Ah! I forgot my favourite map...
Bedlam.
Pretty much anywhere is a death trap there too. The place is very narrow, has plenty of turns and obstacles. It's also very, very easy to get lost.
Even the best spots to bunker in Bedlam are death traps themself.
- The garden on the top floor; There's like, 4~5 ways the specimens can come, they'll flood out of everywhere. And in each of those entrances/exits, there's usually one of those 'Forbidden junk pile' zones, where the specimes will spawn. One person at each entrance may seem like a good idea, but eventually a Scrake will come, a Fleshpound, a Screamer and difficulties will arise when the person will wail for help; And everyone will flock to that position, take it out, then go back to their posts; only to find they're surrounded because it takes no more than 5 seconds for zeds to get over the junk piles and through the door. I remember one of the entrances being weldable, too; So it's best to weld it rather than try fight them off. Get a support specialist to do that, so he can weld fast; Circle the place to fire a few shots of assistance and go back to that door.
Anyone who isn't guarding an entrance should be shooting the Specimens on the ground floor from above, just for that small bit of assistance.
However if the team is overrun, there's about 2~3 places where you can walk off the edge and onto the ground floor; But this is risky, because not only does it take a big chunk of HP off; You could be dropping right into a mob - With the HP loss from the drop and a mob? You're a goner.
There's two places that seem
*alright* to bunker in, but they're truthfully not if you're on Hard+. One is a red room, close to the trader, which has this gigantic metal thing in the center of the room; If you have a person at each of the entrances you can do alright, until the usual hardies come along. Not to mention, if you ever bothered to look up; There's a giant hole in the cieling, the distance from the floor to that roof is so small they drop before you can shoot them. This spot is totally, confined. Worst room to bunker in, this whole map.
(Not counting corridors)
There's a DJ Rave room, with a green and blue light laser show; This has served to be a more better approach to bunkering, but becomes awful because not only do you have only two ways to flee when trouble comes; But there's plenty of holes in the cieling. Also with its more open and tedious terrain of having to jump, crouch over the pool's ledges; It can be a screw around for a Medic trying to jab you with a syringe.
There's two rooms that seem fine to bunker in as well... Not a good spot. Both are connected to another by a tiny corridor (Where specimens spawn on each end of that corridor); You get up by going up a tiny ramp, in a purple room, to see a DJ set. Through the door, to the left, you find a similar room; Except it's corroded, it's grey and there's no ramps. If you fall off you're going to be going backwards; So the only way to get past is to take an corroded wall route on the right side, which is very narrow; And even a mob of gorefasts can clear your team in this tiny spot, unless you have a support specialist - Specimens also jump from across the gap to the top floor as well; But thankfully, they sometimes drop onto the bottom floor.
Best spot for Bedlam? The start of the map where you spawned.
I don't mean to stand right there, either; If you walked forward and take the left passage, you'll find a long corridor; Split your team in half. Half aim down the corridor, where you'd best hope Fleshpounds and Scrakes appear, because this corridor is easy pickings for a Sharpshooter; The other half aim towards the right passage way (From the start), so they should be in a 'tiny room' between two broken doors
(Can't close them or weld them.) This area, much like everywhere in Bedlam is a no-escape zone; With only two spots to run out and away from, you're stuck between the specimens stuck in the tiny broken doors, or the specimens in the corridor.
"The corridor seems like the best bet. I'll run down it shooting them as I go"; Down that corridor half of your team was aiming down, half way is a junk pile spot; So it's a gamble to run down there, and also near the end of the door is a left passage way; Sometimes, they spawn in that area - But not usually, so that passage way can be a life saver if you make it to the end.. Unfortunately it's a more confusing place when you take that road.
The alternate is to take the right-side-of-the-spawn-path; You've got more open room to fight in... But, they can spawn just around the corner; And you only get two options when you're in the next room, that you have to decide quickly. The right one is normally not a good idea since it leads into that red room near the trader with the metal piece in the middle - The left side... I can't remember. But, I do remember there's also windows in that room; Stalkers love to pop out from them.
I find Bedlam to be the most death-trap map in the game; It's difficult to know where everywhere is, the Trader is at the most confined places, there's plenty of forbidden junk piles for Specimens to spawn through; And everytime you turn that corner, they're there.
Nanostrike said:
Filth made VERY sure that camping the parking lot is a bad idea. The winding, narrow corridors near the back are terrible too. Really, the entire map is a deathtrap.
Where those 'large rooms' are in the map; Despite being very appealing and open, I found the best spot to be where the trader sets up shop sometimes. It's a two way, very long corridor with plenty of bodies hanging from the cieling, and on the floor.
Split your team to guard each side
(Just on top of the first set of stairs; Not on the bottom - They'll get too close) it can be very good. Support Specialist, Medic and Sharpshooter Haven.
For anyone who doesn't take 10 seconds to type "fp" can utilize this ability by quickly jumping down the stairs, typing FP and then watch most of the team flock to the other side of the corridor to take it out; Then go back to their designated posts.
Support Specialists are a must in this since it's pretty much a bottleneck area.
Sharpshooters have the long corridors to shoot before the team gets turned into mash potatoes.
The Medic doesn't have to run back and forth the long corridor if he has the Medigun. As long as you tell your team members not to go up that second flight of stairs...
Everytime I bunkered here
(Even in hard; Which is an achievement for me.), we won the whole game.