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.
This map has three parts:
-A first part where Rayman enters Dark´s fortress doing a skateboarding style with a frying pan.
-A second part, which is most of the level, where you must beat Dark minions, when they appear hundreds of them (and I´m not overstating).
-And the last part, where you are alone in the calm scenario, and then Mr. Dark shows himself! Run and fight for your life!
You will begin in the first part, obviously, skating your way on slippery terrain surfing on a frying pan. Until we reach the first checkpoint, which we necessarily must pass throught it to get rid of the skateboard-pan and continue the level (not sure if this is a bug or a proper mechanic).
The second part is the main zone of the level, and what takes most of it. It´s a beat them up paltforming area full of enemies. This is in a way to represent how you were entering Mr. Dark´s dominion (by skating your way into) and now his minions are being sent in big numbers to stop your advance at all cost. Hunters, antitoons, clowns and flying bombers will make this treck an odyssey.
This second area has also a focus on classical platforming, with grabbing, jumping and hanging all the way into it.
Once we reach the third checkpoint we will surpassed all Dark´s forces.
Then, we´ll find ourselves in an area devoid of enemies, even more, we´ll hear a sound that makes all the enemies we have before (and the checkpoint), disappear, to add a feeling of being alone in the area.
But when we advance across a plain Mr. Dark himself will arrive, and the screen will also begin to move from the left. It´s a chase level part! with extra challenge from the villain himself!
This last section is not as long as the second one (thankfully!) but is very hard, no other enemy but Mr. Dark, his tricks and the screenmoving are present but the player must react quickly.
At the gate´s end there´s a test, where Rayman must grab quickly the correct coloured ting to break the gate impending him to reach for the exit. Choosing wrong will grant him insta-death, to choose the one right player must read the description...and understand Spanish.
Once choosing right, Mr. Dark will apply all the pressure possible by deforming Rayman and sending a wave of one-hit kill flying antitoons to the player. There´s no escape, touch the exit sign as death is moving from all directions.
For those who want to save the stress experience, though, there is a secret shortcut with no requirement to collect all tings on it.
Video gameplay showing the full map:
And also, here´s a video showing the access to the several secrets and traps this map presents:
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