Playthrough of the custom campaign level. The main focus for this project was focusing on creating a fun environment to progress from start towards the final safe room, while also having a challenge in enemy attack patterns and a refreshing vertical layout.
Summary
My attempt at creating a replayable Left 4 dead custom campaign. By imagining a true nightmarish zombie outbreak. The level was crafted with player experience at highest priority. Thereafter working closely with the mechanics in left 4 dead such as Zombie types, Nav-Mesh, Loot placement and Level flow.
About The Level
A linear forest level, which is split up into 3 parts differentiating from eachother both gameplay and estetic wise.
1: Forest
Closequarter combat, Foliage obscuring player vision for enemy spawn. Panic Event. The most exploration available and tons of loot for that.
2: Mountainpass
Mediumquarter combat, mainly focused around verticality. Lackluster in loot. The player needs to climb up while also avoiding falling.
3: Village
Open environment in the village, Closequarter once you go inside a house. Tons of loot. Also this is where the player will meet the "Tank/Boss".
Inspired By
Before starting the project I had a playthrough of the campaign "The Sacrifice". Meanwhile I was writing down important notes of flow, key moments and overall useful techniques that could be reimagined over to my level.
Overview
First Overview
First rough sketch of the level with minor gameplay bits and flow structure included. The first sketch had gameplay beats such as "locked gate and Key location" to progress, "explorable house" and a "claustropobic forest environment". Level layout did however change throughout working on the project for a more "Fun" playthrough experience.
First Overview details
From previous knowledge of Left 4 Dead level flow. The level was decided to persist of "Exploration focused areas" to make full use of equipment looting with less enemies. "Dangerous areas" which mainly exist for adding the challenge that comes after exploration, by itself rewarding players for taking time looking around for loot. Finally there is some areas that is "Safe/resupply" these exist after a major combat scenario taken place such as panic event rewarding player for surviving the challenge. This area doesn't contain zombies.
Final Overview
Finished level overview, most of the core areas from the first sketch included with some major updates in the level design. Redesigned areas was mainly approached with added verticality since it felt really good climbing the rocky landscape to the generator.
Updates in Design
While doing the final touches to the level, certain "Player choose route" moments of the level where further strengthened by adding/removing objects. This was done to add slight balancing with the routes, by this working against one choice being clearly better situations.
Burning barricade was implemented since previously from testing there was never any incentive for the player to go into the house. So now if you want to skip the house, it cost health.
Safety fence was removed at the end of the bridge since it would greatly impact the pressure of climbing the ladder, since now the player can get pulled into the river forcing a long return path.
Development Process
Compilation of work progression through Week 1-2 -> 3-4. Blockout and the final level layout with props/lightning and gameplay functionalities such as ladders added.
Week 1-2 : Blockout/Whitebox
From the very first blockout and sketch the core structure of the level was a linear forest stage that use verticality "momentarly for different locations". It was decided early on to split the level up in parts making level progression more visually clear. By doing so the level doesn't have to be very big too still "feel" like a big level.
Week 3-4 : Final details / Playthrough experience
When the core structure was set in stone, the next step was too implement details such as Props / Lightning / Scripting. This was done mainly for improving the playthrough experience. It was very important that the details had no negative impact on the bone structure of the level flow or made any changes on enemy navigation.
Working with Infected
When planning and executing the level layout, I always kept imagining how a zombie would behave and what would they do to engage combat.
-climb obstacles
-surprise attack from obscured areas
-Break surfaces
Arrows point at obscured spawn locations for enemies, which could easily overwhelm a player not paying attention.
Example of a breakable wall that could easily surprise a player off-guard.
Looting/Exploring
As a big part of the classic zombie survival experience looting is a key part of the level. However to add some specific twists, loot is commonly placed throughout the level with 3 main goals in mind.
-
Guide player.
-
Reward for taking time exploring the world.
-
Baiting the player into potential danger/trap.
Panic Event
Why a panic event?
Since left 4 dead gameplay loop mainly consist of, clearing area of zombies -> Looting -> Move forward. By adding a panic event you can temporarily break the flow causing players too immediately change plans.
Survival Event/Panic Event, layout
The panic event in this stage requires the player to first climb vertically until you reach the event trigger. Once touched a horde of zombies will spawn all around. The difficulty of this event comes from the layout and core nature in verticality since zombies can climb up from all types of unpredictable places.
For the players survival it was decided to keep two main survival locations. One place have less loot but easier to reach before zombies arrive, the second location is further away and have the downside of possibly leading to a trap but contain better loot/protective environment.
Design notebook
Too make sure the player keeps on track after the panic event. It was designed so that when interacting with the button for the next area, it forces the player to witness the exit as the gate opens.
As the player approach the house they are given the oppertunity of choosing one of multiple routes taking them inside. This was done to shake things up from the usual linear design.
Inside the house, the layout of walls and props have intentionally been placed so that from whatever angle you enter there will be hiding spots for special zombies. Adding unpredictable behaviour and difficulty for the player.
To make the gameplay experience change throughout. Sizes of areas and sightlines varies greatly.
-
Easy areas: more sightline for player and safety.
-
Medium areas: balanced between difficulty.
-
Hard areas: Easiest area for the infected to overwhelm player.
Made with Source Engine.
Left 4 dead 1-2 is one of my all time most played games 1000 + hours
Even though it's a complicated Engine, my passion for this game/genre keeps me coming back for another day.