Showing posts with label Level design. Show all posts
Showing posts with label Level design. Show all posts

Friday 30 April 2021

Sketch level

 

3D sketches for a platformer videogame project from 2012. I decided to undust them for keeping record of activities I made. This level was going to be a boss arena, with a fight where the main character had to jump from several platformers to reach the weak spots of the boss (arguably a Cerberus bootleg sitting in the middle of an elevated area). The ground where the player was going to stand had three buttons to attack the three heads of the monster.




3D level blueprint

 

Back in 2012, at the beginning of this blog, Fine Arts students worked along IT students for videogame projects. I was among them, collaborating in creating levels for a 3D platformer. Here is the outline of a level that was proposed to be set in an icy level, with a vertical ascension path on a frozen tower, with a final challenge waiting for (reason with the top of the area is designed as kind of a boss arena:







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.



   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).












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.


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:













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.


You start the level as a typical vertical map does: from the bottom, and you have to go upwards. To your left you´ll see an unreachable prize and next to you many small pieces of soil that guarantee you to not fall. The vertical walls of the map are this time visible, to give the feeling you are in some kind of recipient. All while flames surround the map.
This beginning is also filled with several enemies and a small platforming section.
Yet at one point, when the area is at its emptiest, the chase will begin: the screen, along with a few flame effects will start attempting to engulf you. From here the chase and fight for survival will begin, only pausing for the two checkpoint stops that you will encounter on the level.


The level has a trap, trial and error tyle, where you have to choose one path, one is correct, the other leads you to dead end which will give death by having the rising fire catching Rayman.


This map is split in three parts basically. Divided by the checkpoints. First part is the introudction to the mechanic of a screenmoving chase. Second is the hard zone which tests the skills. And a final, shorter one, which is a madness mixture of ascending fire and deadly enemies. At the end, Rayman must get to the exit sign quickly, for the screen continues to move!



And here is the video showcase.











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.



The level has a marathon style design with constant harassment from these type of enemies, having to sort them out in different terrains, from having to move in a plain of spiky soil with a bouncing ball to classic platforming avoiding the attacks of pirate coming from all directions. All while avoiding falling into deadly ground.




A note of difference is the final parts, which were heavily modified in 2010 (8 years after its creation). As you progress the level, the presence of pirates is more and more numerous. With the final obstacle course having constant ambushes from these evil enemies.



Video of the level. Synopsis: This level focuses on the unique event from Image City, the Space Pirate.
So here you have to deal with a full army attack of them. Beat them up!






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.


A vertical level which extraordinarily is very long, one of the longest levels I created. In this level, Rayman automatically starts with the superhelicopter power. I put it as a homage to Rayman Junior levels, where one of the CAKE.MAP outlay zones focuses on flying with the superhelicopter.




The map has many areas filled with small floating isles with Cake world exclusive enemies hindering the advance. Beating them is optional in its majority and you could fly elsewhere. Otherwise, beating every and each of the enemies you´ll find will make you spend more than 10 minutes beating the level.


Some parts are different, though. And you will have to fly over pools of water (the most challenging part of the map) or move and jump on a chocolate bar small labyrinth.


The level itself is a fly up from the bottom of the map to the exit sign, located up at the top of it. Slow paced due the superhelicopter mechanic and challenging at narrow areas.

Video showcase of the level. This is a long, long map. The largest one I created (seriously, I don´t know what I have with Cake maps, but they tend to be the hardest and longest ones); and this map is one I made back in 2002 (not like "Trapped in an oven" which was made during the investigation and upgrading Rayman Designer time back in 2010).
So, as the title suggests, the map is about flying with the superhelicopter power just as it was possible to do in the Learning with Rayman series in Candy Chateau levels.










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.



The map is basically a horizontal road of islands where you will use the rings to jump from island to island, with exceptions where you will go to upper part of the map like when meeting your first checkpoint.



Another thing I introduced in this map is that there are traps, a couple of them, the way to discover them is more a series of trial and error attempts. Both traps come in the form of deceiving flying rings which they will send Rayman to the falling death if he grabs to them. Perphaps is not the best way to make a trap and send the player to an unfair death and it could rather send confussion to the player rather than having the interpretation that he fell to an actual trap, but I decided to try this way back then.



As the player reaches the end, the map design suffers a change: the subterranean water reaches to an end and the rings are no more after a final challenge with them. Then we fall to small vertical corridors where we´ll need to use the inflatable balloon platforms to climb it up. This process is inspired by one of the Cave maps from Rayman Designer pack.
At the end, a party of monsters will make difficulty to reach for the exit. Also, I decided to add treasure and precious stone ornaments close to the end of the level, symbolizing as we reached the end of the cave, where the most precious treasures were awaiting for...




Video gameplay of the full level on play. The rings Rayman doesn´t grab are the traps to avoid:








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).



The map explores different solid grounds and enemies exclusive from the MUSIC.MAP tile, so there is a fairly number of moths enemies for example.



This level is also devoid of the common resource of platformer genre called "bottomless pit". Here, there´s no chance to die by falling into a marked void. There is, however, a place marked with deadly ground where if the player falls he will received an insta-death.



I also want to point that while the level focuses on one gimmick, I didn´t want to make so exhaustively put on it, so there are moments where the maracas are left apart and a more classic platforming comes into play. 
Video gameplay of the full level:








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.



After escaping this we encounter an area that is an inspiration from a place I saw in Rayman Junior, running across a bridge of cloud platforms.
Next comes a series of platforming together with encounters of the unkillable and hard to beat enemies that the MOUNTAIN.MAP presents, along with the stone dogs. Here, I also have a design inspired by another level from Rayman Junior. This type of design is found twice with the difference in one the player is descending the level and in the other one the player will be climbing up the level.



The only checkpoint is in the middle of the level, represented as a lonely photographer apart from all the madness going across the level (the map uses exclusively MOUNTAIN.MAP monsters, not even Mr. Dark´s minions, as a way to represent this place is also free of the villain´s taint). After passing the checkpoint we are forced to turn left to search for some tings and the way to open the path to the right hand of the checkpoint. The player must traverse a series of routes surrounded by spikes.



Once the path to the right is open the ascending part remains, which is a combination of what has been seen so far. Up until reaching the exit area where there are no enemies but plenty of rocks hiding 3 extra lives. But to reach these lives Rayman must be cautious to not step where the last tings are or else the lifes will be gone forever. It doesn´t help that the tings are well available to collect while the extra lifes are behind a trace of breakable rocks.




Video gameplay of the level.









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.



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!











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.



As the title suggests, this is a map focused on said game ability. The player begins, however, with such ability not available, you just need to jump a few platforms and reach for a potion, the event for activating the superhelicopter (in a homage way of how it happens in the original game, Rayman obtains the superhelicopter by drinking the same potion on the MOUNTAIN.MAP template).
What comes next is also fairly reminiscent of the original game. In the original stage the first obstacles are some pieces of land dominated by antitoons, up until reaching the first checkpoint. In this map we find a similar situation, with antitoons plaguing the area until we reach our first checkpoint.




What comes next is...fairly mediocre as a testimony of my first levels. The terrain is a spiky flat terrain, with big prickly balls toilering the place. This is are is the thickest of the stage, testing the player on the superhelicopter ability with many prizes (extra lifes, health refill, etc.) for those who think outside the path.
At the end of this flat field we reach the second checkpoint. We have to descend to an area similar to the beginning but now populated with spiders (enemies).


Between the spiders, the big solid wall above and the narrower path, I wanted to give a feeling that you are crossing the home of the spiders, and they are not welcoming you. Escape from a chimney hole up to the third checkpoint.
After the checkpoint we have the final part of the stage. First, we find another similar structure of scattered small platforms, this time we will find stone-men (a hardy, unkillable enemy). After that we have a small section similar to the long road of prickly balls we saw before, ending with a flat-stone challenge. Exit sign is at the bottom...
...but, if we are curious enough, we´ll find a narrow path that leads us to an extra exit which reward us with an extra life.




Finally, the video gameplay of the level in all its glory: