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.