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Hospital Horrors
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== Defensive positions == Considered one of the most difficult maps in the game, there are few reliable defensive positions in the map, and it will require a well-coordinated team in order to survive even on early waves. Nearly every door has a spawn adjacent to it, making retreat extremely risky, and the use of curtains makes it difficult to kite without seeing what's more than a few feet in front of you. * The roof of the hospital offers plenty of room to move around, and specimens can only approach from two corners. However, it is very far from most trader locations. A team should split up on either side of the helicopter to prevent specimens from spawning around it, but should not pull too far back as specimens will begin to spawn on the fence around them. * A team of [[Support specialist]]s can easily defend the interior of the nursery (second floor). When the door is welded, the vast majority of the specimens will approach from the other doorway. With a sufficiently large number of players, the team may wish to have a [[Sharpshooter]] to stun [[Scrake]]s or a [[Demolition]] to eliminate [[Fleshpound]]s. * When holding out at the corner of the hallway next to the nursery, the team only needs to cover two relatively long choke points as long as a player stands by the doorway to the nursery to prevent specimens from spawning inside. * When holding out in the lobby at the front entrance, specimens rarely approach from the adjacent staircase, which is a dependable escape route. The relatively long hallways allow players to safely kill specimens from afar.
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