Broforce Level Design Tips
Riddle of Steel
"Brom is strong! If I die, I have to go before him, and he will ask me, 'What is the riddle of steel?' If I don't know it, he will cast me out of Brolhalla and laugh at me."
~Bronan the Brobarian
The building is made of steel, so you have few options.
The floors are flat, so enemies will see you before you see them.
The walls are flat, so you might as well climb them with ease. But atop this horrifying metal monolith is a keystone of terrible level design:
This structure exists to narrow player options in the most artificial way possible. It is gross.
Stop making these. If you encounter this atrocious obstacle, then here are a few ways of overcoming it with a select few bros:
Stop making levels with steel. The Brofessional will completely break the design, since indestructible walls is not what Broforce is about.
Common Mistakes
"Some ♥♥♥♥♥♥♥♥♥♥♥♥♥ are always trying to ice skate uphill."
~Brade
If you don't want players to go above the ceiling of your level, then go to the Meta tab and use the Map Extents Camera.
Problem solved.
These radio tower checkpoints must be handled with care. The Horizontal Checkpoint destroys everything to the left of it when the map reloads. The Vertical Checkpoint destroys everything below it on reload. They might make the difficulty and reload times more forgiving, so make sure to use them right, or you'll have an impasse.
An impasse is a point where no progress can be made. This frequently occurs with the destructible terrain and the spam of Broddock's cluster bombs, but it should not happen too easily.
If your level is meant to be impasse prone then don't put any cages in it. Respawning just to die is frustrating. Correctly use Super Checkpoints and Empty Cages for support.
These cages will have bros if a teammate is dead. So it prevents accumulation of lives for individuals.
An impasse can occur vertically as well, but you can fix this problem with perfect ladder composition. Ladders are indestructible, as are ziplines and checkpoints, so use these components to ensure the level is possible even if everything else is destroyed.
Try making it look natural though, so don't put too much of these close together, and make it look like they serve a purpose within the level itself, not just to help the player get up.
This is wrong, elevators should not clip through the ground or ceiling.
This is correct. Notice the pit on the ground below the elevator.
Now stop making these mistakes.
Performance
"I ain't got time to bleed."
~One of Brodator's victims
This is how to ensure the framerate is stable and load times are reasonable.
It will probably take you longer to load that level than to complete it.
Most platformers use walls as area denial, but in Broforce you can destroy and climb terrain so it actually functions as area allowance. Negative space is the best form of area denial in Broforce, since players must find a way to get over a pit and less terrain also helps lower loading times.
Aesthetics
"You know what the difference is between you and me? I make this look good."
~Bro in Black
It's functional, but it's drab.
Now it's functional and beautiful.
- Earth is the typical primary organic terrain, so it should be placed mostly everywhere as the foundation.
- Stone is the primary artificial terrain, so it is typically thin and angular to form buildings
- CaveRock is the secondary organic terrain so it is randomly placed below Earth as it is more durable.
- Bunker is the secondary artificial terrain, so it is placed on the edges of underground areas.
- Background terrain sets up the zoning, determining which area is in a building, underground, or a bathroom. It also hides unwanted parallax elements.
- All other forms of terrain serve specific purposes, like Bridges, Barrels, Roofs, Sand, Wood.
IndoorDoodads, OutdoorDoodads, Scaffolding, Mooks and the like.
- 1. Tree
- 2. TreeBackground
- 3. CaveParallax1
- 4. CaveParallax2
- 5. ParallaxDecoration[3]
- 6. ParallaxDecoration[0]
- 7. TreeFoliageBackground
- 8. CaveParallax3
- 9. ParallaxDecoration[1]
- 10. Parallax 1
- 11. Parallax 2
- 12. Paralllax 3
- 13. ParallaxDecoration[2]
Gameplay
"Woah!"
~Mr. Anderbro
Make sure your level is fun and fair.
If checkpoints are not frequent, retreading the now barren path will be a chore.
Branching paths here with the divergence checkpoint on the bottom and convergence checkpoint on top, as well as a checkpoint on each path.
Placing cages is just as important as placing checkpoints, but it is fun to place some cages in hard to reach areas, or areas off the main path like a reward for being observant or overcoming an optional challenge.
Rube Goldberg x Michael Bay
Now start making good campaigns.
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