
Broforce
Three Towers
Level Design
Requirements
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Difficulty: first tier of the game
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Vertical level design aspects
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Make a map that would fit the game design, but a bit more focused on exploration
Intentions
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Multiple paths
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Hidden paths
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Create some more difficult arenas that can either be approched with brute force or by using the environement
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Reward exploration
Fast Walkthrough - ​1 minutes 30 seconds
Average Walkthrough - 3 to 10 minutes
Side View

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2.
3.
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E
A
B
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Section 1 - The Entrance Tower
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Section 2 - The Storage Tower
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Section 3 - The Boss's Tower
A. Alternate Path 1 - Fighting Above
B. Alternate Paths 2 - Explorating Under
Section 1 - The Entrance Tower
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E
Starting Point
Ending Point

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S
E
P
P
P
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Starting Point
Ending Point
E
Alternate Passages
Alternate Ending Point
P
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The enemy's difficulty on the main path warms up the player to fight more
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A large starting area lets the player getting ready to play
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Many explosive barrels or propane tanks (it's random in the engine) are placed to help the player fight
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There are three hidden paths where the player can easly dig to move underground. Theses paths are marked with traped rocks and empty spaces
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A checkpoint and a zipline mark the end of the section
Section 2 - The Storage Tower
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The enemies become more challenging
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Many explosive barrels or propane tanks (some are random in the engine) are placed to help the player fight
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There are three hidden paths where the player can easly dig to move underground. Theses paths are marked with traped rocks and empty spaces
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A checkpoint is placed underground next to a life/character to help the explorers progress
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A checkpoint and a zipline mark the end of the section

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E
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Alternate Path 1 - Fighting Above (will be explained later)
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Starting Point
Ending Point
E
Alternate Passages
Alternate Ending Point
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S
Alternate Ending Point
Section 3 - The Boss's Tower

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E
S
P
P
B
B
Alternate Path 2 - Exploring Under (will be explained later)
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The enemies become even more challenging and numerous
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Many explosive barrels or propane tanks (some are random in the engine) are placed to help the player fight
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There are three hidden paths where the player can easly dig to move underground. Theses paths are marked with traped rocks and empty spaces
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A checkpoint and a Pure Evil mark the end of the level
S
E
Starting Point
Ending Point
S
P
Alternate Starting Point
Alternate Passages
Alternate Path 1 - Fighting Above
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Section 2 contains an atlernative path leading to a life/character as a reward for the players who want some more challenging fights to go through
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Many explosive barrels or propane tanks (some are random in the engine) are placed to help the player fight
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One of them ( ) can help the player or be a trap, according to the player's playstyle
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The path leads back to the ending checkpoint of section 2

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A
Alternate Paths 2 - Explorating Under

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B
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All of the sections contain paths to dig and explore
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Section 3 contains an atlernative path leading to a life/character and possibly some bonuses (its random in the engine) as rewards for the players who want to do some exploration
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There are three ways to enter this path:
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Enter by the alternate ending of section 2​
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Go through the ground of the storage room over the hidden passage
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Go outside on the right side of the tower and drop into the passage
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A checkpoint is placed underground at the begining of the path to help the explorers to progress
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The player can use the propane tanks to go up the way.
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If the player fails using the propane tanks or dies, he can either climb the walls of the passage to get to the top, or he can climb the right side of the section 3 tower via the hole
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A checkpoint is placed at the end of the path to help the player's progression
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At the end of the path, a zipline brigns the player back to the fights of section 3
Description of the map
Other development informations
Ameliorations I'd like to make
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I would have liked to be able to control the spawning of the explosive barrels. When you place one in the editor, it's easy to make sure that it will be a propane tank, but it's impossible to make sure it will be a simple exploding barrel. It can make a huge impact on the design and gameplay.
Challenges and solutions
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It was challenging to make a map for this type of level design. It's not the kind of game I'm used to play. But I played it to learn its game design and make a level in the style of Broforce.
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One of the most difficult things to do for this gameplay is to make the difficulty right. Another is to make sure structures of the walls are thick enough to witstend the destruction of the map without making a layout where the player doesn't see where he goes.
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To complete this map, I played the map a lot, made a few playtests, and made multiple small iterations of it.