Rayman ReDesigner

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L.M. Murphy
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Re: Rayman ReDesigner

Post by L.M. Murphy »

Had a look at ReDesigner myself, didn't really see any bugs aside from perhaps being able to plant multiple flowers on one Magic Seed spot. Also, I did find a couple of things missing - Death Plant and Livingstone Little on Plum.
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Hunchman801
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Re: Rayman ReDesigner

Post by Hunchman801 »

Rayman Saturn wrote: Sun Jan 10, 2021 10:07 pm Btw, it’s quite a funny coincidence to see all the people who released a level here until now have the name of a Rayman game! :mryellow:
The same thought occurred to me! Anyway, looking forward to your next creation. :up:
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Re: Rayman ReDesigner

Post by RaymanRedemption »

raymandesigner wrote: Sun Jan 10, 2021 2:26 pm Rayman's House My first Level Created.
Nice and quiet level, I like it! :)
Someone to make the Rayman's garden? :mrgreen:
Terror Notes spread Chaos in Band Land!
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Mortamon Saturn
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Re: Rayman ReDesigner

Post by Mortamon Saturn »

My level is finally ready! Allow me to introduce you to Rock'n'Run! A very dynamic level on the theme of music in which Mr Dark will curse you several times and where you will have to escape all kinds of pursuers!

Rock 'n' Run.png
Rock 'n' Run.png (657.81 KiB) Viewed 9491 times

Since there are some custom tracks (all from other Rayman games), the file is too big for the RPC and must therefore be downloaded on Mediafire!
Link to download: Rock'n'Run

Remember to put the music files in the ‘Custom’ folder of Rayman ReDesigner and the level in your personal ‘BundledLevels’ folder.

EDIT: The link has been replaced by an updated version (for 1.1.1). The new download also includes the easier Casual Mix and some bonus content.
Old versions:
1.0.2: https://www.mediafire.com/file/f2rleybm ... x.zip/file
0.1.3: https://drive.google.com/file/d/1gJRm24 ... 8MTsh/view

Note: It’s not recommended to play the old versions unless you have the corresponding updates of ReDesigner. Many issues may occur when playing in other versions of the game.


However, if you’re really not interested in the custom tracks, here’s a version with only in-game music (which isn’t as much fitting for this level… but hey, it’s up to you :bad:):
Rock 'n' Run V3 Full Pack + Spooky Prototype.zip (315.43 KiB) (bundle with all my levels)


The level contains three sections (plus an additional part with the Magician) and it will make you regularly alternate between running and more traditional platforming !
The Laser-Washing Powders from Rayman 3 have been particularly highlighted and you will often need them to progress! However, don’t feel pressured when using them since almost all of them have been set to last indefinitely. As such, their effects will only expire when you enter curse cleaning zones (which you can notice thanks to sparkling effects).
Coloured Tings are also very useful in this level as they provide tons of very helpful bonuses.
The level has been designed more for pure fun than high difficulty and is therefore not particularly punishing (personally, I am not a fan of instant deaths and I use it mainly for several limits of the level and some pursuers), but a few portions may be tough depending on what type of player you are. After all, it’s a challenge created by Mr Dark and he has prepared some sinister surprises for Rayman…
A lot of care has also been put into the visuals with a lot of decorative elements (and which sometimes add some sounds) and a great complexity has come in the creation of this level to make it very elaborate and intense.
There’s also some easter eggs and a few other secrets… can you find them all? Without looking into the editor, of course. :hap:

This map has taken a lot of work and a lot of testing to make sure everything is working fine, so I hope the end result is enjoyable for you! In any case, it was very fun for me to make it and to test it! :D
Feel free to give me some feedback, even if you don’t like it all! I may create more levels in the future (which will be more traditional) and so constructive criticism is very important for improving! :up:
If there is enough stuff to change, I may also release some updates!
Edit: A new easier version has been released: Rock ’n’ Run - Casual Mix

Here are some screenshots:

Rock 'n' Run - Screenshot 1.png
Rock 'n' Run - Screenshot 1.png (232.38 KiB) Viewed 9491 times
Rock 'n' Run - Screenshot 2.png
Rock 'n' Run - Screenshot 2.png (180.7 KiB) Viewed 9491 times
Rock 'n' Run - Screenshot 3.png
Rock 'n' Run - Screenshot 3.png (171.21 KiB) Viewed 9491 times

EDIT: Here’s a video demonstration which showcases the entire level (except its secrets):



Have fun! :noel:
If possible, show me your times, I’m curious to see how much quickly you can finish it! :proud:
Last edited by Mortamon Saturn on Sun Feb 14, 2021 11:51 pm, edited 4 times in total.
Vive Rayman et les prunes !:angel:

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It's time to Rock 'n' Run!
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Re: Rayman ReDesigner

Post by RaymanRedemption »

Hi everyone!

The version 0.1.4 has been released:
https://gamejolt.com/p/version-0-1-4-ha ... u-h7s25zrm

For this occasion, I've made up a remix level of Pink Plant Woods.
You'll find it attach to this message.

Difficulty: Easy Medium
Time to play: 6 min
ReDesigner's version: 0.1.4

Tell me your time-score! :)

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Attachments
Pink_Plant_Woods_Remix_By_RR.zip
(16.57 KiB) Downloaded 274 times
Last edited by RaymanRedemption on Wed Jan 13, 2021 2:49 pm, edited 2 times in total.
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Mortamon Saturn
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Re: Rayman ReDesigner

Post by Mortamon Saturn »

RaymanRedemption wrote: Tue Jan 12, 2021 7:39 pm Hi everyone!

The version 0.1.4 has been released:
https://gamejolt.com/p/version-0-1-4-ha ... u-h7s25zrm

For this occasion, I've made up a remix level of Pink Plant Woods.
You'll find it attach to this message.

Difficulty: Easy
Time to play: 6 min
ReDesigner's version: 0.1.4

Tell me your time-score! :)

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I really like the idea! That was a pretty good level! :)
Here’s my time:
Capture d’écran (19342).png
Capture d’écran (19342).png (268.67 KiB) Viewed 9426 times
Though, I would say it was more moderate difficulty than easy. So many enemies and spiky fruits. :oops2:
Also, I would suggest adding some sparkles in the curse cleaning area to make it more noticeable and more immersive, especially since the player has to make pretty risky jump to reach that spot.



And here’s the changelog for 0.1.4:
FIXED:

-Blue cave background visual glitch

-Music sometimes not working properly with custom backgrounds

-Fixed the position of some characters in the floating font

-Fist reflectors wouldn't retain their flipped property when gendoored

-Crash when entering testmode from the template

-Mousewheel scrolling wouldn't work

-Visual glitch with custom backgrounds that don't fill the whole screen

-Crash when editing Pink Plant Woods

-Zoom, current tab and current object page will be remembered when entering testmode

-Foreground elements would appear in front of darkness

-Prickly swing collider being wonky

-Plums wouldn't react to sticky ground and all water types properly

-Gendoored prickly crushers wouldn't retain their properties

-Rayman wouldn't hiccup when instakilled

-The big livingstone would get plummed by basketballs and yinyangs

-The Tentacle Flower wouldn't react to walls properly

-Touching an arrow while hanging would sent you flying indefinitely

-Custom backgrounds would get stuck if the level was exited prematurely

-Startpos flip wouldn't work

-The flying spacepirates would get destroyed when outside of the level boundaries

-Brushboy wouldn't deal damage

-Tentacle flower and Redboss would make sounds even when outside the view

-Mr Sax would get stuck walking after being hit with a note

ADDED/CHANGED:

-Chase bosses will now push you further to avoid getting stuck inside them

-Added hotkeys to change between the tabs (1, 2, 3 and 4)
Ryemanni mentioned this is a minor update before he starts working on something more substantial, so we can probably expect some new contents in the next update.
Vive Rayman et les prunes !:angel:

o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

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It's time to Rock 'n' Run!
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Re: Rayman ReDesigner

Post by lumgum »

RaymanRedemption wrote: Tue Jan 12, 2021 7:39 pm Hi everyone!

The version 0.1.4 has been released:
https://gamejolt.com/p/version-0-1-4-ha ... u-h7s25zrm

For this occasion, I've made up a remix level of Pink Plant Woods.
You'll find it attach to this message.

Difficulty: Easy
Time to play: 6 min
ReDesigner's version: 0.1.4

Tell me your time-score! :)

Image
This is a cool reimagining of Pink Plant Woods, but I certainly wouldn't call it easy. Maybe medium is more accurate.

As for my time, I got 1:23.02, thanks to the help of good old damage boosting.

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Re: Rayman ReDesigner

Post by RaymanRedemption »

Thanks for yours returns!
Rayman Saturn wrote: Tue Jan 12, 2021 11:34 pm Though, I would say it was more moderate difficulty than easy. So many enemies and spiky fruits. :oops2:
Also, I would suggest adding some sparkles in the curse cleaning area to make it more noticeable and more immersive, especially since the player has to make pretty risky jump to reach that spot.
Congratulations for your time! 5 min, impressive! :mrgreen:
I will edit my last post and change the difficulty to "medium".
I also attach to this message a new version of the remix within I've made some changes, including current suggestions. :)
lumgum wrote: Wed Jan 13, 2021 12:31 am This is a cool reimagining of Pink Plant Woods, but I certainly wouldn't call it easy. Maybe medium is more accurate.
As for my time, I got 1:23.02, thanks to the help of good old damage boosting.
I totally agree with you!
I've made up a new version of the level, where I decrease the number of damage area.

--------------------------------------------------------------------

Pink Plant Woods Remix v2

Difficulty: Easy, I hope!
Time to play: 5 min
ReDesigner's version: 0.1.4

List of main changes:


    - Less spiky fruits, more bonus
    - Sparkles to indicate the curse cleaner
    - New music for section 2
    - New ennemies
    - More decorations
    - Magician's level is easier
    - The gift has a new location
    - New objects as Playtopia's door


I hope you'll enjoy it! :)
Attachments
Pink_Plant_Woods_Remix_By_RR_v2.zip
(16.88 KiB) Downloaded 288 times
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Mortamon Saturn
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Re: Rayman ReDesigner

Post by Mortamon Saturn »

The changes are great! This new version was a better moment for me! It had more substance and was far less confusing (and less difficult as well)! :D

As usual, I added all the latest links in the original post! :up:
Vive Rayman et les prunes !:angel:

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It's time to Rock 'n' Run!
Steo
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Re: Rayman ReDesigner

Post by Steo »

I've still yet to try this, but judging by all these screenshots, this looks pretty interesting!
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Re: Rayman ReDesigner

Post by Hunchman801 »

Same here, every time I want to give it a try I remember I still have shitloads of work to do on this place. :lol:
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Re: Rayman ReDesigner

Post by Steo »

I don't even know yet if it will work on Linux (with Wine), but Redemption worked so I'm assuming this will too.
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Re: Rayman ReDesigner

Post by RaymanRedemption »

The invisible world
Ready to visit a world you can't see?
 
level.png
level.png (110.61 KiB) Viewed 9103 times
 
Difficulty: easy
Time to play: 4 min
ReDesigner's version: 0.1.4

You'll also need to download "map1.ogg.zip", "aurore.png.zip" and "map3.ogg.zip" files.
After unzip, put ""aurore.png", "map1.ogg" and "map3.ogg" in the folder "Custom/".


Have fun!
Attachments
map1.ogg.zip
(920.96 KiB) Downloaded 246 times
map3.ogg.zip
(648.21 KiB) Downloaded 242 times
aurore.png.zip
(187.77 KiB) Downloaded 237 times
The_invisible_world_By_RR.zip
(3.5 KiB) Downloaded 231 times
Last edited by RaymanRedemption on Sun Jan 24, 2021 7:33 pm, edited 1 time in total.
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Re: Rayman ReDesigner

Post by Mortamon Saturn »

RaymanRedemption wrote: Thu Jan 21, 2021 5:21 pm The invisible world
Ready to visit a world you can't see?
Pretty unique idea! Though, it’s not really my type of thing.
Also, I got stuck at the end of Section 2 since Rayman couldn’t go in the small gap at the end (even though I was shrunk… Though, that’s not the first time I’m having this problem as I encountered these types of situations while testing the map I’m currently working on). Small Rayman can’t go through one tile high gaps for some reason…
Though, I really liked Section 3! :)
Vive Rayman et les prunes !:angel:

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Re: Rayman ReDesigner

Post by RaymanRedemption »

Rayman Saturn wrote: Sat Jan 23, 2021 11:53 pm
RaymanRedemption wrote: Thu Jan 21, 2021 5:21 pm The invisible world
Ready to visit a world you can't see?
Pretty unique idea! Though, it’s not really my type of thing.
Also, I got stuck at the end of Section 2 since Rayman couldn’t go in the small gap at the end (even though I was shrunk… Though, that’s not the first time I’m having this problem as I encountered these types of situations while testing the map I’m currently working on). Small Rayman can’t go through one tile high gaps for some reason…
Though, I really liked Section 3! :)
Thanks for feedback!
I've updated the level to avoid this problem of one tile height.
Last edited by RaymanRedemption on Tue Jan 26, 2021 12:36 pm, edited 1 time in total.
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Re: Rayman ReDesigner

Post by Mortamon Saturn »

Rock’n’Run is now available in a new special version!
The Casual Mix! A version that makes the level a lot easier as well as changing many other things while preserving most of the original level design! Since it’s a reference to Rayman Redemption’s Casual mode, it’s now advised to use infinite lives.

Download link: http://www.mediafire.com/file/eabezd2qn ... o.zip/file

EDIT: The link is now an update for 1.1.1 and which comes with the original Rock’n’Run.
Old versions:
1.0.2: https://www.mediafire.com/file/f2rleybm ... x.zip/file
0.1.4: https://www.mediafire.com/file/sncue1cj ... k.zip/file


Here’s a video demonstration which also shows some bonuses:


Here are most of the changes :
Global changes :
-The title has been changes and the description is more detailed.
-The backgrounds of sections 1, 2 and 4 have been changed.
-Several non-custom tracks have been changed, including the second music from Section 4 which has been replaced by Battle for the Great Protoon.
-The player starts the level with 3 life points.
-The number of cages has been lowered to 8.
-Many collisions have been changed to reduce the dangers and to avoid some potential bugs.
-Some more appropriate decorative elements have been added in a few places (like drums between the small gaps between the platforms at the start of Section 1).
-Many decorative enemies and several items have been removed (especially near the beginning) to help the player focus and to make the game more fluid.
-Mr Dark will inflict far fewer curses and thus allows the player to move freely in more parts (especially at the beginning) and to allow you to take more time.
-Several boost arrows have been removed.
-Most of the items, enemies and mechanics (including gendoors, killdoors, etc.) have been moved to give the player more time and to facilitate your movements.
-Some enemies have also been replaced with less dangerous equivalents.
-The lava piranhas have been erased from existence. Goodbye. :cry:
-Most Instant death obstacles will now only deal ordinary damage.
-Lots of various platforms have been added in many places to help the player recover after a mistake.
-Many health-boosting items have been added, which is more faithful to what Rock’n’Run was meant to be shortly before its final version.
-Some power-ups for the fist have been added, especially after checkpoints.
-Master Keys have now been moved between doors to serve as a free key once Ryemanni fixes the bug regarding the same key.
-Several details in the sections have been readjusted to accommodate the addition of new checkpoints.
-The placement of many items like Tings has been optimised.
-Several multicoloured Tings have been replaced by their blue equivalent to avoid saturation of sound effects and lags.
-A few of them and some lives were deleted in areas with many rewards for the same reason.
-Most secret texts and easter eggs have been slightly changed.
Section 1 :
-The music starts with the intro of Dark Iron Bunnies from RRR so the player’s ears aren’t instantly bombarded by some intense music.
-The Big Power hidden at the start is now placed between the breakable walls.
-It is now possible to approach some parts differently. For example, the Redbot at the start of the level has been replaced with spiky obstacles that can be avoided by jumping or crawling.
-Another example is the part at the bottom of the level where the player has to do a super jump to get over a wall while avoiding the attacks of the Red monster. The wall in question now contains a small hole which you can go through by crawling on the moving cymbal if it’s still moving around. It’s also possible to go through it with a precise jump.
-Keys are now obtained right after their corresponding coloured Tings. However, this has the downside of making the doors slower to open due to the way the game distributes the keys (in compensation, Dark Rayman no longer spawns in the game with the doors).
-A checkpoint has been added just after the doors.
Section 2 :
-The music has been by Water Ski Challenge from Rayman 2.
-The section is less dangerous and has an ambiance more fitting for a bonus level.
-The exit of the building and the first Mr Dark’s curse are no longer in the same location.
-More Tings have been added in some parts to guide and reward the player.
-The last part with the rocket has been changed considerably to make its use much more obvious and to facilitate the passage of the rocket between the spiky walls.
Section 3 :
-The music has been replaced by Dragon Slayer from Rayman Legends.
-The atmosphere of the section has been changed considerably and focuses more on the theme of fire (while removing elements related to ink).
-The Super Jump is no longer part of the skin selection due to the difficulties that its use in such a section can cause. However, it is possible to access it in another way…
-The red prickly wall has been removed.
-The running part is now even faster. The placement of certain objects has been readjusted as well.
-The final area of the section has fewer sliding collisions to more easily notice the transformation of the scenery after Mr. Dark intervenes.
-Bzzit is now available when returning from Section 4 in order to better enjoy the victory.
Section 4 :
-The power of the helicopter remains available until the part where the water rises.
-Many elements have been repositioned to require less precise jumps.
-Some elements of the environment have been changed, in particular the gems at the start of the level which no longer show a space between them and the liquids.
-The hot chocolate has been removed, leaving only lava and ink… :(
-The liquids will rise a little later and stop first at the level of the platform at the start of the vertical phase with the Super Jump.
-Many red springs and poles have been replaced by clouds in the part with the super jumps to make it easier to navigate.
-Several green Tings are now present before the part where you fall.
-Mr Dark will no longer reverse controls in the final rocket part.
-The level design of the part with Mr Sax has been reworked to give more space to the player and to avoid various problems related to the chase.
-The last checkpoint has been moved just before the chase on the sticky ground.
-The last chase has fewer enemies and they now spawn further away to give the player more distance.
-The platform of the last teleporter is now physical and some objects in the room have been moved.
-The final rewards for the Red and Pink Tings have been switched.
-The ‘Mr. Darktoon’ contains fewer enemies and only has one ‘eye’.
-Other invincibility power-ups have been added in the final part mainly for decorative purposes.
-The final easter egg has been extended and now provides access to a very elaborate and very… s p o o k y secret. :hinhinhin:

Section 6? :
-? ? ?... :bad:



Of course, the original version will always be available for those who prefer its specificities and its greater challenge!
In addition to that, bonus levels are provided with the map!
-Holy Plum’s Test in its original version (since I didn’t make it available to download outside of the RPC).
-A more polished version of the same level and which contains an alternate version of Section 3 of Rock ’n’ Run.
-As well as a test level that I created before Holy Plum’s Test.
However, keen in mind the last is really a test level! It’s a complete mess and was my first creation in ReDesigner which had no other purpose than testing the editor.

Once again, here’s a version with no custom contents (and which doesn’t include the original version of Holy Plum’s Test since it would be redundant):
Rock 'n' Run V3 Full Pack + Spooky Prototype.zip (315.43 KiB) (bundle with all my levels)
Everything is in version 0.1.4.



By the way, I’m currently working on a horror map inspired by two other fangames made by Ryemanni… I don’t know when it will be released, but I like how it’s turning out so far! :bad:
Since it’s gonna be quite big (with more sections than Rock ’n’ Run), I may release a demo eventually.
Capture d’écran (19461).png
Capture d’écran (19461).png (199.37 KiB) Viewed 8994 times
Last edited by Mortamon Saturn on Sun Feb 14, 2021 11:53 pm, edited 5 times in total.
Vive Rayman et les prunes !:angel:

o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

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It's time to Rock 'n' Run!
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Re: Rayman ReDesigner

Post by TheDuke »

This is the first level of a series that I intend to do, like it was a new Rayman adventure.

Chapter 1: The Journey Begins
The robot pirates have arrived in Rayman`s world, they have begun to capture his friends and build their bases everywhere. Will you be able to free all your friends and defeat the pirates?
Immagine2.jpg
Immagine2.jpg (46.38 KiB) Viewed 8874 times
Immagine3.jpg
Immagine3.jpg (56.52 KiB) Viewed 8874 times
Immagine.jpg
Immagine.jpg (56.2 KiB) Viewed 8874 times
Cage: x17
Difficulty: The difficulty grows the more you go on, however it remains accessible to all (as was the original Rayman)
The_Journey_Begins_By_The_Duke92.zip
(160.49 KiB) Downloaded 272 times
Hope you like it, have fun
Last edited by Hunchman801 on Thu Jan 28, 2021 3:25 pm, edited 1 time in total.
Reason: Replaced Drive link with attachment. Original link: https://drive.google.com/file/d/1jBIgKf_g2po5npVKDnDBxZPBTIFIdNqC/view?usp=sharing
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Re: Rayman ReDesigner

Post by Hunchman801 »

Thanks for sharing! I've added your map to the first post, and I've replaced the Drive link with an attachment to make sure it remains permanently available, hope that's all right! (Zipping the level file shrinks it dramatically and allows it to be posted as an attachment.)

And by the way, welcome to the forum! :D You can introduce yourself here if you like.
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Mortamon Saturn
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Re: Rayman ReDesigner

Post by Mortamon Saturn »

I fixed the download for the Casual Mix. I still don’t understand what Google found wrong about this one even though the original Rock ’n’ Run and my two YouTube videos about the levels got no problems at all. But hey, that kind of BS is quite typical from them…
Thank you Hunchman for taking care of everything! I didn’t have much time because of the flooding that happened in my home recently and so I could barely do anything. Things are starting to get better now.


TheDuke wrote: Thu Jan 28, 2021 11:04 am This is the first level of a series that I intend to do, like it was a new Rayman adventure.

Chapter 1: The Journey Begins
The robot pirates have arrived in Rayman`s world, they have begun to capture his friends and build their bases everywhere. Will you be able to free all your friends and defeat the pirates?

Cage: x17
Difficulty: The difficulty grows the more you go on, however it remains accessible to all (as was the original Rayman)

Hope you like it, have fun
I played your level and I must say this is by far my favourite level made in ReDesigner by someone other than Ryemanni! It’s very impressive and I’m amazed by how well designed and polished it is! Even the environment looked amazing! It’s exactly the kind of level I wanted to see since the release of this game! :D

I highly recommend it to everyone here! Well, for its first half at least… While the first sections were the most enjoyable moments I had with user levels in ReDesigner so far, I must admit the last ones gave me some pretty bad times. I went from having fun to become frustrated, to finally become exhausted. It’s a very solid level, but a lot of things became a problem for me while going deeper into it.
I feel that it has a lot of potential and so I would like to share my detailed point of view (careful, it’s quite big):

I got nothing particular to say about sections 1 and 2 as they are nearly flawless (especially Section 2 which is my favourite and almost feels like an official Rayman level to me), though section 1 maybe could have a bit more substance and more memorable looks as it felt a bit underwhelming as an introduction part (it feels more like what a small second or third section would be).
The same goes for the bonus parts, they were really good from beginning to end and I had no issues with them.
However, many things have played with my patience in the next sections, and that’s really a shame because they are so well crafted. So, here are my thoughts on each one of them:

Section 3:
-My main problem with Section 3 is really the lack of checkpoint. If you lose a life at any point, you have to start it over from the beginning, which can quickly become infuriating when it happens near the end of it.
-I got quite confused with the usage of the Magic Seed as it wasn’t really clear that you had to use them specifically on patches of dirt when it was never like this in Rayman to begin with and just felt like it was part of the environment. While I approve the idea, I think it would have been more helpful to give a few clues to the player in the first sections with the seed by adding some sparkles or plants on the dirt to make it more obvious that’s it not just a cosmetic choice. Alternatively, the vines from Dark Legacy’s template works pretty well when they’re in the ground.
-The cage hidden in the part with the rocket was really hard to get… I probably got stuck on this part for about 5 minutes. I think you should either make the gaps bigger for the rocket, or replace the cage with something that’s usually supposed to be much harder to find in order to make it more justified (like the Gifts from Rayman Redemption or an easter egg).
-While I think they make for a great decoration in some areas, I’ll say the fallen tree trunks above the water in the last secret area with the cage are more confusing than anything. I died twice because I confused them with actual platforms (the first time because I didn’t see the plum, and the second time while falling after breaking the cage). Though, this wouldn’t really have been a complaint if there were any checkpoints in this section. :oops2:

Section 4:
-While brilliantly designed, some parts feel like they expect far too much from the player and that’s a complaint that goes for Section 5 as well. I mostly think of the part with the pink ring with the balloons and the spiky green obstacles… honestly, parts like these almost look like they come from a Kaizo level! Though, of course, these kinds of parts are not that hard, especially when you figure out exactly how you’re supposed to complete them, but that often guarantees some easy deaths… meaning you gotta start from the beginning yet again! There are some checkpoints this time around, at least, but it still feels like too much time is wasted due to how huge this section and the next one are.
-Which is the next point I want to get at. The last sections have far too much content, to the point that it gets exhausting and confusing to navigate. The beginning of Section 4 is fine, but the next parts are far too big and really overstay their welcome. While every little area and challenge is very well made and is fair and enjoyable individually, it becomes tiresome and frustrating when there’s so many of them packed together into a single level and most importantly into a single section. Honestly, I feel like this level should have been split into two distinct levels (one with sections 1 to 3 and the first bonus, and the other with sections 4 and 5 and the last bonus section). I think it would have made the experience far more entertaining and bearable.
-The problem with the pretty high challenge with this part is that it doesn’t fit what a first level should be. The level is literally named ‘The Journey Begins’, and yet I felt like in this section that I was already getting into the middle parts of the original game and Redemption, even if it wasn’t that hard.

Section 5:
-This part has the exact same problems I had with Section 4… except at least three times worse. First of all, this is far too challenging for a first level or any one of the first worlds of a game. I can’t think of many things harder than this in the original Rayman, and most parts in Redemption before Candy Chateau are easier. Sure, individually, each part isn’t really hard, but the level is so dense by this point that everything becomes very difficult, especially when your patience is starting to run very low.
-And that’s once again the thing that made feel the most tired. It’s far too big and dense and has too much exploration with the Green Tings. It’s to the point that I felt like I was lost in a maze even though the level isn’t designed like that. I lost count of the number of times I had to go back to some areas to find some cages and Green Tings since I completely lost track of where I had to go.
-Speaking of which, there’s way too many of these Tings! More than 80! That’s just insane! If I were in a level focusing on Coloured Tings, I could have kind of understood, but this is mainly a traditional level with classic platforming. I think something between 10 and 30 would be more fitting.
-Since some Coloured Tings are packed in some pretty big groups, I would suggest replacing some of them with regular or rainbow Tings as it would make them more rewarding, which would also improve the visual colour variety of the level as well as making the number of Green Tings to collect less intimidating.
-Also, there shouldn’t be any green ones before the first checkpoint as they reappear when you die and it forces you to backtrack to get them… which makes this part even more confusing and harder to navigate that it already can be.
-The rocket parts… once again, while I liked all the exploration and level design ideas that came with them, the number of times I had to try over and over to reach some targets is just unbelievable. Maybe I just suck at controlling this thing, but even then, it’s far too demanding for what a first level should be doing.
-There should be a way to get back to the Throttle Copter power-up at the end. After finding the exit sign, I realised I was only missing one cage and it was the one you had to get with this power… which I couldn’t get back to… So close to full completion. :(

I felt so tired at some points that I literally took breaks a few times to continue the level later… Going for 100% completion was just too hard and took far too much of a toll on my patience, and even if I wouldn’t have focused on that, it would still have been too long.
Most cages are in spots that are too difficult compared to how cages are usually placed, to the point that they feel like the locations of Gifts from Rayman Redemption… and that’s even more aggravating when there are literally 17 cages to break!
If even someone like me who is very good at the original Rayman had so much trouble, then I doubt most average players would dare to even complete Section 4 or 5 (if they can even get to it).


And here are my results:
Capture d’écran (19572).png
Capture d’écran (19572).png (247.56 KiB) Viewed 8846 times
Yes… it took me more than an hour… It’s about the time I usually need to get to the second half of Band Land in the original Rayman.

Once again, this was a fantastic level, but my experience was stained with too much frustration for me to personally recommend it in its entirety.
I must say that this really has a lot of potential as a series of levels! I’m quite curious to see what you can make in the future as I’m really impressed so far by what you can do!
However, for now, I personally don’t think that I will go very far into your next creations if I end up having the same problems with them. :oops2:
Anyway, this was still a lot of fun! Thank you for this gem! :up:
Vive Rayman et les prunes !:angel:

o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

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TheDuke
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Re: Rayman ReDesigner

Post by TheDuke »

I really appreciate that you played my level so thoroughly, thank you.
I will listen to your advice and try to improve my level.

The difficulty too high to be a start of the journey is due to the fact that I am not going to increase the difficulty chapter by chapter but section by section.
Chapter 1 Jungle: from section 1 easy to section 5 hard
you will have guessed from the ending that the next chapter will be mountain
Chapter 2 Mountain: again section 1 easy to section 5 hard

Section 3:
- regarding section 3 I am aware that a checkpoint is needed.
Unfortunately at over half level I realized that it was not really possible to place one due to how it is structured, you would be left without bziit and I have not found
a functional way to place one. That half level I had reached has become the end, I cut it short so as not to make it more frustrating than it already can be.
- Only 5 minutes for the rocket cage? a friend of mine put 30 there :mryellow: Anyway i think i will make it easier, you are not the first to complain.
I didn't place gifts for levels because I placed them as "indicators" of bonus levels, 2 gifts = 2 bonus areas

Section 5:
- I am particularly attached to section 5, it is a level I did on Rayman designer when I was a kid and I tried to keep him as faithful as possible (obviously there were no pirates lol)
Unfortunately, unlike Designer, on Redesigner the checkpoint does not save the collected colored tings.
- I hadn't thought about the possibility of having to go back to get them :oops2: I will definitely remove the green tings in the first initial part before the checkpoint,
- oops 2 :oops2: , I didn't think about who would want to go back after the final point with the dino, I will remove the killdoor which removes the cloud
- I will try to reduce the number of green tings.


Thank you so much for giving me your point of view, I didn't think anyone could really play it that deeply :oops:
I hope that when I publish the improved and fixed version you will try it again
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