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Left 4 dead 2

This is an analysis of the level design in left 4 dead 2. Largely in how the level designs work for it's gameplay of being a horde shooter, leading the player through the environment etc.

Intro

Left 4 dead 2 is a coop first person horde shooter. Success comes from the players' (the survivors) ability to control the situation by funnelling enemies through chokepoints, creating overlapping fields of fire etc. It is easier to defeat a horde by funnelling them through a chokepoint then out in the open, as there are less angles to cover and be attacked from.

 

Combat/hold off level design

Through out the campaigns, there will be several moments where the survivors have to hold off a horde at a location while something happens to progress (e.g. calling a lift). During these sections, the survivors will be attacked by many zombies (infected). As well as normal zombies, there will be special ones who spawn less frequently but have unique abilities.

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This is a section in the fourth campaign of Left 4 dead 2, where the player must hold off atop an unfinished building while waiting for an elavator. The floor design is a square symetrical shape, with a large gap in the centre and two hallways to the side that zombies come from to attack

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Zombies can also utilise climbing to reach areas, something which the survivors cannot do. In the provided screenshot, the white edges mark areas from which the infected can climb from to reach the survivors. Normally the infected largely reach the survivors from direction, but the edge is a risk. Futhermore, the exposed edges presents another risk for survivors should they stand infront or near the edges, as a few special infected types can send survivors falling to their death. This is also an opportunity infected players can use as there is a PvP versus mode, where one team of players control the special infected.

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As mentioned earlier, the floor is of a symetrical design, with two "hallways" that the infected can come from, one right in front in the provided image above, and the other behind. There are some corners behind that offer an effective area, as the survivors are unable to be attacked from behind, and the infected will largely come from one direction. Additionally, an overlapping field of fire can be created (marked in white) due to the symetrical design of the floor. This is still not risk free as some of the special infected attack great when the survivors are bunched up, or can create areas of denial.

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Here is another hold off location in the first campaign of Left 4 dead. The survivors must hold off in a hallway while waiting for an elevator. By its design as a hallway there is already a single chokepoint (marked in red) the survivors can use. The designers kept the engagement interesting however, as the wide hallways means the infected do not run in single file. The inclusion of a blind corner close to the chokepoint also adds unpredictability. Players can see infected running down the hall from the front and will know how many are approaching, how close etc. With the blind corner on the right (highlighted in white), infected can come around without a moments notice.

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Early on, the infected will be funneled through a single chokepoint. Eventually, infected may break down the walls on the right and left, opening up the survivors to be attacked from multiple directions at once. This comes as a shock and surprise to the players and adds some challenge rather than just mowing down infected coming from a single direction. The destruction of walls also offers alternate paths infected can take, e.g. they can run down the hallway from one direction, before changing direction cutting through a room and approaching from a different direction. With the inclusion of the new special infected via Left 4 dead 2, the cramped hallways also present a danger such as with the "charger" and "Spitter" special infected. The former charging towards the survivors, capable of knocking down the entire team in a single dash, the latter creating an area of denial with harmful acid.

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Environmental story telling and pathfinding

Players are led to the critical path invisibly through smart and logical design. Unaccessible areas are blocked through military blockades, abandoned vehicles etc. Which makes sense in the setting of the game. Usage of lighting and environmental details tell players where to go, such as the safehouse icons scattered across the game's maps (as seen in the screenshot above). Going back to the map first mentioned, the lit barrels at the top also draw players' attentions visually. Characters will also speak aloud where to go, which works to diegetically tell players' where to go.

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Story telling is done similarly, with graffiti from other unseen survivors detailing what happened to them, what they are planning to do, as well as background details such as what the military and government are doing. Some of these can also provide some comic relief, with other unseen characters debating silly things or bickering with one another through left messages. The player characters will also vocate every now and then with their thoughts on the current situation.

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