Bummer Camp – L4D2 Hammer

Position

Level Designer – SMU Guildhall

Development Time

16 Weeks ~ 250 Hours

Team size

Individual

Technology

Hammer Level Editor

synopsis

Bummer Camp is a single level campaign for Left 4 Dead 2 in which survivors must trek through an abandoned summer camp to reach their rescue boat.

Along the way players fight through the camp mess hall, explore the abandoned lakeside cabins, and try not to fall off the treetop obstacle courses!


Key Features:

  • 2 Custom Panic Events
  • Treetop Gauntlet Finale
  • Custom materials & skins to Support Theme


Bummer Camp Screenshots


Bummer Camp Playthrough


Design Goals


Create a Dense and Lengthy Level Full of Diverse Locations

  • Initial Concept:
    • Level broken up into distinct sections with their own visuals and gameplay consideration
    • Pacing of the lengthy level should be kept interesting with new themes, custom props, and interactions
  • Changes From Initial Design:
    • Playgrounds added to volley ball area to give verticality and alternate routes
    • Added elevation options on the lakefront
    • Gave the cabin area a claustaphobic flow to contrast the feel of previous areas
    • Transformed the forest before the treetop gauntlet into an obstacle course
  • Not having much experience with displacements, the blockmesh of the map intentionally avoided heavy use of this feature in favor of quick BSP construction
  • While this saved time in the short term, the rock walls should not have been used to block in the maps edges. Building the map in this way required a lot of reworking as once the rocks were turned into displacements they no longer prevented leaks demanding new geometry to fill the gaps they left.
  • Considerable thought went into diversifying areas through their setdressing and lighting.
  • The activity area of the camp players pass through is defined by massive spotlights that illuminate the volley ball court and surrounding playgrounds.
  • The block mesh for this section of the level was flat and straightforward. Players enjoyed climbing up the bleachers but awkwardly had nowhere to go once at the top. The aforementioned playgrounds fixed both of these problems offering new elevated routes off of the bleachers while also giving the area an even stronger visual identity.
  • A big challenge for building this map was how to place a section of the level at the edge of a lake without massively increasing compile times. This was a difficult problem to solve but key to the location’s unique sense of awe.
  • The block mesh shows the first attempt to fix this problem. In the skybox was a large plane of water that in theory would connect seamlessly with the water in the playable space once the elevation was aligned. In practice having the seam between playable space and skybox so close to where players walk proved completely fake looking.
  • To improve the transition from playable to non-playable space the seam was pushed much farther away from players, the skybox water was given cube maps to make it look more real, and the seam was covered with buoys.

Surprise and Delight Players with Scripted Interactions

Near the start of the level players cross under the summer camp sign as it breaks revealing an ominous message

  • This interaction came near the end of a milestone as an easter egg but players enjoyed it so much that a lot of extra work came from adding more of these interactions throughout the level
  • Each of these interactions are intended to contribute to the level’s campy fun by playing with the abandoned summer camp theme
  • Designing these interactions created the opportunities to dive into Hammer’s physics entities.
  • A successful example of this experimentation is the tether ball entity. During playtests players often get distracted hitting the tether ball back and forth with their melee weapons.
  • While the tether ball scripting wasn’t essential it helped push the feel of the activity area to the next level
  • A more consequential interaction comes with the fishing pole entities in the level that observant players can actually reel in to gather new items.
  • Two of these fishing pole interactions were added into the level and iterated for conveyance.
    • Originally players had a random 1/4 chance to “catch” a grenade launcher by lowering and raising the pole but players weren’t clear that the action would ever yield a reward so most only activated the reel once. The final iteration of this fishing pole starts above the water and is lowered on one activation and raised back up on a second to reveal the weapon upgrade which has had a much higher completion rate for players.
    • The second fishing pole has the player slowly reeling in a defibrillator caught on the fishing line by activating the rod three times. The conveyance of seeing the item get closer on each activation made this a very easy event for players to understand.

Use Custom Assets to Elevate World Building

  • Following work on Mall of the Dead, development of this second Left for Dead level was focused in part on selling the map’s theme with custom assets
  • In playing through Bummer Camp players will see custom logos in the form of the level name and camp branding
  • Players will also find custom weapon skins with a nerf gun theme, adding to the overall summer camp silliness on display.
  • A few distinct meshes have also been given new materials to support the summer camp fiction such as a “Welcome Campers” banner and a customized camp bus.
  • While relatively straightforward to produce, these element push the level’s polish to new heights

  • Supporting the custom material work was an equal consideration for the architecture of the camp’s locations.
  • The design of the treehouses, mess hall, and welcome lodge were each designed according to real world examples.
  • One drawback for this level of detail were the intense optimization requirements to keep the level building and running correctly.
  • In the treehouse section of the level each face not visible was given a no-draw texture to free up faces for the BSP heavy structures.

Offer Players Challenging and Unique gameplay Events Throughout the Experience

  • Another change from the development of Mall of the Dead is a greater focus on crafting handmade experiences.
  • In the playground area exists a scripted encounter with a witch whose position is randomly selected at the start of the map.
  • Wherever the witch ends up spawning so too does a powerful weapon nearby to encourage players to get close to the dangerous mob creating engaging risk reward gameplay.
  • In the mess hall is an improved version of the gate panic event from Mall of the Dead’s Department Store where raise a gate to the kitchen while fighting the horde.
  • At the end of the common infected waves a tank will spawn in one of three locations before crashing through the walls creating a great surprise for players to overcome.
  • Once the tank is dead the cafeteria gate quickens its pace slightly to ensure players aren’t waiting around.
  • The finale sequence for the level creates an engaging gauntlet through treehouses and elevated bridges requiring custom in engine scripting in addition to external scripts that modify spawning behaviors.
  • This event is kicked off when the players press a button to open a gate forward connected to the camp’s speaker system. Once the button is pressed the speakers kick in blaring trumpet music as the players mad dash for the rescue boat across hanging logs and down blood soaked slides.

Post Mortem

what went well

  • My previous L4D design experience improvement my development speed allowing for an ambitious scope
  • Use of custom assets and displacements allowed me to capture the themes established in my initial designs
  • Experience with Hammer scripting enabled the development of surprising and fun scripted interactions throughout the level
  • Really focused on presenting the world outside of the play area to make the world feel real

what went wrong

  • I think my attention to detail led me to sink dozens of extra hours into each milestone to get closer to my vision
  • The lighting is moody but maybe a little too dark when looking at unedited screenshots
  • Level doesn’t always have the clearest path forward, could use better sign posting
  • I never nailed the solution for hiding the seam between the water in the map and the skybox water
  • Constant struggles with getting the director to spawn infected at the end of the my finale.

even better if

  • Used the skybox texture in place of the in level water texture to ensure no seams
  • Final gauntlet had more spawn positions in its latter half – better initial planning
  • Mess hall event had a slightly larger encounter space
  • Found more time for more custom assets, like infected camper skins and more weapon skins