Create a Rayman 2 level!

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Razorbeard
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Re: Create a Rayman 2 level!

Post by Razorbeard »

Name: The Tower of Evil

Description: First of all (you must know this before you read on), in the end of Rayman 2, Razorbeard escapes the final battle (as all bosses always do). He flew away to the top of the Tower of Evil, and has stationed pirates on every floor. There are 5 floors, the next floor harder than the previous. When you travel up, there is no going back down.

The First Floor: This floor has basic robo-pirate 800s. You must defeat 20 pirates and find the hidden staircase to continue up. You can find the staircase by breaking weak walls. the highest weak wall contains a staircase to the next floor. Your Prize (1st Floor): Refill Health, 1 power fist, 3 red lums (for later use).

The Second Floor: This floor has more advanced versions of the robo-pirate 800. Kill 30 pirates and look for the elevator. It is hard, as the elevator blends in with the red walls of this floor. When you find it, you must press the button and advance to the next floor. Your Prize (Second Floor): Refill Health, 1 set of power fists, 2 healing Elixir (for later use)

The Third Floor: This floor is home to Bomb-Pirates. There are 45, and the final one you kill shall give you the instructions on how to pass up to the next floor. The Instructions: "To journey further up... thou must seek the cup. With it thy shall heal... and then he can peel... the wallpaper down... and find what you shall crown...." Prize: Holy Grail (for later use), Refill Health, 1 set of power fists, 1 red lum (for later use)


The Fourth Floor: Flamethrower pirates are every where. The good news is you have a power fist, and there are only 10 pirates. Kill them all, and drink from your Holy Grail (found by pressing ESC). You shall hear new instructions, this time spoken by The Teensie King. "We did not think you would be able to journey this far. Look to your right and you will see some stalactite--" Rayman will then turn his head to the right and think, Stalactites in a tower? How unusual...."you can climb it." the Teensie says, and the voice in your head fades. You can climb the stalactite and advance to the final floor....

The Cutscene: "YOU DARE COME HERE?" Razorbeard thunders, his new Grolgoth shaking. "I THOUGHT I HAD RID YOU FROM THIS WORLD!!" "Well, you haven't. Now, aren't we supposed to fight?" Rayman would reply. The Fifth and Final Floor: The battle begins! Razorbeard's first move is shooting a flying shell at you, witch you must jump onto. (it doesn't fly until you're on it). Now you must find some ammo and collect it (it is recharged by razorbeard's bullets). Now aim at his head. (HIS HEAD, NO WHERE ELSE, JUST HIS HEAD!) Shoot, and he will grab it in pain. Repeat this manuver 20 times until he dies. Your Prize: The Fifth Mask, Refill Health, Unlimited access to the tower(It was first entered from a tunnel in TTOTW, but now is part of the Hall of Doors).

Lums: 0
Cages: 0
Music: Floor 1: COBD track: Main;Floor 2: Fouch's Boss Track;Floor 3: Jaws theme;Floor 4: TPS: Flamethrower Battle;Floor 5: TCN: Beginning Razorbeard Boss Track
Version Differences: None, except the pause button is different on other platforms
Back to Hall of Doors: No, only after beating Floor 5 at least once.
Last edited by Razorbeard on Fri Sep 04, 2009 4:30 pm, edited 1 time in total.
Henchman1028
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Re: Create a Rayman 2 level!

Post by Henchman1028 »

8/10, pretty good!

Name: The Deck
Description: The deck of the prison ship, you never were able to explore the rest of the Prison Ship.
Walkthrough: This level only has one part, but it is difficult, stealth comes into play in this level. First, some Ninja Henchmen (These ones act like the one in The Precipice in the Dreamcast version) will jump down ahead of you and there will be a green pirate on a ledge ahead, run to the right and into the passage you see to avoid being caught, then hide in the corner, as a Orange Henchman will patrol around here, wait until he leaves, then head on ahead. eventually, you will come to a split in the path, go right (The left has a cage and some yellow lums, but you risk getting caught), then hide, as a Ninja Henchman will jump down to the left. Once he leaves, run on ahead, but keep an eye on the left, as there will be two Barrel Henchmen patrolling around, use the pillars to hide from them, and head up ahead, once you reach there, there will be a Green Henchman on a ledge, but don't worry, it is pretty hard to get caught by him. Once the Barrel Henchmen turn away, make a mad dash for the door up ahead, and enter it, collect the yellow lums and 2 cages, and escape through the portal the Teensie opens. (Note: If you get caught, the alarm will be sounded and all of the enemies in the level will be alerted, you can try to kill them all if that happens, but it is best just to run if it happens.)
Enemies: Ninja Henchman (Except in the PS1 version), Green Henchman, Orange Henchman, Barrel Henchman
Yellow Lums: 25 (50 in the PS1 version)
Cages: 3
Music: (If you are not caught) Surrounded (http://www.youtube.com/watch?v=wKetbtrh ... re=related), (If caught) For Liberty (http://www.youtube.com/watch?v=4iCK-PGIlJo)
Version differences: In the PS1 version, the Ninja Henchmen are all replaced by Orange Henchman, and there are more yellow lums.
Access from Hall Of Doors: After getting all yellow lums in the Prison Ship.
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Re: Create a Rayman 2 level!

Post by Razorbeard »

ooh 9.5/10.

Name: Atlantis

Intro: After escaping The Tower of Evil, Rayman flees to Whale Bay, where a hole underwater leads to Atlantis. You no longer need to breathe, and you can walk as though you were above water. You walk about, paying no attention to the Pirates...

Description: Begin at the Underwater "City Hall", where pirate 800s pop out of every available place. Beat 30 of them and enter the Atlantian tower, where you are greeted by the Ruler of Atlantis. "Please help us!" he will say. "Robot Pirates have invaded the tower!" you will then enter the tower, where you meet the Welcoming Committee....

Floor One: The Welcoming Committee-Just about 30 or so Henchman 800s. You wonder why they are not rusting, but you are shot by a missile from one of the henchmen. Now the battle begins. Defeat the 32 henchmen. The last one drops an amazingly dry piece of old paper. It reads: Outsider, beware! The top floor of this tower contains now, and has always been, inhabited by an icy demon! This is a magic paper though, so it can give you the supplies you need." You then put the paper into your inventory, and the circle on Rayman's body glows amazingly bright, and you are restored to full health, and are given a full set of gold fists. There is a wet staircase witch leads you up.... REWARDS: Full Health, 3 Power Fists.

Floor 2: Party Crasher-45 advanced Henchmen 800s are in a room, drinking oil. They stop the moment they see you. Defeat all of them, and the last one drops a white lum. Your paper gives you your prize, but you are held back from stepping on the lum by the paper's voice: "Well, only 3 more floors left to conquer. You are doing well. You see that lum there? That's a portal lum. Just step on it and it will teleport you up a floor." After the paper shuts up, you step on the Portal Generator and are brought to Floor 3. REWARDS: Full Health, 1 Portal Lum, 3 Power Fists, advanced defence.

Floor 3: The Admiral's Lackey-29 Flamethrower Henchmen (ouch!) and The Admiral's Lackey in a Grolgoth-type machine of his own. First beat up the Flamethrowers (remember your paper can heal you) then take on the Machine. It's not hard, just jump between the legs a couple times, and thank Polokus lucky you're not the lackey. Then the paper shall talk again: "Nearly there! Just jump up off the rubble of the Machine and you'll be in the fourth floor. Here, let me give you your prize." REWARDS: Full Health, 3 power fists, longer health bar, advanced defence, First Mask Of Polokus.

Floor 4: Nearly There!-30 henchman 1000s, and they are mad that you came here. They guard the ladder to the final floor. Defeat them all, and you end up slipping on what seems to be thick ice. You hit a table, and your paper speaks. "I'm impressed with you. Look at the mask I gave you. It shows that Axel is up there, doesn't it? I'll help you climb that ladder..." Then the ladder covers in ice, and shatters. "...Or maybe i'll help you get up...." REWARDS: Power of Flight, Refill Health, 3 Power Fists, Non-Slip Shoes, 20% Ice Defence.

Floor 5: Axel-There are icy body parts everywhere. The only sign of life is you. Then a mysterious light comes from the ceiling, uniting the body parts. Axel then appears. He begins trying to freeze you with green lasers. These are easy to doge, as they only travel in a straight line and are not reflected. He makes 10 lasers, then shoots stalactites (or stalagmites, doesn't matter). Hit back the stalactite (or stalagmite, doesn't matter) and it will hit Axel. He makes 10, then goes back to lasers. Now they are reflected by the icy walls. Be Careful! 15 lasers, then 15 stalactites, they are produced faster. Repeat the steps 5 times. (It gets faster every time.) Finally, Axel will die, and you shall be teleported to the Hall of doors.

Yellow Lums: 0
Cages: 0
Music: Atlantis: Whale Bay-Carmen's Bubbles --- Floor 1: Hall of Doors Theme --- Floor 2: Queen-We will rock you --- Floor 3: Razorbeard Second Battle Theme --- Floor 4: Rayman 2 Theme --- Floor 5: Axel's Battle Theme
Version Differences: None.
Hall of Doors: No, except when floor 5 is beaten at least once.
Last edited by Razorbeard on Fri Sep 04, 2009 4:33 pm, edited 2 times in total.
need my speed
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Re: Create a Rayman 2 level!

Post by need my speed »

Big bump, does it matter? I was bored...:P

Name: "Roborage" Warship
Number of Yellow Lums: 0, who would keep those in a prison ship?
Enemys in that level: Just read. :P
Number of Cages: Unknown, you're in a small prison ship like those in the Bayou, which holds countless prisoners. None of which you can break free though. :P
Music: Something like the prison ship tune, combined with the Grolgoth fight tune, but a bit friendlier. Not friendly, but a bit more so. :P
Version Differences: All are the same, as probably always in my levels.

After you've got 1000 yellow lums, beat the last level, and finished the current level (in which you found the 1000th lums), a cutscene begins. You see a grassy area, with some mud, stones, a mountain, a small river in the background, and it's a bit dark, with shadows, although it's not the creepy kind of dark. You see exactly 1000 lums (although you can't count them, they all have a yellow glow and fly fast) which all fly to a single thing, which is hidden in the shadows. It is the heart of the world, as you probably can guess. The lums appear from every direction, from very small cracks, from the sky, from everywhere, and they all merge with the thing, which starts to emit a yellow glow, that becomes brighter with every single lum that merges with it. All this happens in 5 seconds or so. Then the screen moves, so you see the whole planet, which emits a yellow light (coming from the heart of the world). Then, for 2 seconds, you see a shadow which slowly falls over the planet (it moves slowly, so it only covers like an eight of the planet before the screen moves again). You then see Rayman and Globox playing catch, with the Baby Globoxes running around them, and eventually jumping into Rayman making him fall, and thus look up, at the sky. Globox says "I've won!", but Rayman stares at the skies. Globox walks over to Rayman, but Rayman continues to stare at the sky. A shadow slowly moves over the screen. Globox askes what's wrong, and also looks at the sky. The screen shifts again, this time it shows the planet again, but totally darkened, and the bright yellow light ray flickers a bit, turns darker and lighter, and eventually falls apart. A giant pirate ship moves into the screen, and smaller ones are launched from that ship, which race towards the planet. These 'ships' (actually partly wooden, partly metal pods) all crash into the planet, causing small explosions which you can see. You then hear (well, actually see, since in the PC version everything is gibberish, as it should be) "Operation: Scorched Dawn, initialized". The screen turns black, and displays the text "1 week later". First, you see 2 red robot pirates walking in some grassy area like the Woods of Light. They have a few small burns and holes into them, and their clothes are ragged. One has lost the left part of his head, the other has lost his hook. Then, a small pod crashes behind them (you see those pirates walking towards you (the camera)), leaving a crater in the planet. The pod instantly collpases, and a huge fire emits. From within emerge 8 red robot pirates. The 2 damaged pirates look around, and run away (to the camera, but slowly, and clumsy), but the 8 robot pirates run much faster, and easily catches them. 1 robot pirate touches 1 damaged pirate with his cannon, and fires, destroying the damaged pirate very brutely, with pieces flying everywhere. Then, another pirate moves his hook up, and crushes the head of the other damaged pirate. The screen shifts again, to a prison ship which circles around the planet. This prison ship doesn't really look like a conventional ship but more like a space ship, and it is all made of metal. The screen shifts again, now inside that ship, a blue robot pirate comes through a door at the end of the hallway, and looks around. The camera moves slightly left, and then right, showing you cages, everywhere. It then moves back, so it looks as if your standing in the hallway facing the door from which the pirate robot came from. Then, the screen shifts back to the planet, and you see Rayman, Globox, 2 baby Globoxes, and a Teensie running away from a group of all kinds of robot pirates (Henchman 800's, but in different colors). They all fire, and miss, all kinds of weapons. In the background explosions can be seen, with pods landing everywhere, even in front of Rayman etcetera. The area looks like the intro of Rayman 3. Shortly after the start of this scene, a Baby Globox is hit by a small bullet and explodes (you actually see his face pretty close, nearly missing the camera). The Teensie already was a bit far behind Rayman and co, with the Baby Globoxes a bit in front of him, but now the Teensie desperately tries to sprint and jump on Globox or Rayman's back. After a few seconds, one of his jumps lands him into the woods somewhere. Globox then looks behind him, just when the surviving Baby Globox copies the Teensie's movement and tries to jump on Globox. They both roll over, and the camera stops moving. Some robot pirates surround them, while Rayman runs on. Some pirates run after him, but a yellow one stops near Globox. After casting a quick glance at him, he looks at the fleeing Rayman, and launches a barrel that was set on fire, like Molotov Cocktails, but different. You can see Rayman getting hit by the blast, as you see his silhouet flying away (I can't really explain, but you know what I mean). He thus is also captured. The screen shifts again, a small wooden prison ship, like those warships in the Bayou, is landed in a swampy area (like the Bog of Murk), and a quite large (12 or so) group of robot pirates carry Rayman and Globox inside the ship, which then starts to take of (it doesn't leave the ground yet). The camera zooms in to a grou pof bushes and trees, and we see the Teensie looking at Rayman and Globox, which are carried inside the ship. The Teensie sprints towards the ship, the pirates start to fire at him, and one bullet touches his body, but goes on (I don't know how to explain that, but you maybe get what I mean :P). The Teensie however is badly wounded and falls to the ground. The pirates capture him. It's a real heroic scene. Now the screen shifts to inside the ship, where Rayman sits lonely in his cage like in the first level. The Teensie then enters his cage, explaining that he was put next to Rayman, and that he is so small, he could evade the electric fence thingy and escape. He also explains that he an create silver lums, and those yellow gateways. All Teensies can. He also tells Rayman that Globox' cage is also next to Rayman's one. The Teensie, which is still very weak and badly burned, as can be easily seen, does something (like creating a silver lum) to destroy the electric fence, and dies in the process. The lights start to flicker, and after a second or 2, the lights fall out, the electric fence disappears, etcetera. Rayman picks him up, sees he's dead, and vows to take revenge. He walks inside Globox' cage, says some things, and then the 2 stand in the hallway. A few pirates come up, and you gain control of Rayman. Long cutscene, no?

These 3 pirates are damaged versions of the normal red pirates of Rayman 2 on the PC. Thus, they have even less health, and fire with much less accuracy, and a bit slower too. After them, 2 more enter the hallway, and after them, a door behind Rayman is opened from which 4 more come. Once they are defeated, a yellow one comes from the door from which the first 5 came, but he doesn't really attack you. Before you can kill him, he launches a flaming barrel that sets a part of the hallway on fire. You can't follow the pirate, which walks away. So, you can only go through the recently opened door. There, you see a barricaded door, and a net, so, you must climb up. It's like a harder tutorial level. You need to jump to another net, and then you'll come in a ventilation shaft or something. Very small, low, and narrow. It's very dark, everywhere, for the Teensie shut down all electricity. You need to crawl through this shaft (Globox can't follow, and stupidly waits there, as Rayman says he's going to have a quick look and be right back), and once you've done so, you overlook a medium sized room with a table, chairs, and 4 robot pirates walking aimlessy around. Every 3 seconds a robot pirate comes from one door, runs through the room, and leaves by another door. Once you engage the pirates, no pirates will appear from those doors. So, you must jump down and defeat the 4 (or possibly 5) robot pirates. They are again damaged versions, but they fire faster, and wit more accuracy. A bit better then the standard red pirate from the PC, but they still have less health. Thus, it's very easy. Once they are destroyed, the lights turn on, and from the doors left and right of the ventilation shaft, 2 yellow pirates will emerge. 1 of each pair will launch flaming barrels, and the other will use a short ranged flamethrower. They are reinforced by an undamaged red pirate (like the previous ones, but with slightly more health) that appears at both doors every 2 seconds (so per 2 seconds, 2 enemies appear). Defeat is imminent for Rayman, right? No, one yellow pirate will accidently destroy the door with a sparadrap in front of the ventilation shaft (not beneath, there's no door there). You must go there, and you're on a slide just like in Rayman 2. Except for the fact that the red pirates follow you, and still continue to appear. They also still shoot at you. There are however red lums like in Rayman 2, so...At the end, you guessed it, you fall out of the ship. That was the first (tutorial) level. I'll update it. I think. If school doesn't come in the way. Or other things, like modding Command & Conquer Red Alert 2 Yuri's Revenge. :P

Levels:
1. "Roborage" Warship
Sabertooth
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Re: Create a Rayman 2 level!

Post by Sabertooth »

Name: The Woods of Dark
Description: Similar to the Woods of Light. To unlock the level you have to get to the end before Ly in both "Walk of" levels. You must also have all lums and cages. You will find a lot of characteristics from the Woods of Light, such as a waterfall, mosquitos, and purple birds, but it will be very dark. When you get to the end you will find a cage. Break open the cage, and Dark Rayman will pop out and start to battle you. He is basically like a Ninjaws, except you die when he touches you (like in the first game) so stay away from him. He has two rows of HP, making him even harder than Razorbeard. When you defeat him, he drops a Super Happy Lum, which will give you a total of 1004 lums (or 805 in the PS1 version). The level will suddenly brighten up and a spiral door will appear. But first, walk behind the door to find five Super Happy Lums. You can now access this level whenever you want (walk forward from the Crow's Nest) sans Dark Rayman.
Lums: 30
Cages: 1
Music: Woods of Light music, only with out-of-pitch notes and slightly off rhythm. During DR battle, remix of Razorbeard theme plays
Version Differences: PS1 and PS2 versions are slightly darker than N64, Dreamcast, PC and DS versions. Note that this level does not exist on the Gameboy Color.
Rsandee
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Re: Create a Rayman 2 level!

Post by Rsandee »

What?
Who deleted my awesome level?
Was is spam or something?
It was a joke level :boon:
I put a lot of effort in it :pascontent:
Acarr
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Re: Create a Rayman 2 level!

Post by Acarr »

I actually saw your post aswell lol- you must've deleated it yourself by accident.
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Re: Create a Rayman 2 level!

Post by need my speed »

Name: Lost Marshes
Number of Yellow Lums: 55
Enemys in that level: Just read.
Number of Cages: 5
Music: A cross between the music in the Rayman 1 caves, the Rayman 2 Bayou and the Marshes of Awakening, and the Rayman 3 Bog of Murk
Version Differences: All are the same, as probably always in my levels.

It begins with a cutscene. Again. You lie in a murky, swampy area, almost exactly like the Bog of Murk, but very dark and brownish. Rayman doesn't move, and appears as though if he's dead. The camera moves a bit down, but rotates so you see the sky. You see the small warship flying slowly away, but not before it launches a few pods. Which hit the area around you, but not so close that the pirates discover Rayman. Rayman then wakes up, and the level begins.

3 yellow and 3 red lums are directly around you, although one yellow lum is slightly hidden by a stone, and all of the 3 ones too, and you're probably confused as to where you should go. There are 3 paths leading through the marshes, the hostile animals, and the hostile plantlife. And of course the recently dropped pirate robots. The path directly in front of you is of course the worst choice. A few hostile branches stick through the impassable forest surrounding the path, like in Beneath the Sanctuary of Stone and Lava (or smething). Easy to defeat. A small dinosaurus like creature runs around along the middle of the path, which jumps lightning fast at Rayman once the creature sees him. That is at the same moment as you can see the creature. You can't avoid the creature, and he'll bite of your hand. Yes, he eats your hand and then sprints away. 3 lums lie around the slightly bigger path where the dinosaurus like creature was running around. It's called a Chewysaurus by the way. They are very friendly, but they don't understand concepts like hurt and pain. Until they are hurt and have pain, which almost never happens due to their lightning fast reaction, great eyes, ears, and nose. If they do have pain however, they go mad and try to eat theirselves, thus killing theirselves. You obviously need to follow the Chewysaurus and get your hand back, because without that hand, you can't attack while hanging on something, you can't use purple lums, and your attacks are 2 times weaker. If you somehow manage to beat this level with 1 hand, a cutscene appears showing 3 robot pirates ambushing you, and one fires a bullet directly through the white circle in Rayman's body. Rayman has been killed, but the Electoons escape from his body, and fly to the beginning of the level, showing you the whole level from a nice sky view. Then Rayman respawns at the beginning of the level, with the 3 extra (blue ones, which fastly fire electric charges, which move much faster then normal bullets, and are slightly heat seeking) robot pirates guarding the exit. So, Rayman will respawn, but lose a single life. If you wait for 5 minutes without moving when respawned, these 3 blue robot pirates will cut a way through the impassable forest, making parts of it passable, and revealing secret lums, I'll make a map of this level to show it. Back to where Rayman was. Along the path, trees fall on Rayman (which you of course can avoid, and jump over, and sometimes go past), and sometimes black / brown furry balls drop from trees near Rayman. They are very small, and very fast, and attack like Antitoons do. They are easy to defeat, but very hard to hit and very annoying too. You'll find 3 lums in total, some even hidden behind trees. You can get those by avoiding particular trees which try to fall on Rayman, and then jump behind the tree. Also, in a tree near the end of the path, a cage is hidden. It is very, very, very, very, very hard to see. Basically impossible, unless you zoom in to the tree. You still hear the cries of help though, but you have to actually search a bit, unlike in Rayman 2. You can destroy the cage by jumping on a tree which has fallen right before the tree with the cage. From there you can hit the cage. Very shortly after that, 5 lums lie in a very undeep (is that a word?) pool of murky water. Once you get them, 3 trees diectly in front of you (if you didn't turn around or something) fall (not on you) and the Chewysaurus emerges. You can avoid him now. You have to jump on top of him, so you'll knock him out and he'll drop your hand. He'll only be knocked out, and if you leave the area, he will disappear (like he has run away). If you manage to knock him out at the far right of the open ground, you can jump on him and from there on a big rock which holds 5 additional lums, and in the middle of those lums a cage. There's also a green lum, where the Chewyaurus appeared. That was path 1. Path 2 also has a dead end, it goes near a big swampy water in which you will drown, with undeep spots across it, with piranha's jumping over those. You can't really recognize these spots, but you can see the piranha's and the lums which you can get. beware, some lums are above deep water, and you will have to use your helicopter to get them. First however, you will travel through small patches of undeep water, in which MMarshy's hide. Light green bubbles will appear above those water patches. Once you're close, a Marshy will jump out and if you don't move back quickly he'll grab you and run of to the nearest patch of deep water, in which you will drown. You can release yourself by pressing the jump button very rapidly. Slightly faster then you need to press those 2 buttons in the minigame with the Baby Globox and Razorbeard's lackey (the one who controls the Biditank and Clark). Marshy's are dark green, frog like creatures with slightly lighter green patches on their skin. You'll also come across a patch of deep water going through the part, and you can't jump over it on all places (if you get what I mean), only the lower part of the path. There is however a Murshy in that small patch of deep water, which will arise slightly (only his head) every 5 seconds, but only for 2 seconds. If you jump on his head, he'll instantly lower it in the water again, so quickly jump of it. Do it though. Next, you arrive at the deep water with small patches of undeep water in it. If you've jumped on the Murshy's head, he'll pop up near an undeep water patch. If you then jump on his head, he'll move you past the giant stone blocking the way, so you can get some more lums and a cage. Also, along the trip, you can jump on 2 high rocks (the Murshy will stop moving) and collect 2 lums and a cage. You can also jump from one of those high rocks to another one, where a red pirate also is (t has consequences if you let him alive), and get a green lum. Murshy's are by the way like Marshy's but they aren't hostile (although also not friendly). They are much bigger, and are a cross between giant frogs and Loch Ness. Once you've arrived behind the giant rock, you can follow the path, get 2 lums, fight a red pirate, and...No cage? Yes, you actually can. There is a small rock where you can jump on just before another giant rock. From this low rock, you can jump on the higher one, and collect 2 lums. Then, you can jump on another high one (in the water) and collect another lum. That was path 2. Now we'll obviously have to take the middle path, which splits into 2 paths, each path hides 1 lum too. The upper path leads to 2 orange pirates. These are like red ones, but have slightly more health and fire slightly faster. What's even more dangerous, is that they will run towards you (while firing bullets at the same time), and once they're close enough, they'll use a flamethrower on you, that will kill you nearly instantly. That is, unless you have more health then you are supposed to have now. Per 50 lums your health increases with 1/4th of what you have at the beginning of the game. It's not much, but everything helps. :P These 2 orange pirates are hidden behind corners, so you may wish to take this path when you revisit the level with more health, as it only hides a cage and a red lum. You remembr the red pirate near the green lum? He'll jump to the other high rock once you enter the lower path. He'll attack you too, but he doesn't move. When you are past him, and not looking at him, he'll throw a giant rock (which is already painted on the map) onto the path behind you, making you unable to go back. He'll then jump of the high rock and chase after you. You'll then arrive at a giant, heavily damaged, ship (much larger then a war ship like in the Bayou, but also much smaller then a prison ship), you can't go on it, but you can go in it. Actually, you must go in it if you want to complete the level. First, you have to beat another red, and a blue robot pirate though. You can also get another yellow lum, which is hidden behind the rock on which the red robot pirate which threw the stone was. Note, that in front of the blue robot pirate is a barrel, which you can pick up and throw, and which will roll out of the forest anytime you destroy the barrel. Then you can enter the ship, for the blue robot pirate will not move around, and when he's destroyed, he'll release electricity which destroy the closed door. The ship is so destroyed, that the path continues through the ship like a maze, and various trees and plants grow through the destroyed ship. I'm not going to explain the whole maze, just look at the map. There are however 10 lums which you can get. The ship is crawling with robot pirates, and you'll be ambushed by 2 of them right when you enter the ship. So watch out. There is also a new kind of robot pirate, a green one. This one will fire a laser, not a bullet. So it will instantly hit and damage everything it touches, even other enemies. Further, these 2 green pirates will chase you. Luckily, you'll hear a zooming sound for 1 second before they fire, allowing you to avoid the laser. There are also 2 orange pirates ready to ambush you, so they'll instantly use their flamethrower on you, making you instantly die. You can lure them out of their hiding place by throwing a barrel near them though, they'll move to investigate, allowing you to destroy them from a range. At the exit of the ship, a blue and a red pirate robot await you, just like at the entrance. What's more, if you can jump past the blue pirate robot, lure him to the path on your left which leads to a door which is closed, and destroy the blue pirate robot while he is standing near that door, the door will be destroyed, allowing you to explore another area of the ship, which has tiny paths everywhere. You'll probably fight 3 robot pirates at the same time, if not more. Luckily, these are damaged robot pirates, like those in Rayman Revolution, in that building which also contains the Biditank (if I remember correctly, I've never played it). Not like those in the first level. However, these robot pirates don't breath toxic but alternate between firing 3 bullets which spread at the same time, and launching a moving bomb. You can also simply kill the 2 pirate robots standing outside of the ship, and walk to the giant rock. Yes, you can't go any further. Luckily, Murphy appears once those 2 robot pirates are destroyed and you're near the giant rock. He tells you that he is scouting the whole planet for survivors, and that he's very happy to have found you. Along with his sarcastic remarks and funny bullshit of course. Then, the level ends. Of course, if you only had 1 hand, instead of Murphy, 3 blue robot pirates would appear.

Map legend:
Dark brown: Impassable forest
Dark brown square: Barrel
Darkest brown line: Trees which fall over the path, a small circle shows where they originally stood, thus how they fall
Light brown: Passable terrain
Lightest brown line: Hostile tree branches
Lightest brown circle: Chewysaurus, also shows where the Chewysaurus comes from when he destroys the 3 trees and has your hand
Light grey: Rocks over which you can jump
Dark grey: Rocks over which you can't jump, sometimes they are shown although you can't reach them, that's because then they're so high you can see them
Purple circle: Rayman, the purple arrow shows the point you face when you begin
Yellow circle: Yellow lum
Red circle: Red lum
Lightest green circle: Green lum
Black point / circle: Brown / black fuzzy ball thingy
Dark grey square with an even darker grey line around it: Cage
Light blue area: Undeep water
Blue water: Deep water
Red arrow: Path how a piranha will jump, it will jump back along the same arrow if no other arrow has been painted
Dark green circle: Marshy
Light green circle: Murshy, the first circle is where he first appears, the second where he appears next, and the third where he ends his swim, so you can sort of see his route
Black line: Path that the blue robot pirates will take
Pink square: Pink lum that will refill your health, and boost it with 1/1oth of what you have in the beginning, like 50 yellow lums do
Red P: Red robot pirate
Orange P: Orange robot pirate
Blue P: Blue robot pirate
Green P: Green robot pirate

http://rapidshare.de/files/48273882/poepjes.png.html
Last edited by need my speed on Fri Sep 04, 2009 10:15 pm, edited 1 time in total.
Razorbeard
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Re: Create a Rayman 2 level!

Post by Razorbeard »

I'm Back!!! You didn't miss me, did you?

Oh the above scores 9.8 out of 10

If this game could be added to the real Rayman 2, you would have to have completed Atlantis, and earned Fouch's Mask.

Name: Tunnels of Doom
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Description: Well, you've defeated Axel in Atlantis. You leave. You see a strange crack in the rocks...
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Level One Cutscene: [You see a cutscene of you leaving atlantis and squeesing curiously through the crack. You find yourself inside a cave... you swim upwards, and resurface. It's quiet. Too Quiet.]
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LEVEL ONE: It's Quiet. Too Quiet. You move forward through the tunnels. Then, (Knaaren Chase theme from Rayman 3 starts here) you hear something approaching. Its... A Robo-Pirate 800. Not something to worry about, right? Well kill it. The robot's explosion alets the attention of more things in the tunnels. Five Robo-Pirate 800s appear. Kill them all. [You see a cutscene where the final robot explodes. He drops 5 yellow lum.] Continue through the level. You are now halfway through the level. Your footsteps echo through the cave, alerting five sleeping Robo-Pirate 800s. Kill them all. Continue.

[ I've been waiting for you, Rayman. I've heard of what youv'e done. Now its time to face ME! A large Advanced Robo-Pirate 800 turns around and fires a warning shot at your feet. You jump backwards.] Welcome to the Boss Chamber. You need to jump and punch at the pirate's knees. After doing this 15 times, the pirate will fall shorter for 15 seconds. This is your chance to attack his legs. After 15 seconds, the pirate will grow feet. But his legs are still short. The procedure remains the same for the whole battle. (Attack legs, hit weakspot. Attack :shock:. Hit weakspot. Attack waist, Attack stomach.)
[What!? How is this possible? You are but a puny weakling! AAAAARRRRGGGHHH! He blows up. You run out of the Chamber and into the next tunnel.]
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LEVEL TWO: [You pass into the Second Tunnel. You immediatley attract 5 Advanced Robo-Pirate 800s.]
Kill them all, and get 5 Yellow Lums. Continue through the tunnels. There are odd paintings on the wall that you stop to look at. [There are some strange markings on the wall. When you look at them closeley, you realise that they are paintings of a band of Advanced Robo-Pirate 800s. The paintings come to life.] You need to kill 10 Advanced robo pirates. BE CAREFUL! While proceeding to the next Tunnel, you will find traps that drop you one level! These will also appear in levels 3, 4, and 5.
Heres how you move: Go to center of tunnel. Move one step forward. Two steps right. Three steps forward. One step left. Go forward, and turn left and around the corner.

[So, you've gotten this far? How were those traps? Hard to manouver? I thought so. The Robo Pirate 800 turns around, and fires a flaming shot. You just barely dodge it.] I've given this guy a nice upgrade. He now shoots FIRE bullets. And don't get within melee range, because he can KILL with the hook i gave him! How to dodge his shots: Left, left, right, left, right, right, left, left, jump, left, right. Fail to copy this pattern and you die. Now you can attack. As long as you knock the bullets at him you wil damage him. You can only deal up to 5% Damage here. Now the dodge patterns reverse: Right, left, jump, left, left, right, right, left, right, left, left. Repeat. Every 5% Damage the dodges reverse. After he has no health left, you can hit him, and deal the final blow.
[AAAAARRRRGGGGHHH!!!]
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LEVEL THREE: [You enter the next tunnel. You see no threats in this tunnel. But, the tunnels aren't known for being safe....] WATCH YOUR STEP! Hidden traps! To safley manouver these traps.... Go to center. 5 Forward. Go to left edge. 5 Forward. Right Edge. 1 Forward. 1 Left. 1 Forward. Jump. Jump. Jump. Jump. Jump. Jump. Jump. (dont move anywhere while jumping!) Puch. Puch. 1 Forward. 1 Right. 16 Forward. Go around the corner.
In the second part of this tunnel, there is a flamethrower pirate. Kill it. Get 5 Lums.
Now proceed around the corner....

[Grrrrr.... GRRRRRR..... GAAAAARRRRAA!!!!! The Chamber shakes!] You are now in combat against a Large Gorrila Pirate! Easy? No. I gave this one a brain... and some decent Strength. Maybe too much strength. How to dodge: Left, left, left, right, right, jump, jump, jump, punch. Fail to copy this pattern and you die. The punch delivers 10% damage. Repeat 10 times. every time, dodge reverses, except for the jump punch. (So phase 2 is: jump, jump, jump, right, right, left, left left, punch.)
[Grr.] {THE GORRILA EXPLODES! THERE IS NOW A LARGE PIT THAT TAKES YOU DOWN AN EXTRA LEVEL!}
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LEVEL FOUR: [You escape the chamber, and accidentally trigger a trap! You look down. You see the pit into level two.]
WARING! These traps bring you down TWO levels! Heres the dodge: 25 forward. Left Edge. 8 forward. 3 right. 4 back. 1 right. 15 forward. 4 left. 5 forward. Jump. 5 forward. Go to next Tunnel.
In this tunnel is a Bomb pirate. Kill him. Collect 5 Lums. Next tunnel.
There is a Robopirate 800 here. Kill. Continue.

[Hjfdkrl? Kiijklelspdfj? Jjidifk! Translation: Whos that? An opponent, I presume? Perish! (His language is pure gibberish.) The Flamethrower Pirate turns around, and fires.. uh... fire, at your feet.] BE WARNED! The pirate will shoot fire at your feet randomley! These burned parts can not be stepped on, but they might prove useful...
Theres another dodge pattern! To succesfully win the battle, you must step behind a fire space and FAIL a part of the pattern. The pirate will run forward, hoping to kill you with his hook. He will get burned for 10% damage. Repeat 10 times.
Pattern: Left, Back, Jump, Right, Back, Left, Right, Right, Back, Left, Jump, Back, Left, Back, Forward, Jump, Left. (When BACK is mentioned, he will shoot low, but not low enough to make a Fire Space.)
After doing the sequence right (which involves failing) you get the following:
[jsajhfjie, jjsauruitjkr... jdksjjkj! ajfdjfueji! HHHHHOOOOOIIII!!!! Translate: YOU HAVE BEATEN ME, BUT I WILL RETURN... EVENTUALLY! NOW LEAVE! AAAAAAARRRRRGGGHHHH!!!! You go to the next and final tunnels...]
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LEVEL FIVE: I've made this the hardest to pass. But first, meet my traps! Oh yeah and now ill use arrows (^ for forward. v For Backward. < for left. :arrow: for right. do you get it?) to show you how to pass.
19 ^, 3 <, 20 ^, 1 :arrow:, 1 v, 1 :arrow: , 20 ^, 3 <, 1 ^, and around the corner.

[You're not getting MY lums!] The robopirate 800 turns around. kill him, using this method: jump punch for 5 punches. regular punh 5 punches. jump last 2 punches.
Take Lums. Enter Chamber.

[Welcome to the Chamber Of Fire! RRRRR.... You may have beaten me before, but now, I am not so weak! MUAAHAHAHAA! Fouch turns around, and pucnhes the ground immediatley after facing you. He opens a rift of fire.] While battling, avoid the rift at all costs. The rift can also be used to your advantages. It can damae Fouch, and his attacks can fall into it. I will give you a dodge pattern, but once you're on one side of the rift, and Fouch can be seen on the other side, FAIL the pattern so he falls in and gets hurt 5% damage.
Left, Jump, Right, Left, Left, Right, Jump, Run for Rift, Left, Left, Right, Left, Jump, Left, Right.
The Pattern stays. After Fouch falls into the rift, you will be brought back to your normal position, so you'll have to repeat the pattern over again, and again. After he has died, you will be brought back to the Underwater Area. From there, you can go back to the hall of doors.
Once you have returned to the hall, you can re-play the tunnels as many times as you want!

Congradulations! You have beaten the Tunnels Of Doom!
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Number of Yellow Lums: 25
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Enemys in that level: There are too many enemies for me to relist them here.
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Number of Cages: 5 Hidden Cages, You can find them by searching in cracks around the tunnels. There is one cage for every level.
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Music: In the Tunnels - The track you hear when you are chased by knaaren in Rayman 3 ; Boss Chamber Level 1 - Reflux's Boss Battle ; Boss Chamber Level 2 - Final Reflux Battle Track ; Boss Chamber Level 3 - Razorbeard's Boss Battle Part 1 ; Boss Chamber Level 4 - Razorbeard's Boss Battle Part 2 ; Boss Chamber Level 5 - Fouch's Battle Track
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Version Differences: On PS1 and PS2 there are 5 extra, extra-stong enemies to battle, who help the bosses. There are also 10 less yellow lums. There are no cages on these systems.
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Fouch provides acess to the Hall of Doors, but only after you have completed the tunnels at least once. Fouch can be found at each boss chamber. You can talk to him and either re-fight the boss or go back to the Hall.
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NOTE: At the end of every Level you will be fully healed. If you die at any point throught the tunnels, you will respawn at the start of the level.
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Attachments
The Tunnels Of Doom
The Tunnels Of Doom
carbonator3000
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Re: Create a Rayman 2 level!

Post by carbonator3000 »

hm 9.2/10

Name: Razorbeard's Maze

Description:

A large maze with Robot Pirates everywhere. I won't get too descriptive, because it is a maze. Whenever you reach the center of the maze, you need to fight a strong robot pirate. After he is defeated, you will be teleported back to the start and the maze will re-arrange. You need to reach the end 5 times to complete the level. Razorbeard has posted Robot Pirates around the maze, and the deeper you get into it the harder your opponents will become. He has also put some hidden traps around the maze, which can not be avoided, and usually appear if you take the wrong turn, but sometimes they will not show themselves, and you could be brought to a dead-end deep within the maze. The traps include:

-Floor traps: Fall through this and return to the start.
-Wall spikes: These will shoot out and kill Rayman.
-Boulder: A boulder will fall out of a wall and crush Rayman, taking away all life.
-Bomb: A bomb will appear out of nowhere. It will take away one fourth of Rayman's life.
-Floor spikes: If Rayman triggers one of these traps, they will stab his feet, and make him unable to move for 20 seconds.
-Cage: Robotpirates will appear and trap rayman in a cage. The only way out is to wait. And wait. And wait.... This is the only trap you can avoid, other than Fake Lums. HOW TO ESCAPE A CAGE: Pick the lock by repetedly hitting it.
And finally,
-Fake Lum: Take thiss fake yellow lum and you trigger an alarm. Two robotpirates will take you back to start, and take away a few lums. The fake lum can be avoided, though. The Fake Lums are very very very slightly darker than normal yellow lums.

When you reach the center for the last time, you find razorbeard, but he is not wearing any suit at all. You think, 'This will be easy.' But he will steal 100 Yellow Lums from your total, and smash them together to make a Grolgoth. This one is a bit (10%) stronger than the other one, and is 10% faster, too. Also, Razorbeard takes away your jump power for some high jumping, and he takes your Fist Charge power, so you can only hit him with normal shots.


Number of Yellow Lums: 30
Enemys in that level: 10 of every type of robot pirate will be found around here. The bosses will be Large Versions of random robotpirates. The fifth boss is always Admiral Razorbeard.
Number of Cages: 2
Music: Nothing right now
Version Differences: The Dream Cast and PS1 & 2 Versions have Green lums scattered around.
Rsandee
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Re: Create a Rayman 2 level!

Post by Rsandee »

Ok guys imma rewrite my level.

Level: Globox's gardens.
Description: Once on a beautiful day full with sunshine, Rayman was going to visit Globox.... he knocked on the door but then saw a sign on the door, it said: ''If you are reading this, find me in the garden, it's full of beautiful plains with many unicorns and other happy things''.
Rayman jumped over the garden fence and fell into the great pit of DISPAIR!!!
Here he had to conquer all 8 faces of evil, this place has many evil songs, beginning with the teletubbie theme, but when he slays one face.... the music changes to something more hardcore, the last theme is Angerfist!!!
After all that he must backtrack to the middle of the level (It's a big round room) and than platforms will rise, he must jump on each one..... and fast because 1 hit kill lava is rising from the floor!!!
After that parachute hoodlums and pirates will appear, and then Rayman has to jump from balloon to balloon.... with only one path and hoodlums and pirates everywhere to pop the balloons.
When Rayman almost reached the top, Polokus showed up..... after that André came out of nowhere getting into polokus's mouth.
Then, André took over Polokus and he became HOODPOLOKUS!!

Boss: Hoodpolokus
HP: OVER NINE THOUSAAAAND!!! (Rayman deals like 1 with every punch.)

After that Rayman walks out of the hole...... but then a nuke came out of nowhere hitting Rayman.... GAME OVER (or isn't it?)

Enemies: 1337k
Version differences: Because of the psx limits, the pit is just a little hole filled with some antitoons....
Difficulty: Fairly easy ofcourse..... the psx version is the hardest because antitoons are gods (OFCOURSE IT'S HARD!!!!!)

EDIT: Dudez, i just saved this!!
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