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.
"Into the pit´s heart", originally called "The super mushroom" (I was only 10-12 years old). Spoiler alert: there´s no super mushroom at the end but actually a big tree tentacle creature. The high tier enemy from the JUNGLE.MAP in Rayman thay I like to include as the latter challenge in levels.
This level starts to divert from the "snail shell level" concept I was moving in the first maps. Here we start at the bottom left of the level, in a place that makes a homage to the second stage from the level "Swamps of forgetfulness" from the original game.
Soon after we reach the first long vine to climb in, we´ll see that up our heads there´s another homage zone, in this case, reminiscent to the first stage of "Moskito´s Nest" level, where most of the stage was in the water level road but up your head there was an area full of explorer type enemies. Here is more of the same.
After leaving this part we´ll find our first checkpoint detained by some enemies ("checkpoints" in Rayman are actually living standing still photographers). What comes next is moving and fighting your way across some long islands in the pit (hence the name). I say fighting because until now the level has met a lot of enemy blobs. This is about to change.
Once you meet the plum navigation section the fighting pace changes to a platforming one, having to avoid prickly fruits and using three vines as main path. Because we reach a vertical wall (symbolized by the leafs and vegetation in the right "wall" of the map).
Because the vines have some thorn parts, the player will have to leave the vine path to enter some small sections with the presence of antitoons and swinging pointy fruits (and flying piranhas in the secret life area). Eventually, we´ll reach the top of the map and now is time for moving platforming travel, having to jump with precise to reach proper land (all while above our head, the "ceiling" of the map, is populated with more leafs and vegetation).
Once on solid soil. We´ll find a big tentacle flower which we can avoid fighting it by using surrounding platforms. From here the path is straight, entering a narrow cave with some enemies and finally meeting the exit, guarded by an enemy hunter.
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.
"Madness at the cave" (originally -circa 2002- called "Crazy Caves") is probably the shortest map of my creations. And yes, it´s a vertical map (commonly, due size restrictions, vertical maps in Rayman´s engine were the shortest).
As usual on vertical levels, you start at the bottom, and this, being a cave style map, it is supposed to be the deepest of some vertical aquifer, having at the bottom a deep pool of water (where you drown if you fall into). Rayman will have to climb it up crossing narrow prickly passages and nasty enemies.
Frankly, this map doesn´t have too many "living" enemies (as in, supposed hostile characters). It is more a test against nature having to dodge falling lava rocks at the beginning and platforming on moving platforms (both left to right and up and down) across narrow spiky grottos. It takes the "platforming" part of Rayman.
The end part is wider, like if you had finally reached the exit of the grotto, but again you need skills avoiding those painful rotating prickly balls.
Video showcase. Welcome to the eeriest world of Rayman! The Caves of Skops! This is a short but nonetheless difficult level where you must pay attention to your platform skills and jumps in narrow corridors:
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.
Despite the name of the level, nothing violent or dark is coming here aside of meeting the nominal villain of the game, Mr. Dark. Originally, back when I was 11, this level´s name was "pastel, pastel" ("Cake, Cake" in Spanish), a not very expressive name.
The level starts with one of the unique "curse spells" mechanic that the villain, Mr. Dark, can cast directly on Rayman: shrinking him in size with no option to turn back to normal unless passing through an invisible anti-spell amulet.
The shrinked part doesn´t last for too long, luckily, or else it´d be too boring (Rayman can jump half the distance, run half the speed, etc. making the progress more sluggish). Basically after passing the first section avoiding bullets and clowns (enemy events) you can turn back to the normal size. Unfortunately, as a missed step from my first creations it something not many could notice how to reverse back to normal size. You just need to step on a precise area, which will be where you have to progress the level, but only once you have collected the necessary tings before (yes, this level is another "snail path design" footprint of my first levels).
If you decide to take the lower path of taking the necessary tings with the shrinked Rayman size you will figure out you need the normal size in an abrupt way: dying by falling into water pools.
As the "snail path design" follows. Rayman must path back and follow the normal road atop the map, here Rayman must move across icy slippery platforms that make him go faster but also makes his control harder. Including to the difficult is another "Mr. Dark spell" summoning a Bad Rayman copy which follows the exact movements of the players with a 4 second margin. Should Bad Rayman comes into contact with Rayman (the player), he´ll lose a life.
Once Rayman arrives to the first checkpoint of the map (which is in the bottom right of the level, the opposite of the starting point and half-way to the exit sign), Bad Rayman will cease chasing the player after moving in icy and bouncy surfaces.
What awaits now is a cross-river section, full of small icy pieces you must clear first from antitoons (the basic, small mook enemy in game).
There is an incresing difficulty curve here. The first "cleaning" icy pieces are easier but difficulty becomes higher the more you progress. At the last part there will be another summon of Bad Rayman and some indestructible, deadly red antitoons to deal with which require rapid reflexes and wit to come out from it.
After the rough path, there is another checkpoint, marking the final section of the level. The center of the snail shell path.
This last part is more relaxed, without the pressure of having a bad copy chasing you. It is an encounter with different enemies exclusive to the CAKE.MAP world of Rayman, crossing short small platforms until reaching the exit, located in the centre of the map.
Video display. A normal map by my standards. In this level you must reach the exit in the core of the map making your way through Dark minions and Mr. Dark himself:
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 level has the trope on design levels of a map focused on a mechanic or an event from the game. In this map, I focus on a characteristic event on Rayman´s roster which is a collection of giant Tibetan style monks that act as moving platforms for our controlling character.
The level itself is short, and opposite of what a marathon level is(see "Eraser pin" map for example). It only needed a checkpoint event to progress to goal sign.
Another thing to point is that, while the level has a focus on a group of moving platforms, at the fourth quarter of the end of the level, the map is devoid of them: right after a unique event from this collection of unique events (a giant tibetan, but he´s holding a big ball, juggling with it) the level has no more "tibetan platforms" and prevails on just climbing up to the top of the level, where clouds and short icy pentagrams are waiting for it (as a sign of how high have you reached).
And here´s the video gameplay of the full length level. Now it´s time for the Band Land maps!
Starting for the first one: a lovely scenario full of meditating giant monks and annoying buzzing flies:
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 of the first maps I ever created, and an example that my first steps were pretty goosey and committed similar mistakes, namely, enlarging uselessly the map. In this map, we have another case of beginning the level top left of the map and having to go immediately to the bottom following a path for just collecting a few measly tings.
Case here, however, it adds the difference that the path to follow is straightforward: Rayman will find the main path blocked by a lethal object and he has no choice but to process going the lower road after leaving the beginning area (designed to be as if he´s leaving some cave atop the mountain).
Another similiraty with my style from my amateurish creations is that the level starts in the high zone, goes down and then keep going to the middle touching four corners, like the path of a snail shell. The goal exit is, after all, in a middle point of the map dimensions. A trait that, as I said, is shared with the first maps I created.
Show time. Video for the full gameplay throughout the level. Welcome to the Blue Mountains!
The land of the highest and darkest peaks in Rayman´s World! and also some mountains full of local dangers that don´t need a ranger at all, as any trespasser will be received with lava rocks, fire, punches, spikes and bites!
Save the photographer´s family and home from the lava rocks and make your way out!
This level feautres most of of Blue Mountains´ events and a similar layout as "the dance of the plants":
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 is the second map I created, called "Pin eraser". The motif of the name is because the end part where the goal sign is located is a vast eraser full of drawing pins (and other nastiness).
This level is what the trope considers it a "marathon level". Very large levels where most of the roster of enemies, textures and mechanics can be found in one single map. This is such a map, taking around 7 minutes to finish it. Well, at least there isn´t backtracking at all!
Another thing I´d like to point in the level is that is a "horror vacui" place. The world itself, a place where the terrain is stationery materials with a full wooden wall as a background, was inspiring to add multitude of staff in and out of your reach. Also, the map will have Rayman for a long time reduced of size (with a mechanic event that reduces Rayman half of his size, making his movements half the reach but also allowing him to cross areas too narrow to cross in normal size).
All this high "full furniture" going level, and the horizontal extension, tries to give a narrow feeling of crossing a very populated area of elements.
The last section, however, is a fresh breeze for all the extremety of elements previously. The last part, the Pin eraser that gives the name of the map, it´s actually more devoid of objects and elements, going in a semi-straight line to the end (having to avoid some enemies who will attack from the rear).
Video gameplay show. One long level I made (and one of the firsts as well). Here are the Image´s World (or Imagination World as I used to call it). This level introduces most Picture City events and obstacles with a heavy inspiration from Original Rayman and Brain Games (all those many elements surrounding you, the narrow feeling or the feeling you have painting stuff left, right, down and up you, for example).
The name of the map is because the last surface Rayman walks in is full of drawing pins, in & out the eraser:
I have decided to leave my footprint as amateur level designer on the platformer Rayman here in my artistic blog. So here´s my first map I created for the mapper engine of Rayman. 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.
Now an explanation of the level itself: The start point is on the top left of the map, the start is hectic, full of slow-pacing bullets coming from the right. Quickly you must follow the blue orbs (tings) to make your way of the level. Rayman (the character the player controls) make a free fall following the trail of tings to the bottom of the map, for which he must obtain all the remaining tings in some few small platforms and using another event to rise up to the top of the map again.
I certainly don´t consider this a very fun move for a platformer level, for it makes an unnecessaary enlargement of a stage. A long level doesn´t precisely mean a good level and it´s something I tried to avoid in future maps but that in my first creations it was painfully common, especially at the beginning of the level.
Moving on, Rayman follows the top of the level across vines and platforms full of basic mooks. At the end he must make another freefall to the second half of the map. This level I try to make a two split part: an upper part, as in, the top of the rainforest and the lowest part, where the swamps are. It helps the attention to detail by adding vines, leaves and plants to symbolize the "top" and the "walls" of the level, as if the top was so thick that Rayman can´t go further up.
Second half is a series of jumps from small island to other small island following a similar pattern as you climb up. Here also Rayman can go back to the beginning of the level in case he missed some tings to collect.
As you go upper the platforms, the climbing becomes more challenging, and for one last challenge you must cross a couple of small caves full of falling prickly fruits.
This challenge is again another enlargement to collect the last 3 tings of the level. While it´s another enlargement, I must say that at least it doesn´t feel as cheap as the first. Only problem is that the return path is the same, and backtracking can be a very bad choice for level designing, I recognize it.
Once everything is collected Rayman must go to the remaining path, which is a short road devoid of enemies except for the strong flower plant (a high tier enemy in Rayman´s roster) guarding the exit.
Here I attach the video gameplay of the map where all the parts are shown. Rayman must go from atop the trees to the deepest of the swamp! Notice the two freefalls in the level: