Left 4 Dead Design Theory: Difference between revisions

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(Begun on the page, more over, this should provide some basic information. EXTREMELY basic :D atm)
 
(Added some basic information that can already easily summariz the whole article up.)
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*'''A good map accommodates all player ranges of skill, and ability'''. If the player is failing or having a hard time progressing, neither should the map. Always make the map universal to all kinds of Players.
*'''A good map accommodates all player ranges of skill, and ability'''. If the player is failing or having a hard time progressing, neither should the map. Always make the map universal to all kinds of Players.
*'''A good map is designed, not simply constructed'''. If all you are doing is re-creating the surface appearance of another map, you're highly unlikely to create something worth playing in its own right.
*'''A good map is designed, not simply constructed'''. If all you are doing is re-creating the surface appearance of another map, you're highly unlikely to create something worth playing in its own right.
== Starting Off ==
Left 4 Dead takes place in a zombie apocalyptic Urban Setting. While the rest sprawls through various other scenery.  That being said, L4D follows a pseudo [[Counter-Strike: Source]] type system. The main flow of the game is directed by an overruling AI, called the [[info_director]]. This Director controls waves of enemies, spawn locations for weapons, and Dynamic Difficulty.
;
As a mapper, your job is to simply create the basis for the Director. Mainly:
;
*'''Environment'''
:*''Spawn Points for players, weapons, and Zombies''
:*''General Logic to add the Director, or to simply have more control of what he does''
:*''Basic structuring''

Revision as of 18:25, 16 November 2008

Left 4 Dead is a Co-op single, and Multiplayer game. In order to better understand the design behind L4D, you'll need to think diversely in both fields of Level Design.

  • A good map is Fun to play on, and Fresh. The best maps can run on a 24/7 server without getting boring even after the second or third reload.
  • A good map accommodates all player ranges of skill, and ability. If the player is failing or having a hard time progressing, neither should the map. Always make the map universal to all kinds of Players.
  • A good map is designed, not simply constructed. If all you are doing is re-creating the surface appearance of another map, you're highly unlikely to create something worth playing in its own right.

Starting Off

Left 4 Dead takes place in a zombie apocalyptic Urban Setting. While the rest sprawls through various other scenery. That being said, L4D follows a pseudo Counter-Strike: Source type system. The main flow of the game is directed by an overruling AI, called the info_director. This Director controls waves of enemies, spawn locations for weapons, and Dynamic Difficulty.

As a mapper, your job is to simply create the basis for the Director. Mainly:

  • Environment
  • Spawn Points for players, weapons, and Zombies
  • General Logic to add the Director, or to simply have more control of what he does
  • Basic structuring