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Cave Designing Cave Levels

General Advice

The Cave World is an underground world where you can build stalactites, stalagmites and all sorts of stone sculptures. As in the Jungle World, you can fill the bottom of your cave level with water. The Cave World is a complimentary world to the Mountain World and you will find many similarities. In the Event Editor many of the platforms, enemies and scenery events in the Cave World are the same as those found in the Mountain World. 

 

The Cave 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:

Cave 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

Cave Scenery 1

Cave Scenery 2

 

The Cave World in the Events Editor

Scenery

  Mushrooms Mushrooms: red, yellow or green. They jump up and down. The animated mushrooms also jump from side to side.
Butterflies Butterfly: Butterflies come in six single colored butterflies (0-blue, 1-red, 2-tan, 3-yellow, 4-gray, 5-green) and multi-colored butterflies which flash all of the six colors.

Multicolored butterflies: 

  1. Steady multicolored butterfly: stays stationary and flashes all 6 colors.
  2. Animated multicolored butterfly 1: flies around.
  3. Animated multicolored butterfly 2: flies around, but uses a different flight pattern than the Animated multicolor butterfly 1.

Single colored butterflies: Single colored butterflies are initially created in color 0 (blue). To change their color, create the butterfly, release the right mouse button, then with the cursor hand still over the butterfly press the UP or DOWN ARROW keys to scroll through the color numbers (0-blue, 1-red, 2-tan, 3-yellow, 4-gray, 5-green).

  1. Steady butterfly color x: stays stationary, but flutters wings.
  2. Super steady butterfly color x: stays completely still, does not move wings.
  3. Animated butterfly 1 color x: flies around.
  4. Animated butterfly 2 color x: flies around, but uses a different flight pattern than the Animated butterfly 1.
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.
Birds Birds in love: animated stationary birds.
Electric wire Electric wire: 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 electric wire will be. When the electric wire disappears, the bottom section of the wires will remain on the path. 
Electric cable Electric cable: 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 wire ends which you can put where the electric cable will be. When the electric cable disappears, the wire ends will remain.
 

Platforms

  Prickly stone Prickly stones: there are many 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.
  4. Prickly stone that goes to the left: stays fixed in place until Rayman jumps on it, then moves to the left.
  5. Prickly stone that goes to the right: stays fixed in place until Rayman jumps on it, then moves to the right.
  6. Prickly stone that goes up: stays fixed in place until Rayman jumps on it, then moves up.
  7. Prickly stone moves down: stays fixed in place until Rayman jumps on it, then moves down.
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 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.

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. Steady flat stone: doesn't move.
  2. Flat stone that goes down: stays fixed in place until Rayman jumps on it, then slowly moves straight down.
  3. Left big flat diagonal rock: stays fixed in place until Rayman jumps on it, then slowly moves down to the left 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. Stationary 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. Rotating prickly ball: 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 Big stationary prickly ball
Prickly swing Prickly swings:  there are two types.
  1. Constant prickly swing: automatically swings.
  2. Activated prickly swing: initially stationary, then swings after Rayman punches it.
Large rockbird

Large upward peak (beak): stationary until Rayman enters its zone of detection then moves steadily towards the top of the screen.

 

Peaks (beaks or stonebirds):
  1. Upward peak: stationary until Rayman enters its zone of detection then moves steadily towards the top of the screen.
  2. Left peak: stationary until Rayman enters its zone of detection then moves steadily to the left.
  3. Right peak: stationary until Rayman enters its zone of detection then moves steadily to the right.
Spider

Spider

Spider, there are three varieties:
  1. Spider: walks back and forth on a platform. When Rayman enters its zone of detection it starts throwing stingers at him.
  2. Ceiling spider: hangs onto the ceiling of a cavern until Rayman walks beneath it. Then the spider drops down to the floor and starts throwing stingers at him.
  3. Climbing spider: walks back and forth on a platform until Rayman enters its zone of detection. The spider then climbs to the ceiling of the cavern and starts throwing stingers at Rayman.
Eyes Lightning eyes: throws lightening bolts at Rayman.
Lava rock Lava rocks:
  1. Large-jump lava rock: bounces higher than the small-jump lava rocks
  2. Small-jump lava rock
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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