Table of Contents
Ubi Soft's Rayman Designer
has all the tools you need to create your own Rayman levels. This
tutorial provides instructions, examples, and suggestions to help you
use Rayman Designer to build your new Rayman level. Let the fun
You Start - Overview of the process and tools, terms used in game
design, and suggestions to make creating your new levels easier.
Creating a New
Map - Creating a new (almost empty) level.
the Scenery with the Mapper -
The Mapper is used to create the scenery for your level. Described in
this section is how to copy scenery blocks, erase
blocks, save your map, and use the Mapper short-cut keys.
- Each scenery block in a map has a "Block Type" associated
with it which defines how Rayman, his enemies and other events in a
level react to the block. This section describes each of the block types
and gives examples.
Reactive Types - Reactive Types are used to limit the movement of
moving platforms, enemies and other game events.
with Block Types in the
Mapper - How to view Block Types, place Types and erase Types in the
Other Mapper Functions -
Accessing the Ubi Soft
Online, exporting a map, importing a map.
The Events Editor
Using the Events
Editor - The Events Editor is
used to add the events to your level, moving objects such as enemies, platforms, tings,
and animations. In this section you can find out how to start
the Events Editor, the short cut keys, how to create events,
getting help, and placing Block Types using the
Common to All Worlds - The Events Editor has some
events which are common to all of Rayman's worlds. These are things
such as power-ups, tings, pink rings, clouds, hunters and Antitoons
which can be used in any of the six worlds.
& Killdoors - Or the secret to making things
appear and disappear.
Events - When designing levels with
multiple moving events (clouds, platforms, pink rings, swinging
grapes, waves of pencils), you may need to synchronize their movement by linking the
events in the Events Editor.
Designing for Rayman's
These sections contain
suggestions and handy information for designing game levels in each of
Rayman's six worlds. The pages have screen snaps from the Mapper showing
the scenery design elements available in each of the Template and
Example Maps, the background landscape scenery choices, and the events (enemies,
platforms, animation) that are unique to the world.