Friday, 30 April 2021
Sketch level
3D level blueprint
Thursday, 29 April 2021
Rayman level 18: Mirages
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
The count of levels until now were levels I started creating when I was a child (circa 2001). In 2010, I joined the group of hacking Rayman Designer tool for level creating. In this time I re-modelled and even heavily re-designed some of my childhood maps (like the Pirate´s Strike map) I succesfully saved from the abandoned Windows 95 PC where they were stored.
Rayman level 17: Finding Dark
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
The count of levels until now were levels I started creating when I was a child (circa 2001). In 2010, I joined the group of hacking Rayman Designer tool for level creating. In this time I re-modelled and even heavily re-designed some of my childhood maps (like the Pirate´s Strike map) I succesfully saved from the abandoned Windows 95 PC where they were stored.
"Finding Dark" is a marathon level. Made on purpose long in a way to be like the last level before the final boss fight. I´d say even more, if I´d known how to code the boss fights I would have definetely included a small showdown at the end. But lacking coding knowledge I can at least making the map as appealing as possible.
Rayman level 16: Trapped in an oven
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
The count of levels until now were levels I started creating when I was a child (circa 2001). In 2010, I joined the group of hacking Rayman Designer tool for level creating. In this time I re-modelled and even heavily re-designed some of my childhood maps (like the Pirate´s Strike map) I succesfully saved from the abandoned Windows 95 PC where they were stored.
However, with the new boundaries reached within this group I was able to create 3 maps that before I would have deemed impossible with the engine limitations the original Rayman Designer had. One of these maps is this one, Trapped in an oven, a screenmoving chasing level.
Rayman level 15: The pirate´s strike
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
The pirate´s strike. Another level where the name says something about what you are about to meet. In the IMAGE.MAP event´s list there´s a unique enemy type called "Pirate", which are some mooks on a flying pan following a downfall pattern with the possibility of alterating the downfall trajectory with reaction types.
Rayman level 14: The superhelicopter 2
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
"The superhelicopter 2" is a marathon level which uses the mechanic seen before of Rayman flying freely across the map.
Rayman level 13: The sir of the rings
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
This map attempts to follow a story: Rayman falls into a subterranean sea-cave and he must hang around deeper and deeper the grotto.
To travel here, Rayman must use the rings flying around. Be careful! some of them are traps! As our hero advances more perils lurk him, some Dark minions and others hostiles innate; but more precious elements appear too...
This is a marathon level, it has all the exclusive enemies and gimmicks from the CAVE.MAP tile. Yet as the name suggests, it´s main focus is the mechanic of the "flying rings" present in Rayman, used for traversing long gaps and large voids. That´s why the name also hints about rings there. The reason for choosing the Cave world is in homage of one of the zones from Rayman Junior, where it´s in the cave world and it focused on the rings as well.
The starting has Rayman falling to the level, meeting a spider and a lava rock. As a matter of fact, there are rings, but it´s not something that takes over the map to the point where the only mechanic is swinging from ring to ring. As I said, there will be encounters with all the enemies from the cave world, for example.
Rayman level 12: The maraca´s song
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
Another map where the name says what is going to be about. This map focuses on the mechanic of the "maraca rocket" platform, where the player ascends in vertical line with a rocket style platform. Due the small size of vertical maps in Rayman Designer templates, the level is short in length even though is split in two parts (one ascending, the other -which can be seen as we ascend the map- descending).
Rayman level 11: The stone dogs
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
The name of this map is not random. This map features a lot of stone dogs enemies exclusive from two of Rayman´s palettes. Said enemies are low tier mooks that are very agile and in groups they can be a threat if we allow them to react with their "ball jump" attacks. Above all, this map recopilates all the special enemies and threats from MOUNTAIN.MAP without being a long marathon level. It´s actually a fairly short map.
Just at the start of the level, we get "greeted" by a group of five of them that we´ll need to punch away. That´s as a normal, flatty terrain encounter.
Wednesday, 28 April 2021
Rayman level 10: The staves of ice
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
"The staves of ice" could enter in the section of what we could consider as marathon levels: long levels with most of the events, surfaces and mechanics present. Having a light lean to the slippery platforms that make Rayman go faster but losing control, this level is also a wink to the Rayman Junior zone from MUSIC.MAP.
Rayman level 09: The superhelicopter
In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
The superhelicopter is a game ability where Rayman can freely fly. It is a "power" where you need to toggle it first and works in an exclusive level.