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NeoGAFs Kent Brockman
15 years later, Chet Faliszek dishes on the making of Left 4 Dead
The Left 4 Dead co-lead looks back on "paying for the debt" of the game's broken engine—and how that led to a rapidly-developed sequel.
www.gamedeveloper.com
The standalone game studio Turtle Rock, headed by Booth, originally supported Valve in an outsourced capacity. After working on an expansion pack for Valve’s tactical shooter series Counter-Strike, Turtle Rock remained on Valve’s payroll to work on the series’ computer-controlled enemies in its offline, single-player modes, along with a focus on a console-compatible, higher-fidelity version of the game dubbed Counter-Strike: Source. But Valve budgeted additional payments to Booth and Turtle Rock for work that Faliszek describes as “this kind of outside person experimenting and pitching other [video game] projects.”
One of those projects was a zombie-themed offshoot of Counter-Strike, code-named "Terror,” which Faliszek says began life as a mod for the newer CS:S engine. In the mod’s earliest tests, a group of human-controlled players faced off against waves of AI-controlled zombies. "Mike was an AI guy, so this was a logical extension,” Faliszek says. (If you’ve kept up with Left 4 Dead history, you might have seen this initial Terror test in the form of a leaked CS:S map and assets.)
Terror’s gameplay evolved during its pre-Valve prototyping phase until Faliszek and Booth were introduced, at which point the game had settled into something a little more CS-like: four players controlling human survivors with an objective (run all of the way through a map, or set off tanks of gas), versus four players controlling constantly respawning, super-powered zombies, with the latter getting help from waves of weaker, AI-controlled undead.
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