Broforce

Broforce

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Bunker Browl 1.1 (Final Version)
   
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Difficulty: Challenging
Gameplay: Standard
Tags: Campaign
File Size
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53.840 KB
24 May, 2022 @ 1:35am
1 Change Note ( view )

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Bunker Browl 1.1 (Final Version)

Description
Hey Bros!
We need your help once again!
An evil dictator is hiding deep in the Amazon jungle. Any incoming helicopter will be shot down by the anti-aircraft defense, so the bunker hidden in the rocky fortress can only be reached from a nearby cliff.
Infiltrate enemy structures, find a way to enter the bunker, kill the dictator and escape from the rooftop landing pad.
The mission won't be easy, but only you can complete it.
Good luck!

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Then and now, a brief history note:
I started making the Bunker Browl mission back in the early Beta and it was about 66% complete. Now, years later, I've finally managed to finish it.
I tried to make the level as varied and interesting as possible. Have I succeeded? It is difficult for me to say. Let me know in the comments.
The map was not created as something particularly difficult by default, but there are many enemies and it is easy to die without knowing the layout of the rooms.
The level was built for hours, but the gameplay lasts for about 5-10 minutes. ^ _ ^
I hope someone will like it.

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Hints (and Spoilers):
- There are no "cheap deaths" on the map. No traps, no problem. You fight with what you see.
- There are three additional Checkpoints on the map (one missable in the middle of the first building) and exactly eight additional Bros (four per building).
- In the first building there is a command center from which you can order a roof bombardment.
- In the second building, at the end of the bunker, there is a button that allows you to bomb the second roof.
- Don't forget to discover the secret passage to get out of the bunker faster.
- I have hidden a little secret for Alien fans under the pig pen. ;)

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Fun Facts:
- In the beginning there was supposed to be one big building, but during creation I wanted to somehow put a zip line (that's always fun!) from the roof to the last flag. However, I did not want to end the game with a single flag on the top of the mountain, so a whole fortress was built with a heavily guarded bunker. Eventually, the map grew to 200% due to the zip line.
- From the very beginning (and almost to the very end) there was to be a helicopter landing pad on the roof of the first building to guard an additional Bro on the side (optional). However, after activating the bombardment, the helicopter went crazy and destroyed everything by flying in circles. Eventually, I gave up the helicopter and put an anti-air rocket launcher there.
- Originally, the escape from the map was supposed to activate only after killing two commanders (one in the center of the first building and the other in the bunker). However, it created conditions that were difficult to guess for the completion of the map. So I created extremely difficult battles on the roofs, and next to the (optional) "commanders" bombardment buttons. The player can avoid a large part of the map by going straight to the roof, but it's risky.
- I'm not very happy with the placement of checkpoints, but due to the map's design it was difficult to put more of them in meaningful places.
- I know, I know, a lot of steel everywhere. All floors of the buildings have been protected against excessive damage with steel beams for a number of reasons. In earlier versions of the map, there were twice as many Mooks with dynamite. There was terrible chaos and sometimes it was impossible to go upstairs. So I rebuilt the floors a little bigger and put indestructible steel in the floor. This way, you can always complete a level. It also makes sense from the perspective of buildings - bunkers and fortresses should be durable. By the way, I avoided the problem of skipping the entire map by jumping on the wall (although you can still do it with IndianaBro) or by making a hole. The steel roof also helps with bombing, as the missiles previously flew through the roof and destroyed the level. Additionally, steel restricts the player in a way that directs them naturally towards the roof with the zip line to the second part of the level.
All in all, everything turned out nicely.

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Known bugs:
- There is a button in the bunker that opens a hidden passage so you don't have to go around. Unfortunately, I was unable to successfully insert a background wall there, so a hole in the building is formed after the blast.
- The buttons that activate bombardment should only be used once, but you can activate them indefinitely and blow everything up.

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Have fun!