainly focuses on the front with their top priority being infected that path around the left side of the truck ahead. Threat priority for this player are as follows:
  • Smokers
  • Jockeys
  • Spitters
  • Tanks
  • Everything else
This player can bait tanks to aggro onto them by being the forward most survivor standing on the rear of the humvee which they can move around on to make the tank dance a bit before climbing to them. Tanks will always climb the front of the humvee, so just drop off the back of it when they begin climbing if they still haven’t died and then proceed to the gun spawns to pick up a shotgun and kill the tank promptly.

Notes

Survivors can store the gas cans on top of the cubicles just behind where they hold and throw them out in front to use when double tanks push in and push survivors back and out of position.

The close health-kit run is pretty straightforward, and should be done in a 2-2 split or at different times. Players should drop off the fence near the forward m16 spawn and drop onto the fence below then run immediately over to the health-kits and then back around the bus and up the ladder and back into position. The other two players should remain up the top just on top of the concrete section of the fence to provide covering fire and call out any threats that may be present above.

The far health-kit and defib run should be done as a team all at once and starts off the same way with players dropping off the fence near the forward m16 spawn onto the fence below. From there players should proceed to the heli-pad and grab the health-kits where they should wait for the tanks to catch up and start climbing onto the helipad before proceeding back along the same path towards the fence they dropped on before and then around to the ladder and back into position up top.
Junkyard (Cold Stream)

Bridge Strategy

  • Two players (A) & (B) on the railing using M16s
  • One player (C) on the stairs using Autoshotgun
  • One player (D) on the scaffolding using a Scar & Deagle

Positions A & B

These players focus special infected and tanks. Most specials and tanks will climb the pillar to position D. These players should prioritise special infected not climbing the pillar followed by tanks that are climbing the pillar and lastly special infected that are climbing the ladder. When position D is going for an ammo run these players should pay extra attention to the pillar and preventing anything reaching the top. The only time these players should get off of the railing is when they hear a close smoker.

Position C

This player will mostly deal with common infected but occasionally they will also have to deal with special infected which they can just back up and shoot as long as they're notified by their team mates in positions A & B. If a tank makes it to the stairwell then this player should back up to the bridge and kite the tank towards positions A & B.

Position D

This player will primarily use their Magnum only switching to their Scar for tanks that are climbing the pillar, doing so means that they only need to perform an ammo run once every 2-5 minutes. Rarely will a tank reach the top of the pillar but in the event that one does this player should back up early so that the tank will stop to throw a rock buying a few extra seconds to kill it. If this player needs to drop down to either get ammo or being pushed back by a tank they should alert the team so that they can help quickly dispatch the tank and return to position.

Notes

The team can store the gas cans at the stairwell between positions A & B and position D and use them at the pillar next to position C when a tank is pushing up the stairs.

A health-kit run is difficult but possible. The team should save a bile-jar for the kit run and start the run by moving downstairs and then across the water and up the ladder to the balcony of the shop at which point they should throw the bile-jar towards the junkyard and walk off the balcony and back up onto the bridge hold position.

Junkyard Strategy

  • One player (A) holding on top of the semi-trailer using an M16
  • One player (B) between the building and the semi-trailer using an M16
  • One player (C) baiting on the two cars using either an M16 or an Autoshotgun
  • One player (D) on the concrete blocks on the left using an M16

Position A

To get on top of the semi-trailer you can either jump from the traffic LED cone if it’s still in position (tanks can hit it) or crouch jump from the closest blue car’s roof. Sometimes when jumping from the car players may end up caught in the wheels without being able to jump a half-step back will allow players to jump onto the top.

This player mostly provides cover for position B but tanks may occasionally target them which rocks can easily be dodged right and if they get close to the semi-trailer can be baited to stutter step and dance a bit before climbing by running in a circle. Once a tank has climbed up, kite it backwards to the opposite end and if need be, drop off the opposite end and move towards the truck cab. If you drop off, grab ammo from the back before returning to position.

Position B

This player holds by the corner of the building and helps cover the player in position C but will still be targeted by a lot of the infected and should kite infected back towards the truck cab whilst dealing with them.

Position C

This player is the main bait for tanks and special infected. They shouldn’t hold any further forward than the two cars that are on top of each other. Moving between the two cars can be used to bait tanks since tanks will always path to the front end of the upside-down car when on top of it and to the middle of the other car when the survivor is on top of it.

However this player should fall back and utilise the fence or the ute behind to bait tanks if they start to feel overwhelmed or special infected are also in range. A similar trick with the ute tray and the top of the driver cab can be used to bait the tank to climb the opposite ends of the ute.

If this player needs to fall back further they can fall back to the pick-up truck with the ammo pile and jump between the roof of the pick-up and the roof of the truck to bait the tank to climb.

Position D

To get in position this player will need to run and crouch jump at the protruding part of the sheet metal leant up against the concrete blocks and then jump again to get on top of the concrete blocks.

This player will provide cover to the player in position C but will occasionally be targeted by tanks, to bait them jump to the fence section just behind the concrete blocks and the tank will drop from the concrete blocks and climb the cement bags at which point the player should return to the concrete blocks and repeat until the tank is dead.

Note: This player can move forwards along the fence but they are unreachable by tanks on the forward area, so this should be avoided.

Notes

This strategy has players moving around a lot and as such occasionally spawns will open up in the back but there are plenty of objects to make infected climb or path around so whichever player is closest or has a free moment can deal with them as needed.

The health-kit run starts with all players pushing forward to the gate/van area where survivors should attempt to deal with any tanks in close proximity before pushing to the ladder where the kits are and waiting for tanks to reach survivors there before dropping off the back side of the balcony and running back up into the junkyard.
Waterworks

Positions

  • Three players (A), (B) & (C) on tower roof spamming the Hunting Rifle spawn
  • One player (D) spams the Autoshotgun at the stairs

Positions A & B

These players will mostly focus the area in front of the tower between the med tent and the shipping container but they should be aware and check the areas also to the left around the Eastern Waterworks warehouse and the infected ladder on the left. Their highest priority is SI and then dealing tank damage. The only threat to this player is smokers potentially pulling them to ledge grab. Baiting the tongues on the ledge by ducking or backing up is sufficient to deal with them.


Position C

This player will mostly focus the infected ladder on the left and the Eastern Waterworks warehouse but they should also check the front area of the tower between the med tent and the shipping container. Their highest priority is SI and then dealing tank damage. The only threats to this player are smokers pulling them and common infected when the player in position D is pushed out of position. The smoker’s tongue can be baited by ducking or backing up from the ledge.


Position D

This player is mostly focused on infected that manage to climb the stairs and preventing them from reaching the roof. They mainly deal with the horde and the occasional SI or tank that isn’t dead before reaching them. The main threat to this player are jockeys that can leap from the floor below and chargers running up and scratching them. When tanks reach the top they shouldn’t have much health left but this player can kite the tank in a loop around the tower perimeter until they die and then return to position at the top of the stairs as quick as possible to maintain control of the horde.

Notes

The gas cans can be stored in the room with the start button and the player in position D can throw them at the tower wall on the floor below to have them land on the second floor for burning the horde when double tanks reach the top floor of the tower at the same time.

It is usually worth one player saving the bile jar for doing a health-kit run. The best place to throw the bile is down the front between the med tent and the shipping container. Once the bile jar has been thrown all players should rush down the stairs and to the health-kits in the med tent just next to the tower and then quickly rush back to the top of the tower.

If players die there are two defibs. The first is in the room at the top floor of the tower. Players should use this one first. The second is under a tent near the Eastern Waterworks warehouse. This one is obviously a bit more difficult to retrieve. It is best to be proactive when getting this defib and grabbing it before it is needed. To retrieve it is best to send one player to retrieve it whilst the others maintain their positions and provide cover. The only really dangerous stretch is the alleyway between the truck cab and the back of the med tent where the health-kits are located. As long as the player running for the defib is aware of their surrounding and runs quickly they shouldn’t have any issues. The other players can also clear infected either side and alert the player to any potential threats headed their way.
Generator Room

Positions

  • One player (A) holding the far right corner on the railing using an AK-47 with laser sights
  • One player (B) holding at the base of the stairs using an AK-47 with laser sights
  • One player (C) holding next to the ammo pile using an AK-47 with laser sights
  • One player (D) holding the area behind the vending machines using an AK-47 with laser sights

Position A

This player is primarily responsible for dealing with any infected that pour in from the windows but also when free helps with tanks that climb up from the hole in the floor in the small room under player D as they have the best line of sight for most tank spawns.

Position B

This player's positioning is key, as their primary role is to prevent infected climbing the stairs to the rest of the team. If they are too far forward and aggressive they will end up pulling aggro on a lot of the tanks and if they're too timid and hide in the stairs and get pinned by a special infected it can be awkward for the rest of the team to save them. This position should be played forward sitting even just outside of the roller door until either a tank or charger is threatening their position at which point backing up to the base of the stairs is advised. If a tank does aggro onto this player they should retreat back up the stairs and behind the vending machines towards the player in position D.

Position C

This player sits above where tanks will climb up and should only be threatened by common infected from the vending machines to their left or from smoker's from below. Backing up and ducking is enough to bait the smoker's tongue usually. If a tank is still alive by the time it's climbed up to this player they should lead it towards the vend machines and move early enough to comfortably get in position next to the player in position D.

Position D

This player has two main areas of focus, the door/stairwell to the basement and the main climbing point for tanks in front of position C. This player should be pushed up against the railing to drop spit on the floor below and next to the middle pillar so that they can use a small movement whilst focused elsewhere when they hear the smoker attack sound to bait the tongue. This player will occasionally have to deal with common infected streaming out of the vending machine area. On rare occasion tanks and special infected will spawn behind the fence in the back of this area. If they cannot be dealt with prior to them climbing the fence move to position C to deal with them before returning to position.


Notes

There are only 2 gas cans accessible prior to the round start and 4 cans in total, utilise the first few minutes of the round during the breaks to move all the cans to the vending machines by position D and have that player throw them at the base of the climbing point in front of position C for use when there are double tanks later on in the round.

Health-kits are located in the basement and it can be quite difficult, especially later on to make a run for them, the team should make two health-kit runs. Having two players should run for them going down the stairs picking them up and immediately returning. The other two players should remain at the top preferably with the tank/s aggro'd on them holding in position D.
Gas Station

Positions

  • One player (A) holding on the roof above the truck climbing point using a Military Sniper
  • One player (B) close to the corner on the roof using a Military Sniper
  • One player (C) standing on the railing of the scissor lift using a Military Sniper
  • One player (D) crouched on the edge of the scissor lift behind the ladder using a Military Sniper

Position A

This player is positioned to deal with the common infected that climb from the truck below and will also lead tanks in that come from the far end of the map or the rooftop above staying close to the tanks so that they don’t throw a rock.

Position A has the most to deal with and should hug the wall to force the special infected on the roof above to path off before being able to attack them. Backing up when you hear the screams is often a good idea if the other players are busy dealing with other threats. Jockey’s in particular can be problematic.

Position B

This player will mostly focus on tanks and special infected and occasionally assist player A with horde.

Similar to Position A this player will get infected dropping off the roof above them, but to a lesser degree. Hugging the wall and backing up when you hear them is often enough to deal with them appropriately.

Position C

This player will focus tanks and special infected and will be the main player dealing with infected that can drop down from the roof above player A & B

Smokers from the roof above the player in B can cause up to 34 fall damage if they grab this player and hunters will pounce from below.

Position D

This player will deal with horde, special infected and tanks that climb the ladder and is responsible for leading tanks that climb the ladder and lead them towards the player at position A.

This player should be wary of tank rocks hitboxing them if a tank is on the left near the gas station. Back up from the edge just to be safe when a tank throws a rock.

Notes

Players may want to avoid climbing down the ladder due to the glitchiness of ladders in Left 4 Dead. The player at the front can walk off onto the truck below and then walk off of that to grab ammo. The other players can avoid fall damage by walking off the roof and aiming at the scissor lift as a small part of the clip brush sticks out and landing on that is just below the threshold for taking fall damage.

Many of the tank and special infected spawn far from survivors and have a few known paths which survivors should be mindful of and watch.
Hospital

Positions

  • Three players (A), (B) & (C) sitting on the beds in the back spamming the AK-47 spawn
  • One player (D) on the right side spamming the autoshotgun spawn

Positions A, B & C

These three players should be on three separate beds just within pick up range of the AK-47 spawn. Targeting priority is as follows:
  • Spitter
  • Tank
  • Charger
  • Smoker
  • Jockey
  • Hunter
  • Boomer
  • Common infected

It cannot be understated how important it is to pick the spitter before it spits on this map. Tap shooting can be utilised to ensure hitting the spitter with the AK-47 and if the spitter comes from the left or the right in the adjacent hallway in front it can be shot through the wall where the doorway to the room on either side is located. That said, do not spend too long trying to hit the spitter through the wall, if you miss with the first few shots refocus to the corner where she will pop out from. To hit the shot through the left shoot just past the second roof tile to the left of the door. To hit the shot through the wall on the right shoot just above the closest corner of the sink.

If a tank targets any of these players they can move left and right on the beds to make the tanks dance at the head of the bed. If the tank doesn’t dance but instead climbs at the back drop off the bed in the opposite direction and jump onto the next bed and continue to do the same all the way to the end bed if necessary and then run around the front side of the bed to make the tank dance/climb repeatedly.

Position D

This player’s primary role is to bait tanks and (hopefully) spit. When kiting tanks they should be lead to the back corner on the right and then hop over the beds to bait the tank into climbing onto each bed until the tank is dead. As for spit, if the spitter cannot be picked in time it will often drop filling the entire doorway, either back up to the right corner or jump onto the sink to avoid damage.

Notes

This map has CEDA agent uncommon infected who can drop bile-jars, the best use for these is thrown down the opposite end of the hallway in front but this can be difficult as there is almost a constant stream of infected pouring in after 13 minutes which will block the throw landing the bile at the doorway.

Health-kits are halfway down the hallway in front, saving a few bile-jars to attempt a kit run is advised, in this situation it’s best to wait for the 6th tank of a set and then push out to the intersecting hallways and throw a bile-jar down the right hallway and then quickly push for the kits and return.
Rooftop

Positions

  • One player (A) baiting with the Minigun using an AK-47
  • Two players (B) & (C) holding the right platform using AK-47s
  • One player (D) baiting on the ledge using an AK-47 and Magnum

Position A

This player holds the mini-gun platform for the most part utilising the aggro pulling mechanics of the mini-gun to pull the tank aggro off of the rest of the team. They should use the mini-gun sparingly as they are a sitting duck whilst glued to the gun. Just jumping on the gun will be enough to make all tanks on the map abandon their current target and start trying to attack the mini-gun player.

Positions B & C

These two provide cover and support to the other players and should also be the primary damage dealers to tanks.

Position D

This player should use their Magnum for the most part, only switching the their AK-47 to deal with tanks and pinning special infected. In the event that this player falls or is stumbled off of the ledge they should opt to take the outside bottom path around to the ladder between the support and mini-gun players as it is safer than using the close ladder and they can utilise the time out of position as a chance to make an ammo run as they won't always be able to make an ammo run if there is a tank currently on the rest of the team. Optimally they should try to avoid falling off by jumping or backing up before the charge impacts.

Notes

The support players can store gas cans between the air-conditioning unit and the wall next to them and throw the cans at the corner of the platform to their front right to burn during double tanks.

Lapping Circuit
The circuit is pretty basic but effective on this map. Players should stick to the lower outer edge of the map and be constantly moving, there is no need to wait at any particular point like other maps. The circuit can be completed both clockwise and anti-clockwise however the clockwise rotation is more commonly performed.
Bridge (Crash Course)

Positions

  • Two players (A) & (B) holding the left using AK-47s
  • Two players (C) & (D) holding between the truck and the river using AK-47s

Positions A & B

These players will focus the area between the truck to the left and the front of the bus to the right. However infected can spawn in the windows above the semi trailer to the left and tanks in particular from this area can be dangerous due to the car which is hittable where they hold. It is advised to bait an early tank to hit the car to reduce risking it ruining the round later on.

Smokers from the bus area can attack survivors from under the semi-trailer, standing up is enough to bait their tongue. Tanks can climb on the semi-trailer as well, the players in positions A & B should make sure they back away from the semi-trailer in the event a tank climbs up on it.

Positions C & D

These players should focus the back of the bus as this is where 90% of the infected will come from on this side. Position C can move on and off the barricade to help bait tanks that climb the semi-trailer to drop back down and climb again to buy time for the team to kill them. The car closest to the back of the bus and the dumpster between these two players are hittable, players should look to bait tanks early on into hitting them to avoid them becoming a round ending issue later on.

Notes

The gas cans should be stored in the back corner by the barricade and stairs, players can use them on either side as they see fit during particularly intense moments.

The health-kit run is short but dangerous, survivors have to push up the hill in front of positions A & B which is thick with trees where infected can hide. Once survivors have their kits they should return along the same path.
Truck Depot

Positions

  • One player (A) holding the right using an AK-47 with laser sights
  • One player (B) spamming the AK-47 & Autoshotgun spawns
  • One player (C) holding mid-left near the shelves using an AK-47 with laser sights
  • One player (D) holding the left using an AK-47 with laser sights

Position A

This player primarily focuses on all tanks and special infected that are between the wall and the truck and if that's clear assists with tanks and special infected in the front area (left of the truck) and should never assist with tanks or special infected from the left (bus & fence area) unless help is requested. This player can also grab a shotgun to quickly DPS tanks or clear the front/right.

Position B

This player's top priority is killing smokers from the window, closely followed by killing any spitter before they spit. This player should spam the AK-47 spawn for good long range DPS on tanks until they start to climb at which point they can switch to spamming the shotgun.

Position C

This player should focus on special infected and tanks being wary of jockeys and chargers in particular as they will most likely be targeting this player. This player should utilise the aggro from using the minigun to pull aggro off of other players when they're pulled/knocked off the platform.

Position D

This player primarily manages the left-side. This player should focus DPS on left tanks and bait them towards the wall to make them climb twice before getting onto the platform.

Notes

The gas cans should be stored in the back corner behind the position A and thrown at the right-side of the boxes to burn everything climbing in the front.

The health-kit run whilst short can be difficult, to alleviate any potential problems players can throw a bile-jar to the left, preferably hitting some infected with it and then immediately bee-lining towards the kits and using gas cans once back to help regain control.
Drains

Positions

  • One player (A) on the right watching the right-side drain using an AK-47 with a laser sight
  • Two players (B) & (C) on the bridge using AK-47s with laser sights.
  • One player (D) watching the ladder on the left using an AK-47 with a laser sight

Position A

This player primarily focuses on special infected from both pipes in front and will often have to deal with tanks climbing up in front of them. The tanks that climb this way will often stop to throw a rock on the pipes before climbing onto the platform. It may target either position A, B or C and as such this player should communicate when tanks throw a rock and also dodge right to avoid dodging rocks into their team mates.

If a tank climbs onto the platform and still isn't dead this player will need to communicate to the team and lead it across the bridge. This player should also communicate when they need to go for ammo and make sure that there isn't a tank immediately threatening either the left or right.

Positions B & C

These players will take on a support role shifting their focus to where it is required based on the feedback from their teammates. Without any feedback their threat priority order is as follows:
  • Tanks
  • Chargers
  • Smokers
  • Jockeys
  • Spitters
  • Hunters
  • Boomers
  • Common Infected

Position D

This player will mostly deal with common infected however occasionally jockeys and chargers will make it to the ladder which can prove problematic to deal with. With careful positioning this player can bait chargers to charge off the back into the water. It is imperative that this player does not bait chargers to charge the length of the bridge as the rest of the team will often be stacked up and can all easily be hit by one errant charger.

If a tank does path left and it makes it up to the platform this player should communicate to the team and kite it across the bridge whilst the team focus it down quickly.

Notes

The bridge takes about 30 seconds to lower into position and open up the right side at the start of the round. players should all hold on the left platform until it lowers and then grab laser sights from the room on the right and deal with the first tank and then players can grab and place the special ammo packs and then during one of the early lulls players can grab a new health-kit from in front the left pipe.

Due to the water on this map fire serves a limited use, the best place to burn with gas cans or a molotov is just below the ladder/left side. As for storing the gas cans there aren't really any safe places at the start of the round and then the best place is probably against the back wall on the right side of the bridge.
Church

Positions

  • One player (A) on the left side of the ambulance with an AK-47
  • One player (B) on the right side of the ambulance with an AK-47
  • Two players (C) & (D) on the ground to the right of the ambulance with AK-47s

Positions A & B

These players sit on the door to the back of the ambulance and focus the front trying to prevent anything entering over the fence or through the gate from the cemetery. Once tanks are pushing in close these players should switch focus to maintaining control of the front and let the players C & D finish off the tank. The main threat to these players is spit which can largely be mitigated by sitting on the doors but it is still possible for it to land on the roof of the ambulance so players need to be vigilant and quick to react. Tanks can and will throw rocks from afar in the cemetery and these can sometimes catch players off guard, be weary of rocks coming from the right over the cemetery fence.

Positions C & D

These players sit to the right of the ambulance and focus the front and lead tanks to the back area where they can dance with the tank around the grouping of three trees in the back until they have managed to kill it and then promptly return to the front. One player should solo the tank whilst the other remains at the front to help keep the area clear and be ready to lead the second tank if it arrives before the first one dies to another set of three trees to dance with the tank until they have killed the tank and return to the front as well. As long as the area is kept clear of SI and horde these players can in theory indefinitely dance with the tanks until they’ve managed to kill them. If other infected do make it past the team at the ambulance they should focus that whilst dancing to maintain a free area to keep moving before finishing off the tank.

Notes

Gas cans can be stored inside the ambulance to avoid being shot and the team can throw them at the cemetery gates and use them to help maintain control of the horde and SI at the front.

There is a health-kit, defib and 2 sets of pills in the ambulance which the team should use before considering doing a health-kit run. There are 2 bile jars on this map which the team should save for the health-kit run. The team should throw one at the far wall of the cemetery and then run to the church picking up health-kits in the small room along with 2 adrenaline shots and 4 pipe bombs. The second bile jar can be used in the same place for the return trip. Players can hug the left wall on the way back and use the pipe bombs if necessary to ensure they get back to the ambulance.
Street

Positions

  • One player (A) holding near the van spamming the Military Sniper and Spas spawns
  • Three players (B), (C) & (D) sitting near the end of the bus using Military Snipers

Position A

This player is the bait for everything coming from the front area. They should not travel further forward than the van and concrete barricade so that they do not get pinned/need saving out of line of sight of the rest of the team. Special infected and tanks will drop off the roof from the opposite side of the street which this player should be mindful of and do not be afraid to drop back towards the team if overrun. This player should kite tanks in from the front area towards the rest of the team so that they do not throw rocks.

Positions B, C & D

These three should be lined up in a diagonal row from the ammo pile to the wall so that they have a clear line of sight of the front and the alley in the back. They will need to split their focus between both the alley and the front. If tanks reach the fence in the alley without having taken much damage players should switch to the Autoshotgun and quickly finish it off before switching back to their snipers.

Notes

There isn’t really a particularly safe method to the health-kit run but generally from the hold position players should hug the left side of the street running to the health-kits and use the bile when they cross the rubbish pile in the middle of the street and then quickly return up and over the ramp.
Boathouse

Pier Strategy

  • One player (A) on the back left pillar watching the climbing point on the left as well as the front using an AK-47 with laser sights
  • One player (B) sitting on one of the pillars on the back left watching the front using an AK-47 with
  • laser sights
  • One player (C) sitting on one of the pillars on the back right watching the front using an AK-47 with laser sights
  • One player (D) sitting just behind the middle front pillars on the right side of the front using an AK-47 with laser sights

Position A

This player will mainly focus the front but will need to switch focus to kill common infected and tanks that path to the climbing point on the left side of the pier. This player should prioritise the front until commons are climbing or a tank looks like it may be pathing to the climbing point. Tanks that path to the climbing point will normally enter the water if doing so, otherwise they will path to the front.

Position B

This player will mostly just focus the front only switching to help with tanks that are pathing to the climbing point on the left.

Position C

This player will focus the front and should refocus to threats behind the tank as the tank pushes in close to ensure nothing sneaks through behind the tank.

Position D

This player is the bait. If positioned correctly chargers will charge at them from the start of the pier and fall off. Their priorities are incoming special infected followed by tanks followed by horde. Position (D) is also responsible for throwing gas cans out which are stored behind them in the back corner. Gas cans should be used at the front of the pier to burn all incoming infected.

Notes

This map has a lot of health-kits and two defib units, obviously the health-kit on the pier should be used first but once it is gone the team should then focus on retrieving the health-kits located on the back area of the boathouse itself. One pipe bomb on the trip there and one on the trip back is usually enough to safely retrieve these. The boathouse also has additional pipe bombs that the team can restock with when retrieving the health-kits. Pipe bombs are best thrown to the right in the area between the pier and the boathouse and then the team should follow the shoreline both ways.

The second health-kit and/or defib run is a bit trickier and takes significantly more coordination and time. To start a pipe bomb should be thrown to the right the same as the first health-kit run but the team will instead run left towards the wall of the map and follow the outskirts of the map until they are behind the picnic hut at which point they will cut in towards the hut to grab the two health-kits there. This is usually a good time to use the bile jar throwing it slightly to the left when looking at the small cabin which has the two remaining health-kits and the second defib. Once the team have grabbed the health-kits/defib from the cabin they should then bee-line towards the back area of the boathouse from which they can hold/kill any special infected or tanks if necessary before throwing a pipe bomb to the same area as the first one and returning to the pier hugging the shoreline.

The Boathouse Strategy

  • One player (A) holds and watches the left using an AK-47 with laser sights
  • One player (B) holds the door and watches the middle using an AK-47 with laser sights
  • One player (C) holds the gun spawns spamming the AK-47 switching to shotgun when tanks get close and supports the other players where necessary
  • One player (D) holds the right watching the right side using an AK-47 with laser sights

Position A

This player can move around the entire left side of the boathouse but should be weary of special infected attacking from the trees as they are obscured from view. Smoker’s in particular can be quite dangerous. Generally speaking hanging towards the back area is safest as smoker’s tongues can be baited on the corner of the boathouse and chargers can be sidestepped easily. This player should maintain their focus on the left side and only needs to help with tanks that come through the middle of the boathouse or drop from the balcony above.

Position B

This play should hold the back door for the most part but can push up inside but generally shouldn’t push past the stairs because special infected can surprise them from the hole on the left once the wall is broken. This player should help with all tanks but should maintain their position and only help with tanks either side once they’ve pushed all the way in. To keep an eye on the front door whilst tanks push in, it can be a good idea to switch to the opposite side of the door so it stays in their field of view whilst looking for the tank as it pushes in. If tanks climb to the balcony above this player should sit at the back railing in line with the door to give themself as much time to deal with them as possible.

Position C

This player mostly focuses the right but will switch their focus to support the other three players. If any of the other players need to leave their position to get supplies or to heal this player should assume their position till they return. When tanks push in close this player should switch from the AK-47 to an autoshotgun to quickly finish off the tank.

Position D

This player should mostly hold near the back on the right behind the balcony pillars but can push all the way up to the sandbags to get a better line of sight on special infected that path through the trees. This player only needs to help with tanks that path through the middle once they are inside the boathouse and should only do so if their side is clear.

Notes

The boathouse strategy has another variation on the strategy whereby either the player in position B, C, or D can play on the balcony above utilising the minigun. If the player in position D plays on the balcony then the player in position C should focus on the right side. The player on the balcony should use the minigun sparingly only utilising it to pull the agro of tanks to help keep the rest of the team free from tanks. The front area near the minigun is very dangerous as the player can be targeted by smokers from the trees and easily can be pulled forward into the open and open themselves up to being attacked by the other special infected or getting surrounded by the horde. Once the wall next to the minigun has been broken down the player can kite tanks around the stairs by running around them through the hole in the wall and the door until they’ve managed to kill the tank.

The supplies on the pier can be grabbed by one survivor at a time as needed without the rest of the team needing to leave their positions. The health-kits and defib in the cabin are moderately difficult to obtain but using a pipe bomb on both the way there and back should be sufficient if the team moves quickly. The two health-kits in the picnic hut are the most difficult to retrieve from this position, only two survivors need to go for the run, the other two should hold the boathouse and the team should throw the bile jar in front of the boathouse and then quickly retrieve the health-kits and return to position.
Crane

Positions

  • One player (A) holding by the windows using an AK-47 with laser sights
  • One player (B) holding just behind the plank bridge to the next building over using an AK-47 with laser sights
  • One player (C) holding just in front of the plank bridge using an AK-47 with laser sights
  • One player (D) holding on the tower above using an AK-47 with laser sights

Position A

This player has the hardest job as they will need to manage both windows as well as the climbing points next to the ammo pile and on the opposite side of the building. The windows are the main focus and this player will need to constantly shift between the two to deal with threats quickly as they often will spawn close behind the opposite window.

This position will often have big lulls followed by a lot of intense action, the lulls should be utilised to grab ammo and check the climbing points. This player can also check the climbing points whilst switching between windows as they have about a second as they move between the two.

Special Infected prioritisation:
  • Spitter
  • Charger
  • Jockey
  • Smoker
  • Hunter
  • Boomer

When tanks spawn in the windows it is important that this player immediately calls it to alert the team and switches to the window to start dpsing the tank and then lead it towards the far side of the ventilation before cutting back around them to bait the tank into climbing.

Often horde will spawn either in both windows or in the hallway beyond the windows meaning that horde will pour out of both windows at the same time, in this situation it’s best to fall back a bit from the windows to more easily see the horde in your peripheral vision and to also alert the team so that they may assist.

Position B

This player’s main role is to keep infected from crossing the bridge and can assist with the windows as needed. Beyond that they should mostly focus on dealing damage to tanks.

Position C

This player will float between the circuit breaker box and the ventilation and their main focus is killing everything as it climbs the dumpster and dps tanks and kite them from the bridge to the opposite end of the ventilation before doing a sharp turn at the end forcing the tank to climb.

This player needs to be aware of any special infected climbing the pipe just to their left. In particular jockeys, spitters and smokers. Backing up and baiting them out on the corner of the building should be sufficient for dealing with them.

Position D

This player will mostly focus the front dumpster area but should also assist with the windows where necessary. This player should be safe from most threats but if a special infected sneaks past the player in position C and climbs the ladder do not be afraid to drop off the tower and fall back to the safety of the team and grab ammo at the same time before returning to position.

Notes

The dumpster takes about 50 seconds to descend to the point at which survivors can cross and because the first tank spawns 40 seconds in, players should wait and deal with the first tank before crossing. Starting out survivors only have access to tier 1 weapons and the scout, players should use the silenced smg with one or more spamming the spawn until they can cross the dumpster and then pick up an AK-47 during the 1:30 break and if there is sufficient time to make it back before the second tank spawns at 1:55 grab a laser sight and return to position, if not they should wait till the 2:30 break after dealing with the second tank to grab a laser sight.

When grabbing health-kits players can go individually and should go the long way around and cross by jumping from the dumpster to the lip of the start area with the health-kits rather than jumping the gap immediately to the left and cutting line of sight from each other and take the same path back to their position.
Construction Site

Positions

  • Two players (A) & (B) spamming the AK-47 & Autoshotgun spawns
  • One player (C) holding the windowsill using an AK-47
  • One player (D) holding next to the fence in the back using and AK-47


Position A

This player sits hanging over the ledge on the front left window to drop spit and primarily focuses on special infected. They need to be wary of smokers and jockeys in particular. They can dodge the the left or right to use the wall to bait smoker tongues and should back up to avoid jockeys. This player may also pull tanks by accident due to their positioning and the spawn location of many tanks, if they do, they should move right along the front towards the spools on the right where position B is covering to make tanks climb there, otherwise tanks will often path under and climb the ladder in the middle.

Position B

This player sits on the right side by the spools and will deal with the majority of the horde. This player should also when able to, move to the front windows to pull tanks around to the right to climb up the spools.

Position C

This player assists position B with infected that climb the spools as well as watching and calling out anything that paths to the middle ladder. This player needs to watch out for spitters as spit can and will land on the windowsill however it does land with a substantial delay which can lead to a false sense of security. It's safer to assume that spit will land on the windowsill. The only other infected that can cause them problems are smokers and hunters. Smokers can be baited by moving forward and using the angle of the wall to break the tongues. Tanks that path to the middle ladder will often throw a rock at this player once they walk into the area below, be mindful of which rock throw type the tank is performing as the player will need to dodge right/forward for either overhand variant and needs to jump across to the scaffolding to avoid the underhand variant.

Position D

This player will mainly focus the back fence. Mostly spitters, hunters and smokers will path around to the back fence and can be picked through the concrete walls if the player is paying attention to their sound cues. This position will be overall quite quiet and it can be tempting to focus elsewhere however this is usually when something will sneak past the player and cause problems. If the team hear a tank headed around to the back fence this player can move up to the fence to get some early damage on the tank to ensure it dies quicker.

There is a closet below the fence at the back in which infected can spawn, in particular smokers spawning here can cause problems for this player.

Notes

There isn't really an ideal place to leave the cans where they can't be shot but in the nook behind position C at least give easy access and the player in position C can throw the cans to the bottom of the spools below position B.

Getting health-kits can be quite dangerous but the team can jump across to the water tower and hold there whilst going for kits in a 2 and 2 formation before returning to the water tower and then jumping back across into position. It can also be useful to use the bile-jar for the kit run.
Terminal

Positions

  • Two players (A) & (B) hold on the left using either a Hunting Rifle or one of the assault rifles
  • One player (C) sitting on the ammo pile using either a Hunting Rifle or one of the assault rifles switching to the Spas when tanks push in
  • One player (D) holding the front right by the corner using a Spas

Positions A & B

These two players are far enough back that the only threat for them are chargers which can easily be side-stepped. They should focus solely on the front, in an attempt to maintain control. Once the tank is in close range of the player in position D they should stop shooting it and continue to shoot infected at the front.

Position C

This player uses a rifle to shoot over the shoulder of position D and switches to a shotgun once the tank pushes past the corner where position D holds and helps dispatch of the tank quickly.

Position D

This player will kite the tanks and should try to ensure their shotgun is fully loaded at all times so that they can put 10 shots into the tank as it pushes in and then turns around to grab a new shotgun from the spawn to continue shooting it.

Notes

Early on in the round during the breaks the team should grab the gas cans out of the room on the left in front and move them to the corner by position D. The player in position D should throw the gas cans at the front area to burn during double tanks so the team can focus the tanks down quicker.

Health-kits are located in direct line of sight of the hold position but it can be very difficult to push for them. Players can either push individually for them whilst the team cover them (preferably using a hunting rifle) or all push out together using shotguns and throwing the bile-jar.
Runway

Positions

  • One player (A) holds the right using an AK-47 with laser sights
  • Two players (B) & (C) in the middle using AK-47s with laser sights
  • One player (D) holding the left using an AK-47 with laser sights

Position A

This player primarily watches the right and assists with the middle when needed. Targeting priority for this player is as follows:
  • Tanks
  • Smokers
  • Hunters
  • Jockeys
  • Chargers
  • Spitters
  • Common infected
  • Boomers
When kiting tanks from the right this player should lead them in behind positions B & C and in front of the closet and along the wall. If a tank comes from the middle or the left this player should cover both the right and middle unless assistance with the tank is requested.

Positions B & C

These players will watch the middle area near the back of the plane and will help with either side where needed.
Prioritisation is as follows:
  • Tanks
  • Smokers
  • Hunters
  • Jockeys
  • Chargers
  • Spitters
  • Common infected
  • Boomers
When tanks come from the middle these players should lead it back and then to the left behind position D.

Position D

This player primarily focuses on the left and is positioned next to the baggage pile so that chargers will charge into the pile rather than ending up behind the team at the end of their charge. Target prioritisation is as follows:
  • Tanks
  • Smokers
  • Hunters
  • Jockeys
  • Chargers
  • Spitters
  • Common infected
  • Boomers
This player should kite tanks towards the back wall and in behind the middle players.

Notes

The closet behind or the shipping containers either side of the team are good places to store the gas cans and the team can use them on whichever side they feel necessary to help deal with hordes during troublesome tanks or double tanks.

There is an abundance of health-kits on this map one of which is located behind the players in the closet and 8 which are located near the fuel truck where players spawn in. The team should all move together when making a run for the kits near the fuel truck and hug the right wall around the first fuel truck and then can loop either way around the front or the back of the other fuel truck picking up a kit and then continuing around the opposite end of the truck and then back along the path they followed back towards the hold position.
Warehouse

Positions

  • One player (A) holding on the stairs using a Scar
  • One player (B) spamming the Scar/Spas spawns
  • One player (C) holding on the ground floor using the Scar
  • One player (D) holds the front on the top floor using the Scar

Position A

This player should primarily help cover the player in position C.

Position B

This player should spam the Scar until a tank passes the corner of the railing on the top floor at which point they should switch to spamming the shotgun.

Position C

This player can bait infected to come to the ground floor based on how far forward they push.

Position D

This player is responsible for kiting tanks that take the top floor path.

Notes

The gas cans are best used on the ground floor in front of the player in position C and they should store them somewhere close by for easy access.

To make a health-kit run all players should push forward at the top and then two players should hold the top of the stairs on the opposite end whilst the other two players push into the room to grab supplies and then players switch positions. The team should wait for tanks before pushing into the room to grab supplies and deal with them at the stairs.
Bridge (Blood Harvest)

Positions

  • One player (A) holds at the front of the train car using an AK-47
  • One player (B) holds on the right side on top of the train car using an AK-47
  • One player (C) holds on the left side on top of the train car using an AK-47
  • One player (D) holds on the left next to the train car using an AK-47

Position A

This player is responsible for baiting tanks that path from the front. To bait the tanks they should jump onto the front gas carriage whilst shooting the tank which will cause it to climb up, at which point they should jump to the back carriage at which point the tank will either chase them and fall off the middle between the two or attempt to throw a rock which should be dodged right towards the cliff. Once the tank has fallen off of the front carriage and climbs up to the back carriage this player should jump around the tank onto the gas carriage again which will cause the tank to fall off again and then repeat the process until the tank is dead.

Smokers, jockeys and spitters can be quite problematic for this player due to the gas carriage not being entirely solid so special infected can see and attack them from where it appears that they may not have line of sight. They should fall back and hold further back if they feel it isn't safe to jump to the front carriage. It's better to not get trapped on the ground next to the front carriage as it can be difficult for the rest of the team to provide cover.

Position B

This player primarily shoots special infected as they path around the right side of the train carriages and warns position A about any imminent threats, they should also clear any special infected or horde that spawn from the cliff to the right.

Position C

This player primarily provides cover for the other players and will shoot where needed.

Position D

This player will move around a lot and should pull the aggro of any tanks that come from the left and should be mindful of the log as it is hittable. They should kite tanks back towards the team and then across and over into the shed behind to dance with the tank on the track end. The only other major threats to this player are chargers and then horde whilst kiting tanks.

Notes

The best place to store gas cans is behind position D and use them at the front of the train carriages during double tanks.

There is a lot of objects for infected to climb on and survivors to use to cut off infected pathing to them quickly on this map and the team can use these to their advantage when making a health-kit run. players should run off the front of the train carriages and quickly cut across to the fallen bridge and then immediately into the side-door of the building grabbing new kits and pills before jumping out of the windows and then uses the gas tank next to the wall to jump onto the roof of the building and then jumping from the roof to the derailed train cars and then across to the train car with the sniper rifle spawn located on it before hugging the the tracks back towards the hold position.
Farmhouse

Positions

  • One player (A) holds on the rafters using an AK-47 with laser sights
  • One player (B) holds on the left side of the barn ledge near the ammo pile using an AK-47 with laser sights
  • One player (C) holds on the right side of the barn ledge next to the ladder using an AK-47 with laser sights
  • One player (D) holds in the middle of the hole in the side of the barn using an AK-47 with laser sights

Position A

This player is essentially playing the bait, most tanks will go for this player. Most infected are easy to avoid, however jockeys and smokers can be problematic as they're able to pull the player off of the rafters and onto the ground floor which is dangerous. The player can move along the rafters to bait smoker tongues.

Position B

This player also needs to be mindful of smokers and jockeys however they are mostly safe and can just back up to bait out smoker tongues or avoid jockeys.

Position C

This player needs to be mindful of special infected climbing the ladder as well as watching out for smokers and jockeys pulling them down from below. This player can also quickly turn around to grab a shotgun to quickly dispatch of tanks.

Position D

This player mostly deals with horde. Occasionally special infected will path around to them, either climbing next to the power pole or on the far side of the haybales. The main threat will be chargers which can be baited to charge by pushing outside if there isn't too much horde and sidestepping. If a tank spawns on this side player D should kite the tank over to the rafters.

Notes

The gas cans should be stored behind the haybales in the barn behind position B and thrown on the ground level below positions A, B & C.

Due to the large size of the map and the open layout the health-kit run is long but relatively easy on this map. There are a variety of paths players can take to get the kits depending on where tanks path in from. Players should either drop out of the back opening or go out the hole via position D and then path straight to the house via the closest door grab kits and then run upstairs on the opposite end of the house and wait for tanks to catch up before dropping off and pathing back the barn.
Traincar

Positions

  • Two players (A) & (B) holding on the right boat trailer using AK-47s with laser sights
  • Two players (C) & (D) holding on the left boat trailer using AK-47s with laser sights

Positions A & B

These players will move around a lot to kite tanks in from the right side of the map from either the far fence, the shipping containers or the big boat in the middle and kite them towards the fence line with the water and then all the way along the fence line in behind the big boat on the left side of the map and then reset back into position. When one player is kiting the tank the other should remain forward from the fence line and should help keep common infected and special infected from preventing the kiting player being able to move.

Position C

This player will largely play a support role and shoot where needed to help kill tanks and keep the other players free from infected. Early on this play will also juggle any dropped bile jars back towards the fence line/tree area and then from 13 minutes onwards they will throw bile jars out to keep common infected off of the team and out of the way.

Position D

This player will kite tanks that come from the left side of the big boat and from the traincar areas and lead them onto the inclined train carriage ramp area and then down and around the big boat in the back.

Notes

The boats can be broken by all infected but often will break to chargers or tanks (both rocks and punches). Care needs to be taken around the boats as they will do 24 damage if they clip a survivor and can clip survivors multiple times. Once a boat breaks into pieces the pieces can be shot to destroy them and prevent them blocking survivors and being hit again for more damage. Tanks can also climb the boats to get to survivors and when they do they will move sideways off of the trailers but the original clip brush will remain as well until the boat is broken. Be extra weary if the right boat is pushed right as it will block off the route for kiting tanks from the right along the fence. Players should attempt to bait infected into breaking the boats early on to remove them before they cause issues.
Barge

Positions

  • One player (A) sitting on top of the cement truck at the back, switching view between the front and back right using an AK-47
  • One player (B) on the ground between the building and the cement truck switching view between the front and back left using an AK-47
  • One player (C) sitting in the window focused on the front and keeping common infected out of the building using an AK-47
  • One player (D) at the front window kites tanks through the building out the back towards (A) & (B) using an AK-47

Position A

This player will mostly be dealing with horde and any special infected that path around the right side of the truck or on top of the building C & D are holding. The main threats for this player are the occasional special infected that comes down the alley on the back right or through the building and Smokers that will try to pull them from the rooftop on the right.

In the event a tank spawns at the back this player should try to pull aggro to make the tank climb and then retreat from the top and then either use the guard railing to slow the tanks movement making it climb or fall back into the garage and kite the tank around the pick-up truck.

Position B

This player will mostly be dealing with the horde in the back and any special infected that path up between the truck and the building and on occasion they will need to clear special infected and commons that climb over the fence on the left next to the building. This player should kite any tanks that path from the front outside over towards the garage with the pick-up truck and use the pick-up truck to dance with the tank.


Position C

This player should try to prevent any horde from making it inside the building so that the player in position D can move freely and shoot any special infected that path between the building and the truck.

Once the walls inside have been broken down, this player can help with tanks that player D is kiting.

Position D

This player will deal the bulk of the tank damage. Primarily they hold the front window shooting special infected and tanks. Once the tank starts climbing into the window they then fall back to the door as the tank climbs and lead the tank down the hallway whilst shooting it. If necessary they can lead the tank all the way to the back players A & B.

Once the walls inside are broken down the tanks can be lead through the room past position C.

Notes

There are a lot of gas cans on this map, depending on player preference there are a few places that the team can store them for use. The first is in the back of the pick-up truck in the garage, if they’re stored there the player in position B would be best suited for throwing them out for use. Another good place is, in and under the cement mixer truck that the player in position A is located, either player A or B can throw these out for use. The last good place to store the cans is in the closet on the opposite side of the hallway to the room that the player in position C is located. Gas cans are best thrown between the truck and the building to deal with the horde when necessary to relieve pressure from the back during a back tank.

There are two health-kits at the back in the building to the right of player A and 4 health-kits by the radio. The health-kits in the back can be grabbed at any time when they’re needed but the health-kits by the radio will require the entire team to go and when the team should convene at position D and throw a bile jar out past the health-kits to the right and then all drop out the window and pathing left around to the health-kits and then back up the stairs to the pill cabinet grabbing pills as well and then jump off onto the cement mixer and run back up between the building and truck and then back into position. Don’t be afraid to use the second bile jar or a pipe bomb to ensure a smooth health-kit run.
Port (Sacrifice)

Positions

  • Position (A) Focusing on shooting to the bar down below while helping the back door using AK-47 with laser sights
  • Positions (B) & (C) Focusing on shooting to the bar down below using AK-47 with laser sights
  • Position (D) Focusing on the back door using AK-47 with laser sights

Position A

This player will switch focus between the bar below and the back door assisting where needed.

Positions B & C

These two players primarily focus on the bar area below and need to be particularly wary of chargers that make it up the stairs. When tanks come from the back door at least one, if not both of these players should help kill it.

Position D

This player has the most difficult job and particularly needs to keep an ear out for jockeys as they can drop off the roof above. Due to less firepower generally in the direction of the back door this player will often be required to bait tanks around and onto the two pool tables. Jumping between the two will make the tanks climb them repeatedly.

Notes

Ammo is located on the bar below where the team will hold and players should take turns going for ammo and the player in position A should cover the back door (position D) when they're going for ammo until they return.

Gas cans should be stored in the corner behind position A and can be used liberally in the bar below during every tank since survivors do not have access to any additional health-kits it is more imperative to conserve team health than other maps and typically after the 13 minute mark teams will switch from holding to lapping.

This map has CEDA agent uncommon zombie spawns which means that there is a replenish-able stock of bile-jars which should be saved for lapping. Players can juggle/shoot these to somewhere either in the bar or the pool hall upstairs for easy access later.

Lapping

The lapping circuit begins in the upstairs pool hall. Survivors should wait there until the first tank reaches them. Dependent upon which direction the tank arrives from players should exit via the opposite side; thus if the tank arrives from the bar once it starts climbing, exit out the back door and if the tank arrives at the back door players should drop down into the bar and leave via the front door.

If players exit via the back door of the pool hall they should jump onto the railing and drop to the railing below and then path around the right side of the truck and head towards the warehouse.

When passing through the intersection players should be wary as most of the special infected will be near the bar, however they can attack from all directions here.

Once the team enter the warehouse they will prepare to hold and wait for tanks to catch up.
  • Position (A) stands a little back from the doorway to avoid being hit by tanks that drop from the chain link fence and watches the back. This player will call when to continue the lap.
  • Position (B) stands on the guard rail and watches the chain link fence to warn position A when the tank is climbing the fence. This player should be far enough away from position A to not get stumbled if they're pinned.
  • Position (C) stands near the window and watches the skylight and should be ready to call for the team to continue the lap as tanks will often drop from the skylight.
  • Position (D) stands next to position C and will watch the warehouse area. Rarely tanks will come from this area but if they do this player can bait the tank to climb up to them whilst working their way to the connecting walkway outside along with player C.

Conversely they can just begin the second half of the lap like normal proceeding to the walkway whilst positions A & B bait the tank around the shelving, using a bile-jar if needed.

Once the second half of the lap starts positions A & B will go down the stairs and exit via the ground floor of the warehouse onto the street and make their way back towards the bar entrance.

Positions C & D will proceed to the walkway and start clearing any infected as they are in a safer position to do so and will arrive to the street area first. If a tank cuts the team off from returning to the bar it should be biled and the team should wait for it to either get hoarded and become unable to move or for it to start climbing up to the walkway before proceeding.

Once in the bar positions A, C & D will hold the bar until tanks arrive and then will retreat upstairs to the pool hall. Position B will hold upstairs back from the door to ensure less infected path towards the door. From here, repeat the lap.

Lapping Notes

  • Lapping leads to a lot of unique situations and not every possible situation has been explained in this guide so it is important that players make quick judgement calls and the team all execute the call to avoid confusion and chaos.
  • Whilst bile-jars are technically an infinite resource they do spawn randomly and whilst it may seem like a good idea to use them on tanks whilst in the pool hall to ensure safe crossing to the warehouse this will use them up very quickly.
  • Keep tanks alive. This is vital to ensure the team has relatively good knowledge and control of their position throughout the lap. When a tank dies a new one will spawn in a random location which has a high potential to be very bad for survivors.
  • Whilst lapping cars will likely not despawn due to the mechanics of hittable despawning whilst a tank is active. It is often better to bait an early tank during the holding phase of the round to hit the car to get it to despawn.
  • If players need ammo there is ammo near both hold positions of the lap. One in the bar and the other next to the generator upstairs in the warehouse.
Junkyard (Last Stand)

Positions

  • One player (A) sitting on top of truck wheels with Autoshotgun
  • Three players (B), (C) & (D) in a row next to truck with silenced SMGs

Position A

The main threat for this player will be smokers from behind the fence, they should take a bladed melee weapon or bait smoker's tongues on the fence posts. Their primary role is to bait tanks into climbing the truck to buy extra time for the rest of the team to kill them.

Positions B, C & D

The main threat for these players are chargers, they will charge from a distance and will slide along the wall avoiding the stumble they would normally receive from hitting a wall. The right most player should be careful to step left when backing up to avoid getting stuck on the trees.

Notes

The team can store the gas cans in the back corner by the shipping container and should use them in front to burn the horde during double tanks so that they can quickly regain control of the front.

When players still have a reasonable level of health they should all switch to shotguns and hug the left wall and run to the structure ahead to grab new health-kits and pills before quickly returning to the hold position.
Lighthouse

Positions

  • One player (A) sitting on the front right corner watching long-pipe, cliff and ladder using an AK-47 with laser sights
  • One player (B) on the crows nest focuses tanks and SI using an AK-47 with laser sights
  • One player (C) sitting above the ladder focusing the two ladders leading to the roof below and the far cliffs using an AK-47 with laser sights
  • One player (D) sitting above the short-pipe focuses back cliff and infected ladder leading to short pipe using an AK-47 with laser sights

Position A
This player’s main priority is the long-pipe infected ladder. They will only have a few common infected to deal with on their side so there can be long lulls in action where they can focus the ladders from the ammo piles to assist the ladder player C but it is imperative they prevent SI climbing to the top of the long-pipe.

The main threats position A has to worry about are smokers from multiple angles on the cliffs opposite as well as next to the ladder below. Retreating inwards from the edge can often be enough to avoid being pulled down. Position A can also be pounced from directly below as well as the cliffs opposite by hunters. Rarely spit can push this player out of position but they can also operate from the back right corner directly above the long-pipe.

Position A only needs to shoot tanks that are either climbing up from the cliffs in the back, or the cliffs opposite (be wary of rocks -dodge towards the back and away from team-mates) and if they’re not preoccupied with other threats they can shoot tanks that spawn at the fence and travel towards the ladder position. If a tank manages to survive all the way to the top of long-pipe they should kite the tank from long-pipe around the front right and then towards ladder or back up and let position B pull agro making the tank climb to the crows nest.

Position B

This player’s main priority is getting dps on tanks but where possible they can offer support to any of the other three players. When the other players are on an ammo run this player should cover the other positions to prevent SI climbing to the top.

Position C

Position C will mostly be dealing with the common infected and the occasional special infected or tank. The best way to deal with the common infected in this spot is to position yourself so that the common infected get caught in the crossfire whilst you’re focused on either a tank or another SI.

The main threats for Position C are Smoker’s pulling them to ground floor but retreating back from the edge when you hear them should be sufficient. Spitters can also force them out of position, it is safest to back up towards position (A) if forced out of position by spit. The last major threat from the special infected is jockeys that come from inside the lighthouse from the window below. The jockeys will path to the ladder and can instantly pounce from the ladder or they can leap from below the ledge and clip onto the player’s hitbox if they are close to the front edge.

Most of the tanks that Position C will deal with will path around the back of the lighthouse to short-pipe but a few will go to the ladder or path through the lighthouse beneath and climb out the window below and climb the ladder, if they do back up towards Position (A) and kite the tank around that direction. Do not back up too quickly as the tank will often re-agro on the short-pipe player if you’re not close enough.

Position D

Position D will deal with a large proportion of the special infected as well as a decent amount of common infected and approximately half of the tanks should path this way as well.

There are only 2 main threats for this player, a semi-obscured smoker from the tree on the cliff in front of them and jockey’s that can leap from the top of the infected ladder to the roof below. Both can easily be dealt with by retreating backwards towards the long-pipe.

Tanks shouldn’t be too much of an issue from this position as they have to climb at least twice to reach the player giving plenty of time to kill them, however if a tank does make it all the way to the top without dying the player should kite the tank back towards longpipe and around then to position A or back up and let Position B pull agro making the tank climb to the crows nest.

Notes

Communication is very important on this map. This strategy requires a lot of coordination and needing to know what is going on without being able to look at your teammates. When players have to kite a tank around the top they should communicate to their teammates that they’re doing so; so that they may move appropriately themselves whilst their focus is elsewhere. It is also imperative that players communicate when they’re going for ammo so that the team can cover their position and players know to cover them on the ammo run as well. The short and long-pipe both should have a player covering them at all times, so players should go for either individual or two and two split ammo runs to prevent special infected reaching the top as most of the ledges are ledge grab/insta-incap spots.

The ammo run is usually to the ammo on the bottom level roof by the horns rather than the ground level unless a player needs a health-kit.
Počet komentářů: 59
Skyheart  [autor] 19. úno. v 12.48 
the number is the minimum, if its more then thats because of rng spawns that can be any of a number of melee weapons
Spaceman 18. úno. v 21.12 
There are actually TWO shovels on Port (Sacrifice). Can't follow this guide at all
eon 28. led. v 16.58 
it would be an absolute blast if each strat got a video, from the team perspective and the baiter perspective, but its really good
Green Rui Spirit 22. říj. 2023 v 17.02 
The CS Knife has had its swing arc changed as of writing this guide. Now it takes the same path as the machete's second swing, now going from left to right. This has been changed as of 2 months ago. (The change was on the August 22, 2023 patch.)
aca 25. srp. 2023 v 11.37 
JustRex665 14. srp. 2023 v 8.53 
This is amazing! Thank you so much for this guide, you are the best!
drip. 19. kvě. 2023 v 20.58 
hello sky, mind helping me get all gold on survival maps? if u want
Skyheart  [autor] 15. pro. 2022 v 21.22 
@Ed The Hyena, im actually retired from survival now, but if you go to this groups discord you can find a lot of active players to get games with who would likely be willing to help you
Ed The Hyena 9. pro. 2022 v 5.22 
hello sky, mind helping me get all gold on survival maps? if u want
M4RT1N 23. zář. 2022 v 9.28 
Thanks :steamthumbsup: