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.
Another unique trait is that, being primarily a vertical map, We start at the top of it and we must proceed going down. In fact, the exit sign is at some of the lowest surfaces in the map.
All in it, attempting to look as balmy as the MUSIC.MAP design can be. In this stage before reaching the first checkpoint we´ll have to slip and traverse a pit full of shapened notes (deadly ground) using different platforms.
With the first checkpoint passed, we´ll have to deal with the Demonic Spider enemy that is the moth from Rayman and moving across small staves occupied by antitoons.
Then, there will be a section where we will have to deal with trumpets, a special enemy that blows Rayman from one direction to another.
What we will notice is that this map is actually a split in many mini-sections focused on different enemies and mechanics (but especially enemies which provide extra functionality). After escaping the trumpets we land in a stave full of moving bad notes (unkillable enemies) and you will have to jump and dodge with precision. Only to land on a safer place full of flying antitoons that come to you in formed squads of two.
Our last checkpoint will be waiting for us. With the exit seemingly near. Problem is that the way to the exit is blocked by a deadly prickly ball, forcing us to go to the right across a giant drum full of moths and hunters. After some small platforming we reach an area which is basically a giant cloud where the last tings and the place to unlock the path to the exit are.
After grabbing the last tings we must return across the same path...or kill ourselves and start closer to the exit, where the last checkpoint is located. Saving us time and having to kill the same enemies we killed before (Rayman´s enemies re-appear after leaving the place where they appear behind).
Here is the video of it. Warning! It´s advisable to use snow chains while watching this video!
The terrain in this map it´s constantly slippery!
No comments:
Post a Comment