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Mountain Designing Mountain Levels

General Advice

The Mountain World is another of Rayman's realistic worlds. There are opportunities to build steep slopes, slippery snow covered summits and subterranean chambers. The Mountain World is a complimentary world to the Cave World and you will find many similarities. In the Event Editor many of the platforms, enemies and scenery events in the Mountain World are the same as those found in the Cave World.

One of the challenges in the Mountain World is designing levels with the big flat stones which slowly descend, either vertically or at angles to the left and right. You can build levels in which Rayman is forced to race through obstacles to keep up with the diabolically steady descent of the stone plate.

Don't overlook the possibilities of the slippery snow covered sloping paths. 

 

The Mountain World in the Mapper

The Template Map contains the library of all of the blocks available to draw the background for your level. In addition, the five Example Maps contain handy scenery predrawn with the blocks. In the Mapper you can copy any of these blocks to your new level.

Template Map:

Template

Example A Map (horizontal map size 600 x 40):

Example A Map

Example B Map (vertical map size 40 x 200):

Example B Map

Example C Map (square map size 200 x 200):

Example C Map

Example D Map (vertical rectangular map size 100 x 200):

Example D Map

Example E Map (horizontal rectangular map size 200 x 100):

Example E Map

 

In the Map Properties dialog box, Landscape using:

Scenery 1 Scenery 2

Mountain Scenery 1

Mountain Scenery 2

 

The Mountain World in the Events Editor

Scenery

Torch Torch: You can place the torches slightly to the front or back of a rocky path to give a sense of depth to a scene. Place the background torch towards the back side of the path and Rayman will appear to walk in front of it. Place the foreground torch closer to the front of the path and Rayman appears to walk behind it.
  1. Background torch: appears to be in the background because Rayman will walk in front of it.
  2. First ground (foreground) torch: appears to be in the foreground because Rayman walks behind it.
Hippies Wife & child: animated stationary figures.
Hippie: animated stationary figure.
Birds Birds in love: animated stationary birds.
Bridge Bridge: It appears solid to Rayman and Rayman can not jump down through it. It blocks Rayman's progress from top to bottom.  Note - Rayman can jump up through it. It does not block Rayman from going up. Usually the sprite is connected to a Ting Killdoor that causes the sprite to disappear when Rayman collects all of the colored tings associated with it. (For more information, see the section on Gendoors and Killdoors.) Tip: in the Template Map there are platforms with bridge ends which you can put where the bridge will be. When the bridge disappears, the ends will remain.
Column Column: vertical blocking sprite. It appears solid to Rayman and Rayman can not walk through it. Usually the sprite is connected to a Ting Killdoor that causes the sprite to disappear when Rayman collects all of the colored tings associated with it. (For more information, see the section on Gendoors and Killdoors.) Tip: in the Template Map there is a section of path which you can put where the column will be. When the column disappears, the bottom section of the column will remain on the path. 
 

Platforms

  Prickly stone Prickly stones: there are several different varieties of red prickly stone platforms, each with its own characteristics. For platforms that move, place Reactive Types in the Mapper to delineate their area of movement. (For more information, see the section on Using Reactive Types.)
  1. Steady prickly stone: stays fixed in place.
  2. Horizontal prickly stone: moves back and forth horizontally within the area defined by the Reactive Types.
  3. Vertical prickly stone: moves up and down vertically within the area defined by the Reactive Types.
Stalactite platform Stalactite platforms: there are two varieties.
  1. Falling stalactite platform: immediately falls when Rayman jumps on it.
  2. Rising stalactite platform: slowly rises when Rayman jumps on it.
Bouncing rock
  1. Bouncing rock: bounces up and down. Rayman can safely jump on top of it, but loses a life point if the bottom of the rock touches him.
  2. Jumping rock: jumps to the right in an arc. Its movement can be controlled by the Reactive Types. (For more information, see the section on Using Reactive Types.)
Rock Rock: large rock that Rayman can break into pieces by punching it. You can use the rock to temporarily block Rayman's progress, or to hide bonuses. Rayman can also jump on top of the rock and use it as a platform to gain access to upper levels.
Flat stone Flat stone: there are three types.
  1. Big flat stone to the bottom: stays fixed in place until Rayman jumps on it, then slowly moves straight down.
  2. Left diagonal big flat stone: flat stone that stays fixed in place until Rayman jumps on it, then slowly moves down to the left at a 45 degree angle.
  3. Right diagonal big flat stone: flat stone that stays fixed in place until Rayman jumps on it, then slowly moves down to the right at a 45 degree angle.
 

Enemies

  Prickly ball Prickly ball: there are many different varieties, each with its own characteristics. For those that move, place Reactive Types in the Mapper to delineate their area of movement. (For more information, see the section on Using Reactive Types.)
  1. Steady prickly ball: stays fixed in place.
  2. Horizontal prickly ball: moves back and forth horizontally within the area defined by the Reactive Types.
  3. Vertical prickly ball: moves up and down vertically within the area defined by the Reactive Types.
  4. Prickly ball in rotation: as it hits the Reactive Types, the ball rotates in a counter-clockwise direction.
  5. Zigzag prickly ball: as it hits the Reactive Types, the ball bounces at a 45 degree angle, producing a zigzag pattern of movement.
Big prickly ball Prickly ball: larger than the above; stays stationary
Prickly swing Prickly swings:  there are two types.
  1. Constant prickly swing: automatically swings.
  2. Activatable prickly swing: initially stationary, then swings after Rayman punches it.
Large stone bird

Big pick to the top: stationary until Rayman enters its zone of detection then moves steadily towards the top of the screen.

Stone bird Pick (stone bird):
  1. Pick to the top: stationary until Rayman enters its zone of detection then moves steadily towards the top of the screen.
  2. Pick to the left: stationary until Rayman enters its zone of detection then moves steadily to the left.
  3. Pick to the right: stationary until Rayman enters its zone of detection then moves steadily to the right.
Spider Spider: walks back and forth on a platform. When Rayman enters its zone of detection it starts throwing stingers at him.
Lava rock Lava rocks:
  1. Small bounce lava rock
  2. Big bounce lava rock: bounces higher than the small bounce lava rocks
Stone man Stone men:
  1. Lava rock throwing steady stone man: stands in one place on a platform and throws lava rocks.
  2. Lava rock throwing stone man: walks back and forth on a platform and throws lava rocks.
  3. Falling lava rock throwing stone man: walks on the platform, but when he reaches the edge of the platform instead of turning around, falls off the edge to either land on a platform below or disappear from the level. 
  4. Flame launching stone man: walks back and forth on a platform and shoots missiles.
Stone dog Stone dog: Rayman loses a life point if he touches a stone dog.
 
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