Broforce

Broforce

Broforce Custom Level Workshop
Find, Play and Rate the best Broforce custom campaigns!
Nonlinear Custom Campaign
Hello mapmakers.
Try your hand at this thing:
Triggers> Add New Level Event Action>GoToLevelSilent>Level Number

Level Number is the number indexed at the Campaign tab, so it starts at 0. Select the level where you want to go.

Make secret bonus stages, different endings, pseudorandom level selection, etc. Bonus stages would be a simple use of the trigger, but with different endings you could make a Broforce RPG, and if you are ambitious you could make Broforce Spelunky.

Maybe I should make a competition based around maps that use this trigger, if people get around to read this side of the discussion.
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Showing 1-12 of 12 comments
Shiro___ 1 14 Oct, 2014 @ 1:04am 
Well that's interesting... I will try it.
Alpha-Strike 17 Oct, 2014 @ 5:59pm 
13
Soup Calhoun 106 10 Nov, 2014 @ 12:52am 
I found a way to allow players to vote between the two levels they could go to next.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=340624820
Last edited by Soup Calhoun; 12 Nov, 2014 @ 2:25am
TrulyMadly 1 17 Dec, 2014 @ 9:04am 
This sounds amazing, got to try this trigger out , my knowledge about how to use trigger is at the most basic level and still struggling with this AI command action, but seriously after reading this I must spend more time exploring the use of triggers.
Soup Calhoun 106 3 Apr, 2015 @ 7:49am 
Here is a challenging campaign for veteran broforce players.
https://www.youtube.com/watch?v=3ne2XKGYwF8
That island in the world map has to be Hainan right?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=418028186
Last edited by Soup Calhoun; 3 Apr, 2015 @ 8:07am
st0l3n.id 3 10 Apr, 2015 @ 9:00am 
Damn you! I wanted to do that for my full release of my WWB campaings once the third set is done :D
You robbed me of uniqeness!
*first world problem*
Soup Calhoun 106 11 Apr, 2015 @ 1:40am 
Even though I know many won't even realize I make nonlinear campaigns, I'll probably make most my nonexperimental campaigns nonlinear. So many levels left unseen.
Soup Calhoun 106 26 May, 2015 @ 6:08pm 
Originally posted by Small Coke:
Great idea, and thanks for the info on triggering other levels, I was wondering how to do that.

Here's a multiplayer idea I wonder if possible: whenever all players die, they go to a special level (Hell) and have to fight there way to the end to continue the campaign at the last checkpoint. There's no way to lose the campaign per se, since players always end up in the hell level even when they die there.

It's possible but it would require a lot of duplicates of the levels. Duplicate, as in the starting points or exit actions are the only difference.
[0] main, beginning
[1] main, first checkpoint reached
[2] main, second checkpoint reached
[3] main, third checkpoint reached
[4] main, last checkpoint reached
[5] hell, return to beginning of main when completed
[6] hell, return to first checkpoint when completed
[7] hell, return to second checkpoint when completed
[8] hell, return to third checkpoint when completed
[9] hell, return to last checkpoint when completed
[10] END

So two levels for every checkpoint. Pretty nasty.
st0l3n.id 3 26 May, 2015 @ 6:12pm 
We could all beg the devs for variables being shared through a campaigns levels (which they might, did anyone ever test that? *looks at soup*)
Last edited by st0l3n.id; 26 May, 2015 @ 6:12pm
Soup Calhoun 106 26 May, 2015 @ 6:15pm 
Originally posted by Stolen ID:
We could all beg the devs for variables being shared through a campaigns levels (which they might, did anyone ever test that? *looks at soup*)

https://www.youtube.com/watch?v=MfIf0cic-Yw

It's been planned, but it has not happened.
For more efficient nonlinearity we might need "conditional spawnpoints" and "force end whole campaign" functions also .
Last edited by Soup Calhoun; 26 May, 2015 @ 11:59pm
Soup Calhoun 106 11 Jan, 2016 @ 4:28pm 
I recently discovered that you can permanently disable a trigger in another level, so this warrants a bump. It is not as effective as a shared variable since the trigger cannot be toggled on or off, as once it is off, it will stay off. However, this is disrupted by use of the "Restart Level" functionality in the pause menu, but you can make a "force reset whole campaign" using this concept to respond to that occurence.

The use of the "once per play session" checkbox is mainly used for making cutscene triggers not repeat, but you can ensure that the trigger will not occur in another level. Naming your triggers is important here.

So for example if I make Level 1 with a locked exit to Level 3 that is locked by the trigger "lock_01". In Level 1 "lock_01" has actions that creates a wall of steel blocks the moment the level begins, and the "once per play session" checkbox is unchecked. Level 2 contains the same trigger name "lock_01" but it is activated after the boss is defeated in this level and this time the "once per play session" checkbox is checked and it has no actions. When the player returns to Level 1 the wall of steel blocks will be gone, as the trigger "lock_01" has been triggered and disabled from what happened in Level 2 and now Level 3 can be accessed.

In the inverse case you can do a reset check. The first level contains a trigger "opps_RESET_CHECK" which does nothing but has the "once per play session" checkbox checked. All other levels contain the same trigger name except it has an action to force the player to the first level. This ensures that the player will be forced back to the beginning if the "Restart Level" button is pressed, since that button resets all the trigger deactivations.

It has a lot of capabilties, but it is only useful for substantially large campaigns. I mean you could make something similar to Super Mario Bros 3's overworld map system. Don't forget to disable the Brofessional from the map though, cause his teleporting abilities.
Last edited by Soup Calhoun; 11 Jan, 2016 @ 4:38pm
brennfeu 11 12 Jan, 2016 @ 6:43am 
I did a map long time ago when if you fall in the void, you come to a special map which send you to the first map...
That was Hell because it was released... (I used the Entity names to summon ennemies)
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