Left 4 Dead Design Theory

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Revision as of 09:20, 11 December 2008 by Baliame (talk | contribs) (Director does not control items - items have preplaced spawn location and whether they spawn or not is determined by map settings (percentages(?)))
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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,0 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