The Waterfront

The Waterfront is the first chapter of the campaign The Parish of Left 4 Dead 2. A video of this campaign can be seen here. The second part is here.

Campaign
The Survivors start from a dock after being dropped off from a boat captained by Virgil, who ventures further up river to ferry more survivors. To your right you will find Tier 1 weapons, and possibly a second pistol or Guitar, Katana (rarely), Frying Pan, Machete or Nightstick. Go up the ramp which leads you in front of some burning houses. There are two paths: left and right, right being the primary path. After leaving this small place, Survivors head onto the streets. There is a way that leads inside to one of the town's houses. At the end of the street, there is a café. After getting inside of the café, there is a small door and a corridor which leads to the backyard. At this place, we can see the first "alternative path" of the new director. In one of the video of E3, the Survivors have no choices to progress on the streets again, but in this video, they are just walking in the backyard, with no possibility to keep their way on the streets, because a fence is blocking them. There, you must enter a kitchen. In here you can sometimes find a Frying Pan or 2. After you leave the kitchen, you pass onto a street, yet again. Right in front of you, there is an alarmed car, so you must pass it hastily. Finally, the safe room, a small convenience store, will be in front of you. This is the second time we can see the exit of the safe room heading to on the next level.

The Infected
The first level isn't always the easiest. Remember that the AI Director can change which doorways you can access and which are blocked. While spawning, it would be wise to check which way survivors can go; be sure to tell your team so that they can plan on taking out the Survivors accordingly. Also note that the alarmed car outside the cafe can give your team a big advantage, but at the same time, can be useless if survivors sprint to the saferoom after activating it. Try to ensure they activate the alarm and guard the saferoom from anyone attempting to make a break for it.

Hunters: A level with both open areas and enclosed spaces, roofs and walkways with easy access and many places to flee should the need arise will make you a happy hunter. The multiple rooftops will make high damage pounces a certainty, but do keep in mind that you deal high damage per second. Should the area that leads to the magnum lead to a dead end, you can pounce any player that rushes off for it on their own.

Jockeys: Your primary goal in this level is just to separate survivor teams for your infected friends to finish off. This level is so small and littered with static objects that can get in the way of the Survivor your riding that the odds of you incapping one is seldom. Don't let that discourage you. Ride a survivor who is attempting to help a friend up or from another infected's grasp. Even if they end up killing you both, a few extra seconds of damage can mean the victory or defeat.

Chargers: There are several areas to bowl through survivors, scattering them and causing you to get a few extra slams on your victim. Among one area, charging at the beginning dock cannot only hurt survivors, but anyone that gets scattered by the charger can fly off the dock into the water below, resulting in an instant death. There are also walkways and small cramped rooms which can do well, but don't forget that you can carry survivors away. Using this ability plus your other infected can either damage multiple survivors or severally damage the captured survivor.

Smokers: Like the Jockey, this level may not be the best for you; but unlike the Jockey, there are several areas where you can hide should the tangled target be freed. Attempt to split up survivors as much as possible, delaying them for your other teammates to spawn and have their change to damage them. Should Survivors attempt to use the small staircase near the magnum, pulling the last survivor that doesn't jump over the fence quick enough will force the survivors to attempt to hop and shoot over the fence or go around the building to free their trapped friend.

Boomers: Should you be a boomer, you must at least attempt to vomit on one survivor. Obvious yes, but because this level is so short, your teammates are going to need as much help as they can in taking out the survivors. Attempt to shower weaker survivors in bile; the uncommon infected, Riot Gear Infected, are not only a pain to deal with but should a player be incapped, they will be unable to deal damage to the infected without a teammate's help.

Spitters: There are several high rooftops and walkways that can "snipe" from, but the few access ways and narrow passages require close contact. Remember that your spit will not only damage survivors, but it can delay them from pressing forward. Also remember that Spitter Goo will compound damage from other infected (Jockey's riding, Hunters' pinning, etc.) You are a very useful infected, but don't let it go to your head, as overconfidence can be your greatest enemy.

Tanks: An appearance of a tank in this level is rare, but it can be really useful. Usually, most tanks will appear just before the safe room. There are few cars for you to punch and it will probably not go into the small cafe. Your main goal should there be a tank, is to try to spread as much panic and separate survivors. Your teammates should help attack any survivor you are not attacking. Keep as much communication going as you can, be aware of what other players (of each team) is doing and attempt to at least take down one survivor.

Trivia

 * Activating a jukebox in the café causes it to play one of the following songs: "Re: Your Brains" by Jonathan Coulton, "Still Alive" also by Coulton, originally featured in another Valve game, Portal, "The Saints Will Never Come" (a re-titled jazz band version of "When the Saints Go Marching In"), and two songs by the fictional in-game band, the Midnight Riders: "Midnight Ride" and "One Bad Man".
 * When it plays the song Re: Your Brains, a Panic Event will be triggered when it comes to the chorus for the first time. The event can be avoided if you switch the song before the chorus.
 * The original name for this level was "The French Quarter"
 * In the demo, there is a glitch that is right next to the safe room and gets you on top of the house to the left of the saferoom.
 * In the demo, while on the street if you take the awning up to the open window and head into the room, sometimes a Silenced Submachine Gun will be sitting completely upright on the table, a model placement error.