Author Topic: Dead Air Map 4 Alarm Removal  (Read 3977 times)


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Dead Air Map 4 Alarm Removal
« on: May 31, 2015, 03:31:28 am »
Hey I was just curious about the reason behind the removal of the Map 4 Dead Air Alarm. I like the changes around the safe room (making survivors sort of go around a fence to get in) but I'm not sure how I feel about the alarm removal. I know that event was extremely rough to get through, but wouldn't a more appropriate solution be limiting common spawn amounts to that of Dark Carnival 4?

Unfortunately Dead Air isn't played all that much so I am not sure how I feel about it yet. I want to encourage other folks to play some pugs/scrims on Dead Air and see how they feel about the change!


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Re: Dead Air Map 4 Alarm Removal
« Reply #1 on: May 31, 2015, 04:21:25 am »
There's several reasons and I'm too tired to give detailed explanations but maybe NF will.
TL;DR- Tank variance, health bonus stuff, there's already an event, we tried nerfing it before, etc.


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Re: Dead Air Map 4 Alarm Removal
« Reply #2 on: May 31, 2015, 05:54:58 pm »
I feel like less ridiculously hard events like this one used to be is good. Survivors making saferooms is good for competition IMO.

But I also feel like if the event was a timed event like the first it wouldn't be bad either. But I don't know the limitations of what can be done with it.


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Re: Dead Air Map 4 Alarm Removal
« Reply #3 on: May 31, 2015, 10:31:58 pm »
The first event shouldn't really be factored as most people will take it in that little room on the second floor and receive minimal damage from common if played right. That second event however, is the best part of Dead Air in my opinion and I was disappointed to see it removed.


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Re: Dead Air Map 4 Alarm Removal
« Reply #4 on: October 03, 2015, 12:54:08 pm »
It was removed for a few reasons.

The main reason was to increase the variety in Tank play on the map. With the second event gone, Tanks can now spawn anywhere in the map so there can be the return of classic Tanks like the hittable globe one.

Secondly, there's a shitload of item spawns on this map that get unused because you have to rush through the event. So the event made the map even harder. Without the horde you're more free to explore the different areas for supplies. It discouraged exploration and made the map very linear.

Thirdly, as Dusty said, it's generally a good thing to allow maps to be more survivable as it rewards the more skilled team better. However, to compensate for the lowered difficulty for the event removed, I made some changes, like forcing pump/unsilenced in saferoom, removing all the doors in the map, adding additional props for spawns, and making survivors take a longer path to the saferoom. Based on the casts from RBT this week on Dead Air, it seems the map is still around the same difficulty as many teams had a hard time making it to the end, so it seems to have worked.
« Last Edit: October 03, 2015, 01:12:24 pm by NF »


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