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Tactics Death Traps on the Maps

Oh yeah...Bedlam...i can't play this map for gods sake.
It's my favourite map. :p

I find this game to have a very monochromatic color setting to it; Much like every FPS game out there now days (Except TF2.); Bedlam has a wide variety of colors, and the laser lights that I just love.
It's why I love to bunker in the green/blue laser light room. It's alright place to be in, but I just love the effects for it.
It's nice to see a map with color variety than just Red, Grey, Brown.
 
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I'd go with the workshop (the area with the conveyor nearby) on KF-EvilSantasLair
A nice open area, allowing you to shoot specimen from up the stairs.
Problem is: there's a spawn right behind you. Not good.

And of course everyone's favorite place to die:
The cafeteria/transition bridge area on KF-HospitalHorrors.
In Suburbia, pretty much any place that is not a rooftop is a deathtrap.
With a good team of commandos / Sharpshooters, the parkinglot right outside the church trader is very defensible.
There are only 2 directions specimen can come from and all specimen (except the ones that come out of the nearby building)
have a long way to go without cover, allowing you to pick them off easily.
 
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In Suburbia, pretty much any place that is not a rooftop is a deathtrap. Inside the buildings sometimes looks good but there are too many holes in the walls so they usually wind up bad, and most of the streets end up with attackers from all directions (especially husks). I've had the best success on top of the Piggy Bank (whatever it's actually called) but I've made it through on the larger rooftop as well.

Imo, the roof to the left of the spawn is a terrible hold out. I also find the first building on your left that you can enter from the spawn to be surprisingly good. It seems like a terrible place to hold out but it works. The roof on the far right is probably the best place to hold out.

I'd go with the workshop (the area with the conveyor nearby) on KF-EvilSantasLair
A nice open area, allowing you to shoot specimen from up the stairs.
Problem is: there's a spawn right behind you. Not good.

This is what I was going to say. The workshop in santa's evil lair is the best example of a death trap in the true meaning of the phrase. It seems like a safe place to be and it's right next to the trader, but in my experience, if a team stays there, they almost always wipe in the first minute of the wave. The zeds just come from everywhere.
 
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Well, imo the house in Manor isn't that evil trap, the 2nd Floor (with the old wooden floor and a treader near it) is a pretty good place to defend (when you camp in the corner in opposite of the 2 doors)


Went on Solo, HoE...and made it to Wave 10...but the stupid fleshy killed me -.- Silly Bugger...
 
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Church in West London. There's only two entrances and most of the time, you'll have the specimens banging on the doors.

Well, it isn't as much as a death-trap as an ANNOYANCE. I usually camp with my group of pals in the tunnel near the police station but since I was playing on a Normal server with pubs, I decided to follow their lead into the church.

What happened was that two of the Support Specialists thought it was their sole duty to weld BOTH doors and they kept them both welded for about twenty minutes in which case I left.
 
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Well, imo the house in Manor isn't that evil trap, the 2nd Floor (with the old wooden floor and a treader near it) is a pretty good place to defend (when you camp in the corner in opposite of the 2 doors)


Went on Solo, HoE...and made it to Wave 10...but the stupid fleshy killed me -.- Silly Bugger...

the famous death trap is the entrance room.
The rest of the house is not especially good, but manageable if you really wanted to do it. The mess hall will leave crawlers raining down on you, and has very good cover for zeds to sneak up on you, but its possible to hold out in. The second story also has numerous crawler traps and has a staircase that allows zeds to close in relatively fast, but there's worse.
 
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This is what I was going to say. The workshop in santa's evil lair is the best example of a death trap in the true meaning of the phrase. It seems like a safe place to be and it's right next to the trader, but in my experience, if a team stays there, they almost always wipe in the first minute of the wave. The zeds just come from everywhere.

It also has a hidden threat: Jumping Zeds. Any area with tables, chairs, and the like make the zeds do this incredibly annoying and glitchy "Bounce Jumping" to get over them, which makes hitting them frustratingly difficult (Because they usually strafe WHILE doing this), and headshotting nigh-impossible.
 
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The spawn area in Biotics Lab

Oh sure, it LOOKS like a great place to hold out. Two hallways with doors on either end and one main path where the bulk of all the zeds pour down.

That is, until you hit wave 7 and one of the side doors is broken by a FP. Suddenly you are surrounded on all sides and getting smashed quite nicely.

Such a horrible, popular, camping spot.
 
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The spawn area in Biotics Lab

Oh sure, it LOOKS like a great place to hold out. Two hallways with doors on either end and one main path where the bulk of all the zeds pour down.

That is, until you hit wave 7 and one of the side doors is broken by a FP. Suddenly you are surrounded on all sides and getting smashed quite nicely.

Such a horrible, popular, camping spot.

Actually, with a disciplined team, it is really good. Its just that stuff starts spawning en masse when people start checking on the doors If you leave them alone it shouldn't be a problem.
 
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The spawn area in Biotics Lab

Oh sure, it LOOKS like a great place to hold out. Two hallways with doors on either end and one main path where the bulk of all the zeds pour down.

That is, until you hit wave 7 and one of the side doors is broken by a FP. Suddenly you are surrounded on all sides and getting smashed quite nicely.

Such a horrible, popular, camping spot.

If done properly it is one of the best camping spots in the map.
 
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The spawn area in Biotics Lab

Oh sure, it LOOKS like a great place to hold out. Two hallways with doors on either end and one main path where the bulk of all the zeds pour down.

That is, until you hit wave 7 and one of the side doors is broken by a FP. Suddenly you are surrounded on all sides and getting smashed quite nicely.

Such a horrible, popular, camping spot.

Actually, it's one of the best camping spots in the map. As long as you weld either the right/left door, it's managable and I've survived on this map in this spot lots of times.
 
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Anywhere 'inside' on Mountain pass.
Pretty much everywhere inside on Ice Breaker.
Some engine looking room on Waterworks.
Around the ambulance / starting point in Filths Cross. (But I found just inside the room to be a good spot)
Any sort of 'zig zag' corridor and 'operating room' in Hospital Horror.
Santa's Room in Santa's Evil Lair.
The 'maze desks' on Offices, 2nd floor.

You can survive these with a good team, but from experience you'll get overrun quickly; Mainly because the areas are too confined, and specimens can always spawn just around the corner.

many running berserker teams love going up and down the mountain in mountain pass for kiting.
 
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Actually, it's one of the best camping spots in the map. As long as you weld either the right/left door, it's managable and I've survived on this map in this spot lots of times.

Never managed to do so there on Hell on Earth due to Husks absolutely reaming the team by firing down the hallway, shielded by literal walls of tough-skinned Zeds. Sharpshooters helped this, but then the side doors broke and...that was pretty much it. No really good retreat path.

It'll work okay at low-difficulty levels, probably up until Suicidal/HoE, but once you hit the big leagues, it's a really bad spot.
 
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Never managed to do so there on Hell on Earth due to Husks absolutely reaming the team by firing down the hallway, shielded by literal walls of tough-skinned Zeds. Sharpshooters helped this, but then the side doors broke and...that was pretty much it. No really good retreat path.

It'll work okay at low-difficulty levels, probably up until Suicidal/HoE, but once you hit the big leagues, it's a really bad spot.

the thing I found is that it really can be a matter of luck. I've played HoE games where we've gotten to the patty there since nothing or nearly nothing spawned down there, and I've played games where FPs have spawned there and toasted us.
 
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The house on Manor. Probably the most infamous "Deathtrap". You'll have enemies spawning outside of every exit door, dropping down on you, and it's a very confined place. Factor in that teammates LOVE to weld you in here and it gets even worse. What makes this one especially devious is the fact that you'd think in every zombie attack, that the house would be preferable to the open ground. You'd be wrong here.

Not to mention that the namesake of a map is typically where you're "suppose" to go. Not so with the Manor in KF_Manor.
 
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Yep, those areas are bad because specimens can spawn anywhere "Out of sight", even when "Out of sight" is only behind a wall 2 feet away or inside a vent an inch above your head.

...

That's a pretty good list. If I want to do drills to relearn timing for a perk, I'll play the listed areas in biotics and manor on hard till I can survive easily then switch to suicidal.
 
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People really have problems with the Biotics spawn spot? I've probably won more HoE games in that spot than every other map put together. As long as you have a competent demo (for fleshpounds) and sharpshooter (for husks/scrakes) and lots of aa12 spam it's pretty easy to survive. I actually prefer to not weld the doors (or at least keep the left one open): one support watching left hall, 2 in the middle, one on the right (or a medic/commando/zerker there if you want to weld) and a sharpie and demo in the middle watching all sides. I've actually never won anywhere else on that map haha.

One place everyone always seems to camp that I've never won on is the tunnel in West London. Every time I've won on that map is either in the police station (with 6 people or else it doesn't work), outside of the station, or kiting. The problem is we get split up by watching both flanks, and as soon as one side gets a heavy spawn we're overrun.
 
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The spawn area in Biotics Lab

Oh sure, it LOOKS like a great place to hold out. Two hallways with doors on either end and one main path where the bulk of all the zeds pour down.

That is, until you hit wave 7 and one of the side doors is broken by a FP. Suddenly you are surrounded on all sides and getting smashed quite nicely.

Such a horrible, popular, camping spot.

The easy fix is don't weld the side doors. Spawn is the best place to fight, IMO, especially since TWI added that wonderful and badly needed vent in the U room.

The problems with spawn on biotics are all player created. They weld the side doors rather than just shoot the few specmins that show up. They stupidly weld the doors up front and crate all sorts of pathing problems. They fight way up the hall where specimens rape them from the side or husks and sirens pop them before they can run back. And the worse is when the entire team fights in the hall, or next to the elevator, and lose visual control of the side halls and specimens spawn directly on the side.

I can tell you this. I'm a big stickler for maintaining visual control of hallways and I usually won't move no matter what. And unless the player getting hammered happens to be Devante, Scary_ghost, Deafmute, or some other trusted player, I'm gonna let that player die up there before I run that far to heal that player.
 
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