Hello Forgehub community! It is with great pleasure that I finally present my first map, The Ire of Fire
Dragon- This is the main feature of the map's scenary. Keep in mind when looking here that this entire map is constructed for gameplay and is not solely an aesthetic creation.
First off I'd like to thank Debo37 for all of his help with weapon placements, general layout know-how, and spawn point placement. The Ire of Fire is an asymmetric map divided into two sides (attackers and defenders). These two sides are then divided into seperate sections, each creating equal opportunities and advantages for all players.
This map is fitted with all gametypes. Happy face.
Backstory
The secret UNSC military expiriments taking place in VOI South Factory Complex 09 were always said to be unethical by those who knew about it, but were never thought to be dangerous. It wasn't until the expirimental F.I.R.E. (Finite Infernal Repulsing Entity) Program malfunctioned that the true horrors of what the scientists had created became apparent. The F.I.R.E. Program was initially designed to combat the resilient Covenant Scarabs, but the artificial intelligence used in the dragon-like machine was not capable of separating its views of violence from those of loyalty.
Immediately the robot began showing agression towards all signs of life. The residents of the factory made an effort to control it, but with each passing day the machine grew more and more intelligent. In time it effortlessly escaped and, for reasons unknown, remained hell-bent on destroying those who created it. A war was waged between the dragon and its humans. No amount of firepower the military was willing to use would stop it. The factory workers, unable to escape, constructed an enormous wall to protect themselves from the monster. After dozens of casualties and days of brutal attacks, the engineers' designs finally proved positive as the dragon showed that it truly was a finite entity. Its joints slowly grinded to a halt as the life force in the machine simply faded away as it was intended to do.
The machine still remains frozen as it was when this war ended, the light in its eyes eerily pulsating. The factory was re-opened for examination after years of being quarantined. Signs of the past battle can be found in the overturned vehicles and various weapons scattered about the facility. The dragon sits immovable as it was in its last moments of life, attempting to tear the humans' wall down with its left arm, the right arm scarred beyond repair. This building has now become somewhat of a monument to the horrors of what man can create. It will always remind those who lived in the year 2552 of the ire of F.I.R.E.
Map Structure
The dragon makes up the main feature of the map. It is located in the first half of the defence side. In the "belly" of the dragon spawn a flamethrower in symmetrical gametypes, a mauler with two firebomb grenades in asymmetric gametypes, and a regenerator in both. A sniper rifle hangs in the top of the dragons mouth.
One of the main entrances to the dragon is located to its left. This is both easy to access and easy to defend.
The other main entrance to the dragon is it's right arm, beginning with an enormous claw.
Here is the opening in the claw. The opening leads into the right arm, which is hollow, and brings players into the dragon's belly.
Next to the dragon sits a garage-like structure that holds the defenders' ghost. This structure can be climed in order to access the attacker side and the top of the wall
Here we see the second half of the defence side, separated from the first half by the dragon's arm. The fuel rod gun and overshield are key components to this section. Two firebomb grenades and a battle rifle also spawn here.
The next major part of the map is the attacking side. This part, like the defence, is also split into two sections.
The first section is a "shotgun base". This is where the shotgun, active cammo, two plasma rifles, two firebomb grenades, the attackers' ghost, and energy drainer spawn.
The second section of the attacking side houses a needler, two SMGs, and a bubble shield. The main feature here is the large staircase leading to the top of an enormous wall.
Of course, if the attacking and defending sides are separated, there has to be something separating them. And on Foundry, we know that's not going to be a large distance. Instead players are confronted with this wall, spanning across the entire map and three boxes high. This is highly interlocked to minimize bumps. On the top of this wall spawn two Battle Rifles and a Spartan Laser, which will effectively combat the two ghosts on the map. Both sides are given equal opportunity to get to the top of this wall. The defenders can run up the dragon's fingers and the attackers can use the large staircase.
Action Shots
Camping with the fuel rod gun
Exploiting the overshield
Effectively defending with a sniper rifle
Attacking with the laser
Using the geography to get many splatters... many, many splatters.
Active cammo
and the shotgun, Debo? It's only territories.
Firebomb grenades effectively replace stickies and spike grenades
A hill is easy to defend with the shotgun nearby. But who will git it first?
The needler can easily get rid of a laser.
And finally, with thanks to Rhinestorm, the pic that everyone expects and wants to see
Weapons, Vehicles, and Equipment
1 Needler ( 2 spare clips, 90 second respawn)
2 SMGs (2 spare clips, 45 second respawn)
6 Battle Rifles (2 spare clips, 60 second respawn
1 Fuel Rod Gun (1 spare clip, 120 second respawn)
2 Assault Rifles (Because you're bound to run out of ammo)
2 Plasma Rifles (45 second respawn)
1 Shotgun (1 spare clip, 120 second respawn)
1 Plasma Cannon (120 second respawn)
1 Flamethrower (Symmetrical, 180 second respawn)
1 Mauler (Asymmetric, 1 spare clip, 60 second respawn)
1 Sniper Rifle (1 spare clip, 120 second respawn)
1 Spartan Laser (150 second respawn)
1 Brute Shot (2 spare clips, 60 second respawn)
1 Overshield (180 second respawn)
6 Firebomb Grenades (2 asymmetric, 45 second respawn)
1 Regenerator (60 second respawn)
1 Portable Grav Lift (90 second respawn)
1 Active Cammoflage (180 second respawn)
1 Power Drain (60 second respawn)
1 Bubble Shield (90 second respawn)
4 Fragmentation Grenades (10 second respawn)
2 Ghosts (150 second respawn)
Recommended Gametypes
Free-For-All slayer
Team Slayer
One Flag
One Bomb
Territories
Evenball
(what???)
Juggernaut