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Left 4 Dead campaign named Cabin Fever

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Project Summary

Level 3 of the multiplayer custom campaign, “Cabin Fever” in Left 4 Dead begins on the  “Nature Trail” just outside of the “Neighborhood” that the player must progress through to breach the "Cabin in the Wood Finale". This level is about 7 minutes of playtime and it takes place in the evening along the dark, dense, and foggy Nature Trail that veers off into the woods. The player will navigate through thick tree lines, tight pathways, and ditches that transition into the deep woods. The survivors must travel to the nearby utilities maintenance closet inside the Nature Trail to breach the deep woods that leads them into the Cabin in the Woods.

 

Help the survivors navigate through the Nature Trail to make their way to the Cabin in the Woods Finale to evacuate the Rural county

 

The players will navigate through the Oak Pines Nature Trail which is about 2 miles long with mostly flat terrain and branching pathways that lead visitors back onto their main pathways. The path is narrow with closed foggy dense corridors that can be creepy for the player(s). Beware!

Downloadable LDD:

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Role:

  • Level Designer

  • Level Artist

Team: 4 Devs

Engine: Source Engine

Game Name: Left 4 Dead

Platform: PC

Development Time: 12 weeks

Designed & Set-dressed

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Nature Trail - Level Start

This exterior map encompasses about 90% of the entire level. The survivors navigates through thick tree lines, tight canyon corridors, and various heights of terrain to reach the ending safe room before reaching the Cabin in the Woods. As a designer, the challenge of creating a trail that didn't feel repetitive and too congested for the players to have an intense enjoyable experience was important. Including thick tree lines, tight corners, plenty of broken line of sight, and nav mesh on higher terrains contributed to the desired experience when barreling through infected on the way to safety. Stay close, use your walls, and leave no survivor behind.

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Designed & Set-dressed

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Restroom - Midpoint

The first interior along the critical path is the Unisex Restroom that's brightly lit just along the Nature Trail. The restroom serves as a pit stop for the player after what probably was a rough travel thus far. The player is supplied with resources on the bathroom counter and a Rescue Room if needed. The restroom welcomes players to blinking fluorescent lights, quite the mess of dead victims, and stained walls. At times, the restroom is infamous for surprising players with a horde of infected that come rushing through the entrance door. Get in, and get out or you'll regret resting for too long.

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Designed & Set-dressed

Utility Shed - Ending Safe Room

The final interior in the Nature Trail, the shed served as the ending safe room of the level. The utility shed contains the necessary amount of resources to prepare the player for the campaign Finale just beyond the Safe Room Exit doors. The shed was abandoned after the infection much like the rest of the Nature Trail monument. Providing the player with a little bit of story by using decals, props, and junking up the place were details that were helpful throughout the process of developing this interior.

Utility Shed
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BSP Design Process  - Early Development

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The biggest challenge encountered when developing this level was crafting an organic environment out of a very rigid, hard edged BSP design. In-game forest assets had to be used early to establish the feeling of the Nature Trail. Upon designing this level, principles like breaking line of sight, giving players appropriate lighting and trying to inform players with enough conveyance were typical problems that had to be solved before progressing. Nailing down the scope of my space and what made the Nature Trail feel appropriate for gameplay was key in the early development process. The addition and use of in-game assets early helped give me the desired bumps and curves along my paths that I sought when developing this organic environment. Once the path was blocked out, I was then able to progress onto balancing gameplay by making alterations to my nav mesh and supplying player(s) with necessary resources.

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