Broforce

Broforce

Broforce Custom Level Workshop
Find, Play and Rate the best Broforce custom campaigns!
Use the Map Extents Camera
If you are making an interior map you have to use this camera. It is so sad that very few people are using it. I can't even remember a custom campaign that used it. So many map makers think it is okay to have some ugly boring cave surface that is easy to get up to. I always try to find the easiest path when I play custom maps, please don't make it that obvious.
< >
Showing 1-10 of 10 comments
st0l3n.id 3 14 Apr, 2015 @ 1:03pm 
Tbh, i didnt even exactly know what that does so far, and is spent more then 80 in the editor.

The editor simply lacks to communicate these options to the users.
Ankon 8 14 Apr, 2015 @ 3:24pm 
Thanks for the tip Soup Calhoun!
I hadn´t needed it untill now, but in my latest map this will come in very handy :-) .

And talking about the map extents, testing a map I´ve noticed that after dying and continuing using a horizontal checkpoint, after reloading ,it doesn´t reset map extents as it should, the map becomes "longer" than it was before, making the 'new' part empty (as if it applied the length of the map from the checkpoint onwards and not from the beginning of the map onwards) .

Cheers!
st0l3n.id 3 14 Apr, 2015 @ 8:20pm 
Gotta test this on a old level actually.
Had a problem with the horizontal checkpoint as well, while the vision on the very rightmost part of the map shouldnt extend over the map boundries (but would after restarting on the checkpoint)
Last edited by st0l3n.id; 14 Apr, 2015 @ 8:20pm
Ankon 8 15 Apr, 2015 @ 4:52am 
Yes, that´s exactly what happens on my map, and it happens even after activating the map extents camera. (checked it to see if it fixed the problem, but it doesn´t)
Soup Calhoun 106 15 Apr, 2015 @ 5:04am 
I never use those "super checkpoints".
st0l3n.id 3 15 Apr, 2015 @ 8:50am 
You should if i you create big maps with longer loading times.
The checkpoints will simply slice either the part below or to the left and not even load them anymore, this cuts loading time in half in my map if they die halfway through.
(The vertical/horizontal checkpoints basicly set a new level border and spawn after death)
Ankon 8 15 Apr, 2015 @ 3:47pm 
I´m starting to think "super checkpoints" also break some triggers , at least in my map (I also noticed it in some community maps too). Maybe the triggers don´t adjust to the new level size or something.
For the moment I think I´ll go Soup Calhoun´s way and not use them for the moment...I think I´ll just throw in a couple of cages more in the map to make it easier.
Cheers!
Soup Calhoun 106 17 Apr, 2015 @ 3:39am 
I know that the game does not explain the editor tools well, but understand that if it is possible in the main campaign then it can be reproduced in the editor. So whenever a new update happens, play the new levels and if you find something unique then find out how it works in the editor. The recent update introduced Camera Axis locking and the Heallth Bar. Of course there is more unused stuff like the Bro Change action, but still.

The main reasons I do not use the "super checkpoints" is that it encourages designers to make unnecessarily huge levels and it cheapens the challenge of levels. It also could make levels more difficult, if there are no cages placed after it. I would prefer that all players complete a level from start to finish, it's more fair. So if I feel a level is too long, I just split it into two parts.

Some custom maps use super checkpoints without even testing how they work, which makes sense because you cannot test it in editor mode, so spawning from the checkpoint may result in an impossible level.

Another thing that people use incorrectly is EmptyCages. Try not to use them aesthetically too much, because if you play multiplayer, bros will be in those cages if at least one player is dead. Consider how the Miniboss(3) fight works in the main campaign in multiplayer. If a player dies and there is an empty cage onscreen, go away from it and come back and then a bro will appear inside that cage. So it is kind of important to not break empty cages in multiplayer. It is good to place empty cages to balance out the difficulty of multiplayer mode and single player mode, as well as decreasing the down time for each player in multiplayer.
Soup Calhoun 106 29 May, 2015 @ 4:00pm 
The map extents camera does not let the camera go out of the boundaries of the level. This is especially useful if you do not want players to go above the ceiling of your level. It is used in the alien cave levels of the main campaign
Last edited by Soup Calhoun; 29 May, 2015 @ 4:04pm
FrESh_MONkey_VIP 2 Jul, 2015 @ 5:27pm 
ok i for some reason i used the map extents camera and i cant change it back. i dont even know ow it got there in the first place AND it affected ALL my levels instead of just the one. i tryed clicking the normal camera mode then safe, then load again. but it still dosent work. any suggestions?
< >
Showing 1-10 of 10 comments
Per page: 1530 50