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.