CHIMERA (ki-mer-a)
I was going for a fast paced flow to slayer games featuring <b>8-12 players</b> while offering the opportunity to camp—sort of. The point of this game is to tactically take and hold key areas while not neglecting others. King of the hill could be interesting on this map as well as single flag CTF (both coming soon). Running alone will more than likely result in death every time—as is intended. Small groups could very well pwn this board since it is not very big…but the layout isn’t small either.
Please, offer constructive criticism on the design of my first Forge Hub contribution. If you guys like it, more will follow.
NO CROUCHING NECESSARY TO MOVE THROUGH THIS BOARD!

By
atheos23 at 2008-02-28

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atheos23 at 2008-02-28

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atheos23 at 2008-02-28

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atheos23 at 2008-02-28

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atheos23 at 2008-02-28

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atheos23 at 2008-02-28

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atheos23 at 2008-02-28

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atheos23 at 2008-02-28

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atheos23 at 2008-02-28

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atheos23 at 2008-02-28

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atheos23 at 2008-02-28

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atheos23 at 2008-02-28

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atheos23 at 2008-02-28

By
atheos23 at 2008-02-28
In Greek mythology, Chimera is a monstrous creature of Lycia in Asia Minor, which was made of the parts of multiple animals. Homer's brief description in the Iliad is the earliest literary reference: "a thing of immortal make, not human, lion-fronted (turret base) and snake behind (winding escape route of Reprieve), a goat in the middle (invisibility leading you on like a dumb assed goat), and snorting out the breath of the terrible flame of bright fire (flame thrower, flare, and fire bomb grenades)".

By
atheos23 at 2008-02-28
<b>Part I: Sniper Alley</b>—the textured inspiration comes from Blood Gulch. The intended effect of this area is a shortened, straight line distance between bases with cover afforded by a raised central platform. This tempting avenue may seem short and easy but well placed BRs/coveys and sniper rifles at each base demand respect. The presence of the map’s only turret orienting its primary sector of fire down this “alley of death” assures that players will surely seek other avenues of approach.
<b>Part II: The Turn</b>—this area is a mesh of two boards; Turf and Chill Out, from Halo. Two barriers provide cover for medium to long range weapon holders so they can monitor the Tunnel, and with it, the rocket launcher. This area is multileveled allowing its occupants to expand their pwnage capacity. There are two battle rifles behind the barriers, a shotgun above the twisted bulkhead, and a power drain to ensure this key bend can be well guarded.
<b>Part III: Camp pwn</b>—inspired by Guardian and Lockout this area provides plenty of up close and impersonal combat scenarios. Featuring a shotgun, spike grenades, smgs, and areas to pwn with BRs and carbines, this area is small and jagged but difficult to defend.
<b>Part IV: Rally</b>—dodge, duck, dip, dive…dodge (?) Maneuverability during medium range combat was the primary goal for this area. Influenced by Ivory Tower, Turf, and The Pit this area provides plenty of room for teams to regroup and rearm after an encounter. Featuring the board’s only brute shot, an overshield, flare, and BR this tactical twist is vital to regaining the initiative.
<b>Part V: Resting Place</b>—the initial starting point for one team, this area was inspired by the shotgun section of Snowbound. A shield door provides cover from incoming grenades and perpendicular fire but mind the false wall housing a flamethrower. The name fits this area nicely as it becomes tempting to sit and camp here, becoming obsessed with incinerating careless passersby, but watch the reach-around!
<b>Part VI: The Tunnel</b>—an interesting take on the middle parts of Lockout, Narrows, and dare I say, Isolation. Two ways in, typically one way out, death! This area runs perpendicular under Sniper Lane connecting The Turn with Rally. Common sense says stay away but a well placed rocket launcher begs you to enter. Guaranteed to piss off a lot of people and make a lot of BR campers happy, this area is the only alternate way of reaching the opponents’ base. Enjoy!
<b>Part VII: The Bases—Reprieve and The Tomb.</b> Reprieve features an interesting raised platform perfect for the sniper rifle (located above) and a nice little area to attempt to hold down. A mauler, bubble shield, sniper, and covey rest here. Pwn with caution. The Tomb is located in the opposite corner of the map in the tunnel where people spawn on Foundry and the area immediately in front. A sniper rifle, regenerator, mauler, TURRET, and various other weapons can be found here. This area flows nicely into Camp pwn but is distinctly different. Similar to Reprieve, this is probably the only other area where you could rest and lick your wounds a while.