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.
This map is not recommended for speedplayers, unless they know the route by memory. "Mirages" is a map where I decided to play with the textures and its requited types. And considering in-game manual Picture City world is the city of images and also mirages I considered this layout the most auspicious for this mind-blend.
Rayman begins in a platforming place, with a huge void beneath and wide open space. It is as if you are entering a fortress (with guardian hunter and all) as once you are on ground the area becomes narrower. From here the mirage fest will begin. Most of it plays a Rayman Junior "choose the correct answer" path style, with three options and only one to bring you to continue the level, while others will grant you an insta-death...most of the time. As we advance some fake types will not grant continuation of the level but they will give you access to secret bonuses.
It´s not all choosing the right path, at the middle of the level there´s another challenge consisting in dealing with tons of bouncing pins (enemies) in sloppy grounds, as if an avalanche of animated ying-yang bouncy balls was.
As we progress the level, the structure of "choosing the correct path out of three options" will start fading in detriment for a froad full of fake types. How is possible to survive? As it´s been seen all the time, the "mirage" (fake) types will have sparks shining whereas the true floors will be devoid of the sparkles.
The end however is an exception to the sparkling rule. Right at the end we are in a big pink eraser with a bit of blue in some area, and some flying antitoons (enemies) flying over, punch these antitoons and you´ll see that their eyes do something interesting in the blue part of the eraser...
Even the ending isn´t safe of deceiving mirages, for the exit signs will start disappearing one after another until only the true one remains.
Video gameplay of the level. "Be cautious! some places aren´t as solid as do they look." One of the levels that you mustn´t speedplay, because it takes time to investigate and explore the area properly without leaving anything behind (including you lives count).
Basically anything that sparks hides something bad (but some good surprise too, I took care to show here the good ones).
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