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Hellride
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== Defensive positions == *A good defensive position is near the spawn. Turn right in the first door from the spawn. Go until you see another door on your left, and then continue. The next door has to be welded in order for the tactic to work. Welding the door makes the Zeds all come the second door, so a team can easily camp there while having plenty of space to retreat. *One of the best defensive positions in the map is actually deep inside the hell area. The position is just way below level of the first mentioned spot. To reach there, newly spawned players have to take the first door to their right, keep moving and take the first narrow stairs to their right. A room connected to a long hall with a low angled ramp will be enough to take aggro from both sides, and flexible enough to retreat and recover. On a higher difficulties a competent team can hold together, and it's easy to backtrack from all traders to that area. *Another alternative is where the "Hell" of the map starts. In a full man team, 3 players stay in front, while the other three cover behind. The door has to be welded shut. This works if there is at least one support, as the door will be overrun by Zeds. This also works if from time to time the door is opened and the Zeds killed. This tactic is tricky if used in [[Hell on Earth]], because more [[Specimens]] will spawn from the top of the tunnel.
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