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Old 11-07-2008   #1 (permalink)
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Default Pyremiaze


Pyremiaze
Created by Pyremius

Supported Game types:
Frustration


Map Description:
This map has driven most of my friends crazy, welcome to my maze... This map is a decently neat, decently fun, but extremely frustrating... This maze scales out to all of foundry, so it's big! I've always loved drawing mazes on paper, and then I thought that I could make one in foundry. This map has taken about 2 hours to make, and 1 hours to test, I am completely positive that it is unbreakable. It may look like you could break it, but your gravity is on 200%...

__________________________________________________ _

Pictures:


This is the starting point, right dead center in the middle of foundry...



Choose your path wisely...



There are plenty of these dead ends in this maze...



This is where you will end the maze... don't get confused on which side to enter the back hall from...



Overview 1



Overview 2



Overview 3



Secret; can you find it?

This is my first map post and one of my favorite and most unique map, so thank you for any comments!

Download Map:
Download Pyremiaze here

Download Game type:
Download Frustration Here
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Old 11-07-2008   #2 (permalink)
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Can I say "breakable?"
Just kidding, I read the WHOLE post. The 200% gravity might get annoying at times but if it is the only way to prevent map breaking then so be it. I like the idea of a maze and it seems well planned. Overall the map looks very neat but I can see a few minor things that could be fixed. I love the idea and design so therefore you, my good sir, get a 5/5.


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Sp3c0p5grunt - The wisest person on ForgeHub.
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Old 11-07-2008   #3 (permalink)
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oops used a bad word
actually say something about the map rather than its escape able like
say nice labrynth very oldschool bring back original mazes ftw those things
are sometimes hard to come up with wrong ways and right ways gj on the
map hope i will enjoy playing also

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Old 11-07-2008   #4 (permalink)
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Looks very hard, especialy if the gametype is Frustration. Ill give it a whirl, and see if i can do it!

4/5 and a DL =D


Sector - An Infection game
based on "Dark Sector."
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Old 11-07-2008   #5 (permalink)
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ill try this out because i like maze maps so give me a while and ill post a review on this. dl'd

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Old 11-07-2008   #6 (permalink)
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Quote:
Originally Posted by DDjusD View Post
this is very easily escapable
did you even read the post? i would love to see you escape a map with 200% gravity.

anyway... nice job. it looks really clean despite the lack of interlocking (you can find a guide to it here). it would be cool if you added an infection gametype to this, like a "get out of the maze before you get pwned by the zombie" gametype.


my maps
Yellow Highway* = forging
claustraphatic* = testing
panoramic* = testing
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Old 11-07-2008   #7 (permalink)
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Quote:
Originally Posted by sourdauer View Post
did you even read the post? i would love to see you escape a map with 200% gravity.

anyway... nice job. it looks really clean despite the lack of interlocking (you can find a guide to it here). it would be cool if you added an infection gametype to this, like a "get out of the maze before you get pwned by the zombie" gametype.

Quote:
Originally Posted by buddhacrane View Post
That is a fantastic theory, and just what scientific proof do you base this hypothesis on? I'm curious as to how interlocking "messes up everything".

I don't know about your argument, but I have at least one example where interlocking is absolutely neccessary - Mongoose Clipping; If you give someone a mongoose and don't interlock your walls then the player can clip out of the room anywhere that any of the objects meet because the whole area will be filled with gaps to clip through.

You will also need to interlock objects if you need to make a room a particular size since walls and stuff are set widths, interlocking allows you to vary those widths.

There are other reasons too.

A puzzle map does not require interlocking for neatness though. A puzzle map is not about aesthetics, neatness, prettyness e.t.c. It is about the challenge and the gameplay. As far as I'm aware though it never actually "messes up everything".

quotes to the unquotes

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Old 11-07-2008   #8 (permalink)
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In overview pic number 1, the walls and such look sloppy. Now for a map like this you have to be very neat, as straightness is what you are building a map on! I still do not like puzzles, but the gametype you made shows you can think! This needs a roof if possible, it just makes you feel more enclosed and lost! Good post btw!


-Irish


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Old 11-07-2008   #9 (permalink)
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The map looks fun from the pics but in your post you said "1 hours",which makes no sense.Sorry i just spotted it :).You should try and interlock some things though.Overall it looks like an interesting map.Good post.
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Old 11-08-2008   #10 (permalink)
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BTW i did break the map on the oposite side with the oddbal on the vertical pipes you can climb up those and get on top of the maze :P

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