Animus Lamina A stand-alone Doom II map submitted to the RAMP 2025 Community Project. Available here! Level design by yours truly. Textures from the RAMP 2025 resource pack. Pattern 32 MIDI by Korp. At first, as RAMP 2025 almost rolled and passed me by, I was unsure if I would be making a submission for the third year in a row. After a bit of indecision and some encouragement, I finally pushed to the side of yes, let’s make another map! Following up on where I felt my RAMP 2024 submission was lacking, I decided to make a map mainly focused on tight combat encounters. Sticking to the standard rogue’s gallery, I experimented with enemy pairings, various spawn triggers and wave encounters. An overview of my RAMP 2025 map, Animus Lamina. Taken from Ultimate Doom Builder. Despite only having the last week of the RAMP 2025 project to build the map, I am very happy with how it turned out. I achieved my goal of experimenting with varied combat encounters. Balancing the amounts and combinations of enemies while still maintaining a sense of flow wasn’t simple, but a fun challenge. I found the tight focus also influenced the design of the map itself in a positive way. As the encounters progressed, a lot of the spaces around them grew too, especially in the final encounter. Peeling away layers to reveal more and tougher enemies as well as a larger combat space inspired the map’s final name.