Navigation

OUR STEAM GROUP

Untitled Document

Our Steam Group

OUR FRIENDS

Untitled Document

Gold Miners

North American Survivors

L4D Survival Records

YOUR L4D Survival Records

ADS

All possible ad profit goes only to server expenses. If you have an Ad Blocker, please disable it on this site.

Articles Hierarchy

Mall Atrium

Mall Atrium is a unique map because of its design. It includes three floors that the players can move around in and therefore gives players and most mobility and flexibility in terms of effective strategies. There are two types of strategies in this map: running and holding. The running strategy involves running from the tanks in a circuit and the hold strategies are like the other traditional strategies where the players try to kill all of the tanks. The easiest strategy to begin with is the running strategy.

Circuit Strategy

This is perhaps the most famous strategy in Left 4 Dead 2 and it is the most playable strategy for solo runs and unorganized public games. It involves running through the map in a circuit from the tanks. In this strategy, it is not necessary to kill the tanks that are chasing you because when executed properly, the tanks will never catch up with the survivors. In fact, the circuit strategy can be done with just one player, and without weapons, if the player is skilled enough to avoi the tanks and special infected.

Supplies

Any weapon is suitable for the circuit strategy, but some weapons are good in certain situations.

  • Autoshotgun - This weapon is excellent for running because it does not lose accuracy while moving like the other weapons do. The disadvantage is the extremely short range. You cannot save teammates that have separated when using the autoshotgun. Recommended for beginners.
  • M16 - This weapon is the most well-rounded weapon and good for all situations. The short reload time is very useful and the damage is good for short range and long range. Recommended for beginners.
  • Military Sniper - This weapon is great for sniping and saving teammates at long range, however, the accuracy is very bad while running. Also, the 3-second reload time is a disadvantage. It is still a great weapon for the circuit strategy but it takes getting used to.
  • SCAR - This weapon is powerful but the reload time is identical to the sniper rifle. It is more accurate while running.

If moving the supplies, the supplies can be kept in the wooded area on the third floor (saferoom).

Starting position

The following is an explanation of the circuit strategy.


Start of the circuit


The starting position is on the third floor in the wooded area referred to as the "saferoom". The players wait for the tanks to reach them. The tanks might come from the front or the back. Once the tank is there, the players go through the wall in the floor and begin the circuit.

Second floor


The circuit on the second floor. The main path is shown by the solid arrow. An emergency escape route to the first floor is shown by the dashed arrow.


Continuing the circuit on the second floor. Two emergency escape routes are shown.


Moving from the second floor to the first floor. An emergency escape route is shown.


Run counter-clockwise through the second floor. The tanks will likely not catch up to you because they stop to throw rocks. Replenish ammo at the second floor and then drop onto the scaffolding, which leads to the first floor.

First floor


Finishing the circuit back up to the third floor.


If required, run to the information kiosk to get supplies. Run to the stairs that carry you to the third floor and reach the starting position. Now the team has completed the circuit and they are ready to wait for the approaching tanks and restart the circuit.

Bridge Hold (with stairs)

This strategy involves holding the bridge but having one person on the stairway. The change in positioning radically changes the AI pathfinding and causes tanks to run up the stairs instead of climbing the columns as they usually do.

A well-known variation of this strategy is to use four people on the bridge. Both strategies work very well in practice. The advantage of having the stairs player is that the zombies are diverted up the stairs, making it easier for the remaining three players. The disadvantage is that the stairs player has a tough position holding off against the special infected. Particularly, if he is not dilligent, the jockeys and chargers can easily ruin his health.

Positions



  • 1 Player cover the top of the stairs (A)
  • 1 Player general/sniping (B)
  • 1 Player cover the bridge (C)
  • 1 Player on the stairs (D)

Weapons

Any of the weapons can be used, however, success has been found particularly using the M16 and sniper rifles. Shotgun is not advised because the strategy is oriented towards long-range weapons in nature.
  • The M16 is particularly used by the stairs player since continuous streams of common infected come up the stairs. It is easiest to deal with these zombies using the M16, but other weapons could be used. The M16 uses up a lot of ammo however, and will cause the stairs player to make frequent ammo runs.
  • The stairs player can use a desert eagle or pistols when there are times of relative calm. This is to conserve ammo and reduce the number of ammo runs needed.
  • Snipers are the best way to kill and damage zombies from very long distances. However, the three second reload time of the sniper rifle should be noted. This

Supplies

  • The molotovs and gascans should be left for the stairs player. Flaming the bottom of the stairs is a good way to control the horde in precarious situations such as double tanks.
  • The medkits and other supplies should be left in the corner of the third floor. This is a convenient spot and they are unlikely to be scattered.
  • Save the bile jars for emergency situations.

Notes

  • This positioning greatly frees up the space and freedom of movement on the top floor. However, the three top floor players must deal with the tanks without help from the fourth.
  • The player on the stairs has the most difficult position. He must fend off a lot of common zombies and avoiding getting hurt by specials and tanks going up the stairs
  • The stairs player must be especially wary of jockeys and chargers coming up the stairs. The chargers may be able to sneak a punch in before dying. The jockeys are able to jump from the bottom of the stairs at great distances. In the worst case, the jockey will pull the stairs player off the second floor, causing him to lose about 50 health from fall damage.
  • The player on the stairs must be carefully protected. The player guarding top should prevent zombies dropping at the top of the stairs onto him. Also do not bait tanks onto the stairs as this can be disasterous!
  • Depending on your positioning on the stairs, tanks will attack different. Move closer to the bottom and tanks will chase you up the stairs. Move close to the top and tanks will chase you up columns. Therefore, the stairs player has some control over the ebb and flow of tanks.
  • Gascans should be saved for the stairs player. The stairs player can kill a lot of zombies by flaming the stairs and baiting them to run through the fire.
  • Players on the bridge need to watch for chargers that charge across the bridge.
Mall Atrium (continued)
Saferoom Hold

This is more of a hybrid strategy because it involves both running and killing the tanks. Many of the players refer to the third floor enclosed area as the saferoom. Some of us malls rats have been working on and tweaking a strategy, which involves holding your teams position inside the saferoom, killing tanks, and going for ammo when neccessary.

Setup

Supplies

Bring all supplies including guns to the saferoom. (not absolutely necessary, but makes it easier). Separate to your liking all the supplies such that they are easily accessible while playing under pressure.

Gascans

Place gascans between the crevasse. (Note: gascans are not necessary or this strategy to work; however, the more the supplies the easier it is).

Positions



  • 2 Snipers in front of the entry way, a little behind the wood walls such that tank rocks, and chargers will not stumble you.
  • 1 Shotgun that focuses 90\% of his/her attention on the back wall.
  • 1 Swivel position that switches between shotgun and sniper depending on where the tank comes from.

Description

  • Front Entry way (front)
  • Back wall (back)
  • Drop hole (hole)

2 Snipers ( or 3 if the swivel is required to help the front), take out special infected and common infected in the hallway. The back shogun must make sure that no common or SI (special infected) get through to bother the 2 or 3 front snipers, especially chargers and spitters. If these SI get in the way it can be game over when the tank attacks.

Front Tanks

If the tank comes from the front, 2 Front snipers and 1 Swivel focus fire it. A tank takes approximately 45 sniper rounds to kill, which means 15 rounds per sniper (or 1/2 a clip). If the tank is still alive when entering the saferoom and if the back is clear, the back shotgun can blast a couple shells in to finish the tank off.

Back Tanks

If the tank comes from the back, the back shotgun IMMEDIATELY has to call the tank in order to alert the swivel if he/she is facing the front. You will know 80\% of the time the tank is coming from the back if the ground starts rumbling. While the tank is climbing up the back shotgun and swivel blast the tank with 10 shells each through the wall. The swivel then moves quickly out of the way such that the tank will lock onto the back shogun. The back shogun proceeds to move backwards towards the hole but onto the ledge, without dropping down. Once the shogun has reached the corner, the tank cannot attack him/her and must then move around the hole (refer to hole dance). While this is happening 1 sniper (left sniper) is always facing the front to deal with SI or common.

Hole dance

This requires the left front sniper to lead the tank towards the hole. towards the back. You can prevent yourself from dropping down the hole by hugging the left wall and you backtrack. Once the tank reaches the front side of the hole and the player is on the other end the tank will attempt to go around and hit you on the other side. At that point you will want to move back towards the front on the ledge and repeat until the tank is dead.

Ammo

Ammo runs are possible at the third floor bridge ammo before 12 mins.
After 12 mins, call out when ammo is running low and on the next tank perform a conventional circuit.
by GuyGuy
Posted by HighVoltage on September 21 2013 · In Tactics L4D2 · 0 Comments · 8056 Reads · Print

Comments

No Comments have been Posted.

Post Comment

Please Login to Post a Comment.

Ratings

Rating is available to Members only.

Please login or register to vote.

No Ratings have been Posted.

Visits

hit counter
Table 'l4d_survival_co.l4dsfs_vblog_settings' doesn't exist

Latest blogs

Table 'l4d_survival_co.l4dsfs_vblog' doesn't exist

Login

Username

Password



Not a member yet?
Click here to register.

Forgotten your password?
Request a new one here.

Shoutbox

You must login to post a message.

01-04-2017 21:01
All 130s

12-04-2016 19:12
hi

16-03-2015 19:30
Yea gotta do that. Need to come up with a proper name for those categories.

05-03-2015 10:06
You guys will have to rework hall of fame to add 90s and 100s haha

23-02-2015 05:57
2 new Top 5's on Parish Bridge in L4D2! Grin