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!
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.
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:
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.
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.
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!
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: