Ramiform Made by ONEARM ASSASSIN Ramiform is a more of an "experimentation process," that I developed during construction of this map. It was something different than from my other style maps. I've seen several of the cave type maps floating about Forge Hub, so I decided that I would try to make one myself; the result was Ramiform. It is a cave map (asymmetrical), and supports 2-6 Players. The map supports Slayer, Team Slayer, Oddball, and KOTH. The map consists of tunnels and small passages and areas that all connect to one large cavern roughly in the center of the map. The cavern is quite large compared to other parts of the map, and this is where most conflicts occur. In the center of the cavern is a lone Energy Sword. The other tunnels and smaller passages around the cavern are home to weapons such as; the Battle Rifle, Brute Shot, the Carbine, Mauler, Needler, Plasma Rifle, along with Plasma Gernades. Weapons Battle Rifle X2 Brute Shot X1 Carbine X2 Mauler X2 Needler X1 Plasma Rifle X1 Energy Sword X1 Equipment Plasma Gernade X8 Overshield X1 Screenshots Action Screenshots Thanks to everyone that has helped playtest and support my forging career thus far! You can download here: Ramiform Even though there were times of frustration, I hope you enjoy this map as much as I did making it. With Love and Peace: --ONEARM ASSASSIN--
Could you take an overhead view of the map and outline the tunnel locations in paint or something, so we can understand the layout better? From my understandings, it's a big figure 8, with 4 paths meeting in the center.
My understanding of the map layout is the same as Another Orphans. I think the merging that you used was very effective, i really like the slanted hallway. But i think a sword on a map with such narrow corners like this might be a bit overpowered. Overall i would rate it a 3.5/5, it would be nice to know the layout more though.
It looks pretty symmetrical to me. Based on the screens, Im not really sure if its a maze type cave with tight spaces and one semi-large "cavern", or an open-ish style cave. Just asking... cuz I get kind of claustrophobic and uncomfortable with tight space combat.
Eh teleporters arnt my favorite and for a small underground map? For large maps it makes more sense. my suggestion is to try to get rid of those. And as far as forging goes looks great! Im really liken the middle room looks very cave like. nice job 3.8/5
1. This is too small for teleporters 2. the sword and mauler will be invincible because of the tight corners 3. although merged, it looks bad and inaccurate 4. add a weapon list 5. add an overview: delete the top of the map DO NOT SAVE take a screenshot of the map without a ceiling so we can see whats inside
love the curved mauler hallway, you should make the floor smooth, you most likely thought it would be cool for the rocky texture, but yeah man make them floors smooth.
There is a weapons list provided in the thread. The reason I added the teleporters was so there is more than one way in and out of Blue and Red Base. The Energy Sword respawns every 180 seconds. As for the Maulers on opposite sides of the map, they both spawn in 90 seconds with no extra clips. Added an outline/overview. I may make a V2 map, but I'm still noy sure...
Teleporters are a pathetic excuse for bad flow paths. If you want to make a second entrance to the base you should build it.
I've been trying to create such a thing for V2, but is proving somewhat difficult due to the Object Limit which I think is a Forgers nightmare. I can see why you think that "teleporters," are a unecessary component of this map, and like most ideas/concerns/constructive criticism that I recieve, I take into consideration. Also, I am going to set the Energy Sword to only have it spawn once. For fear that it may be overpowering, I'll only allow Players to use it only once. I tend to see it this way, you build the map, but the Players are the ones that make the map. Meaning that the Players determine what your map is and how it can be improved based upon gameplay. Because in most cases if you do not listen to a Players reaction/idea/criticism/or concern your map will not be what it could be, and that (in my mind), turns fellow Players away from your map. "You build the map, the Players make the map."