Okay. That makes sense. It would definitely explain why dead center almost immediately initiates the counter. All of that fire + wandering commons... Anyways, I have another request, if you will. And some things I've noticed about the finales.
Firstly, my request is to add another special or two or three to the spawn ratio. I tend to run my server with a team of 5+ players... -snip-
Secondly, I notice that in some finales, should the boomers bring the pain, the timer for the tank is pushed back. Or something to that effect. What i'm trying to say is that so long as you avoid the boomer, the tank spawns when he has to but as long as players keep getting boomed upon, the finale tanks appear to take longer. I don't mind this function but it really comes into play on the, as you've mentioned, l4d1 campaign finales (no mercy specifically) and, I've noticed, some of the l4d2 campaigns. More specifically, sometimes the first tank never comes for dark carnival and for dead center, since the vomit is everywhere, the tanks seem to never arrive for the party. Dead Air appears to work just fine.
With more specials spawning and the personal tweaks made to the boomers, I think the finale problems could be avoided on my end but I'm really just guessing; I'm not a programmer in any way. Nevertheless, it's a really enjoyable plugin.