Designing Music LevelsGeneral AdviceThe Music World is one of Rayman's imaginary worlds. The scenery is composed of icy musical bars, notes, drums, recorders and clouds. While the background scenery and animation is limited, the Music World allows opportunities to concentrate on making the game play challenging with the slippery bars and enemies unique to this world. A level can be successfully designed around a single theme: trumpets, slippery bars, monks, etc. |
The Music World in the MapperThe 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:Example A Map (horizontal map size 600 x 40):Example B Map (vertical map size 40 x 200):Example C Map (square map size 200 x 200):Example D Map (vertical rectangular map size 100 x 200):Example E Map (horizontal rectangular map size 200 x 100):
In the Map Properties dialog box, Landscape using:
|
The Music World in the Events Editor |
||
Scenery |
||
Treble clef: not animated; can be placed over the icy musical bars to give the appearance of a musical staff. | ||
Eyes: watch Rayman and follow his movements, but are not dangerous. | ||
Xylophone: 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 ends which you can put where the xylophone will be. When the xylophone disappears, the ends will remain. | ||
Double bass: 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 an icy bar with a double bass violin. When the double bass disappears, the bottom section of the instrument will remain on the bar. |
Platforms |
||
Turnstiles: there are
several different varieties of maraca turnstile platforms, each with its own
characteristics. They all rotate and Rayman can jump onto them. 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.)
|
||
Maracas
|
||
Bongos: all of them immediately
fall when Rayman jumps on them.
|
||
Drums: Rayman
can jump onto them to gain access to upper platforms.
|
||
Tibetan monks: Rayman can
jump onto the objects that they hold.
|
Enemies |
||
Prickly ball: stays fixed in place. Rayman loses a life point if he touches it. | ||
Note 1 & 2: move back and forth on a platform. If Rayman touches a note, he loses a life point. | ||
Moths
|
||
Trumpets: When a trumpet blows, Rayman is propelled forward. When a trumpet draws up, Rayman is pulled towards the trumpet.
|
||
Cymbals: Rayman can use this platform to move horizontally. He controls the direction of movement by moving to the side of the cymbals. Rayman has to be careful when the two cymbals clash. Rayman will be injured unless he is in the center of the cymbals! | ||
Mallets
|
||
Flashing eyes: throws lightening bolts at Rayman. |
This unofficial Rayman site was created by KMG Associates, which specializes in professional game design for web sites. |
Rayman is a product of Ubi Soft, Inc. |