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Cake Designing Cake Levels

General Advice

The Cake World is one of Rayman's imaginary worlds. The scenery is filled with frosting and candy. While the background scenery and animation is limited, the Cake World has some very challenging enemies. The clowns are difficult to overcome, and Rayman may encounter the dastardly spells of Mr. Dark. 

The slippery frosting lets you create a fun level of white cream slopes. One of the effects more difficult to use in Cake World level design is the "frying pan" that Rayman uses to sled down the slopes. Be careful - once Rayman jumps onto a frying pan, he can not get off!

 

The Cake 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

Cake Scenery 1

Cake Scenery 2

 

The Cake World in the Events Editor

Scenery

Nougat Nougats: animated scenery, but also block Rayman's progress. They come in two different sizes: short & tall. (The names do not reflect what they do!)
  1. Blocking nougat on the right: tall.
  2. Blocking nougat on the left: tall.
  3. Blocking nougat up: short.
  4. Blocking nougat down: short.
Rolling pin Rolling pin: 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 rolling pin will be. When the rolling pin disappears, the ends will remain.
Heap of cherries Heap of cherries: 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 a nougat with the bottom section of the cherries. When the cherries disappear, the bottom section will remain on the nougat. 
 

Platforms

 

Sweet

Sweet: small stationary platform.
Sugar candy Sugar candy
  1. Stationary sugar candy.
  2. Elastic sugar candy: changes length.
Nougat Nougat: stationary platform.
Swiss army knife Swiss army knife: Rayman can jump onto them, but will lose a life point if he touches the blade. Rayman can use his punching fist to push the blade down to a horizontal position.
  1. Right Swiss army knife: blade on right.
  2. Left Swiss army knife: blade on left.
Frying pan Slippery frying pan: Rayman can jump onto the frying pan and use it to sled down slippery frosting slopes. The pan moves in the direction in which Rayman is facing. Once Rayman jumps onto the frying pan he can not get off!
Corkscrew Corkscrew: Rayman can jump onto them, but will lose a life point if he touches the point.

Enemies

  Prickly ball Stationary prickly ball: stays fixed in place. Rayman loses a life point if he touches it.
Punching clown Punching clown: moves back and forth on a platform and strikes the platform with his hammer. If Rayman is on the platform at that time, he falls to the ground dazed and stays there for a short time. Rayman will not lose a life point if he is dazed, but will be injured if he touches the clown.
Clown Bubble throwing clown: moves back and forth on a platform and throws bubbles of ink at Rayman. If the ink touches Rayman he loses a life point.
Clown Bomb launching clowns
  1. Bomb launching clown: when Rayman enters his zone of detection, the clown flies over him and drops bombs. The clown's area of movement may be controlled by Reactive Types. (For more information, see the section on Using Reactive Types.)

  2. Bomb launching following clown: more aggressive, pursues Rayman.

Clown Kamikaze flying clown: when Rayman enters his zone of detection, the clown flies at him. The clown's area of movement may be controlled by Reactive Types. (For more information, see the section on Using Reactive Types.)
Fork Fork: obstacle. If Rayman touches the tines he loses a life point.
Swiss army knife Swiss army knife: obstacle.
Mr. Dark Mr. Dark: can cast a spell on Rayman. To remove the spell, place an Anti-spell amulet (invisible in the game) some place that Rayman will go.
  1. Mr. Dark: Bad Rayman: Rayman's evil twin appears and duplicates his every move. If the evil Rayman touches Rayman, Rayman dies instantly.
  2. Mr. Dark: forced run: Rayman is forced to run and can't stop.
  3. Mr. Dark: reversed control: the left arrow key makes Rayman go right, the right arrow key makes Rayman go left.
  4. Mr. Dark: little Rayman: Rayman's size is reduced, just as if he touched an elf.
  5. Mr. Dark: steals the fist: Rayman loses his punching power.
Amulet Anti-spell amulet: when Rayman enters the zone of detection, the amulet removes the spell cast by Mr. Dark. The amulet is not visible during game play, only in the Events Editor. 
 
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