Map NameGeniusCommentAdmin
BlankslightLoad this to create a new map from scratch...---
Test slight Just testing things out. planner seems to be working OK
mazey Omega899672 try perplexing that! Try and get past that Super Agents! XD
trap Anonym the wall trap is flamethrowers and the red trap is sensors and the yellow trap is gas trap and the wall item is cameras.
1st base sloth Enter your map comments here. Don't forget to change the map and author names before saving!
If you can afford it. Shadax Trap in upper left has more windtraps, but for clarity, they're not included. Yellow trap is laser sensor, red trap is electroshock thing. Wall items are security cameras. Blue trap is a Satan's Chimney. Most Item blo...
Island One Base EvilFlamingNinja This my Island One base (done by memory and I am too lazy to put in the items and traps. The corridor on the right of the map is just a trap corridor.
lair 007 This has a gastrap at the entrance which take care of agents. Ekstra space for an ekstra room.
Neat, Efficient, and EVIL ArcticWolf What else could you want in an evil liar. Got a dungeon in the center, each cell is placed between wall and trap and the entrance has 2 doors and a trap. Barracks contains a small armory to help arm quicker. Living qu...
Effective Layout Blizs The Space on the right is for any room that you may need in future. The red traps are sensors. Green traps are gas traps. Wall Items are all Camera poiting towards the longer space. In the start only small interogation r...
The Dark Love Lare Doc Love This is a revised Layout; I discovered that you cannot place jet cannons in the wall when it is part of the sold rock. I also expanded the power room after I ran out of power on the first wind tunnel section. I am going ...
Trapped entrance EliteScubaGuy;) 2 Base entrances in 'S' type layout. Wind tunnel traps 'Blow' enemies backwards towards the entrance. Great combination trap layout (NEFARIOUS!)
Template 1 ArcticWolf I found this to be a great starting template. Fill in the empty spaces as you move along through the game. Gives great variaty of how oyu can layout your base. I suddesting using your starting door as a decoy to a sma...
Higrand Island Thadius Enter your map comments here. Don't forget to change the map and author names before saving!
Complete base Ui'Kais Full complete base with some room for traps.
Prototype Jewish Crimelord Double Wall Items are fire extinguishers, single wall items are cameras.
N3 Base N3 workable base design, with room for expansion(or a large trap combo if you prefer) you have to kill a worker at the beginning to get the infirmary
Devious Plan K homegrown My next layout for Island 1. I want to make sure there is room to build all the stuff for research and try to reduce the number of agents that make it into the base proper and reduce my global heat.
WIP Charles Colen Playing from the beginning again and attempting to set up a better base.
Neat, Efficient, and EVIL ArcticWolf What else could you want in an evil liar. Got a dungeon in the center, each cell is placed between wall and trap and the entrance has 2 doors and a trap. Barracks contains a small armory to help arm quicker. Living qu...
Agents??? Stickle Quite a Good Layout limitting the infiltration of your base.
High-security Who'saskin? For when I wanna make those agent's jobs a nightmare. :P As you can see, it has plenty of security, especially in the front. My favorite part of this plan is the two small armories next to the main barracks. This idea wa...
exploit slight This is my setup for the cash exploit on island one. Room for 100 lockers and 20 million gold. Jubei guards one of the barracks doors since 2 of the investigators are hanging around inside the base wearing capture tags. ...
good use full base vil Enter your map comments here. Don't forget to change the map and author names before saving!
Final Defence Vil You could put loads of traps in the side part and in the sanctum
Base W/ Trap Space Mac Full base with lots of room for traps.
Hotel cover story KENNY Use the unofficial patch to be able to do this The blue area near front is the lobby The room with yellow and blue stripes is the casino And the room with the while square is the lounge Base can easily hold 250 minions ...
mt. syko maximilian syko Enter your map comments here. Don't forget to change the map and author names before saving!
Slinky's Base ReverendSlinky This is a rough approximation of the base design that has taken me through the first island without any issue. The deepest any agent ever penetrated is the inner training room and that's only because I got distracted wit...
Novice Setup dart This is just my first attempt at a floor plan with tunnel traps. It does prove reasonably effective at keeping investigators out. Also, the southern entrance seems very effective at killing agents, with just 2 sensor p...
Lunatics Lair Liz The 2 entrances with all the doors between should keep most people out. The path further down should be of little intrest but will allow your minnions easy travel.
An uncrude base design Sir August Good inner, outer base design with circular wind trap and switchback before armory and inner base.
Devious Plan A MrFloof This my first map hope it doesn't suck
Efficiently Evil Sir August Enter your map comments here. Don't forget to change the map and author names before saving!
Another one Liz Maze at the front to keep people busy. Just add a dozen or so topside shacks and hardly anyone wanders in.
Blackcat's WIP Blackcat Outer and Inner design. Outer area has room for living areas, then a door network slows down agents entering the main base. First armory is the prison, and the inner armory is for security desks. The small armories in th...
Island1 Stimpy Enter your map comments here. Don't forget to change the map and author names before saving!
Base v3.1 Raithnor Just laying out some ideas.
Base v4 Raithnor Some improvements to the first design.
An Underground Lair Bob Enter your map comments here. Don't forget to change the map and author names before saving!
Basic Base Bob Tis is just a basic ase which can be built after a little research. The wall items in the lab, strongroom and freezer are cameras, while the rest are fire extinguishers. I make use of the jet engines to blast agents ou...
lair 007 This has a gastrap at the entrance which take care of agents. Ekstra space for an ekstra room.
i'm tired v1.0 languishing Its getting late and i'm tired. Will put this or something like it into practice tomorrow. it's basically full of decoys, a nice windtrap, and room for 100 lockers. nice openish staff area, close to control room, and...
Ming's Island 1 Base Ming-a-Ling An Island 1 layout I'm going to try out and see how it works.
v0.1 Paul Preliminary design. Eventual goal is a beginner's base that will leave as much funds and space as possible to build a proper base to the east later. This set up will be for the beginning of objective two. It will be com...
v0.3 Paul Can't delete my old version... At a bit of a loss how to. Eventual goal is a beginner's base that will leave as much funds and space as possible to build a proper base to the east later. This set up will be for the begi...
Plan C Mr Bigglesworth A planned base, I've not completed the game yet so I'm not sure what the requirements are, but I always seem to be short on power and minions (What evil genius isn't) so I've tried to create a base with a large power pla...
Hotel Front 2 TracerFox
Hotel Front 2.3 TracerFox This base design requires both the indoor hotel and rock remover patches. The blue trap tiles are Hotel Lobbies, the yellow are Lounges, and the green are Casino tiles. The red trap tiles are indoor sentry guns. The gree...
IceCold Blizs The Space on the right is for any room that you may need in future. The red traps are sensors. Green traps are gas traps. Wall Items are all Camera poiting towards the longer space. In the start only small interogation r...
2 spin cycles sir august ;)
Only a grease trap! Sir August ;) :P :)
v1.0 Bobohhhhhh Just the beginnings
Isle de Genius (Busy) Diminutive_Bob My 1st Island (Second Start to EG: no finish on 1st as I lost interest... lol)
Militaristic Kitsune Without using excessive traps, I am able to create an agent's worst nightmare. The prisoners are stored far inside the base (the armory next to the strongroom) where they are close to interrogation devices. Important r...
1st attempt Tycoon #1 Enter your map comments here. Don't forget to change the map and author names before saving!
2nd Attempt Tycoon #1 Enter your map comments here. Don't forget to change the map and author names before saving!
Island One Layout ~CaSon~ This is just a basic layout that seems to work well for me...traps aren't mapped, but the first section after entering is kind of a corridor maze which is easy to place traps in. Other than that, just a simple design that seems to work well.
2nd Attempt Tycoon #1 Having a ball playing this game, even though i just got it sometime in May 2005. This layout is working quite well for me. As far as agents are concerned, none have ever seen the inside of my barracks!
Monkey's 1st Electric Monkey This is a reflection of my second attempt at creating a base. My first was a disaster and was overrun in short order. It's a WIP, as I have to go back to the game and check where I put stuff.
Modular Design Tycoon #1 Had some extra time to waste so i wanna see if i have enough power to run ALL these doors, lol
Monkey's 1st Electric Monkey This is a reflection of my second attempt at creating a base. My first was a disaster and was overrun in short order. It's a WIP, as I have to go back to the game and check where I put stuff.
Corporate Front Style SiloSeven Sweeper area at front to keep the bulk of the intruders at bay. Zigzag corridors separate inner and outer base areas and can be filled with stat reducing traps. Inner base has a separate set of facilities to reduce corri...
Glendo Glendo Enter your map comments here. Don't forget to change the map and author names before saving!
Dubious Fenderson version 2
Dubious Fenderson version 3
Evile Base D-1.0 cooldudecu It's not finished... As I sat meticulously planning my base, it suddenly occured to me that I wouldn't have nearly enough money to make the whole base from the start, so I might as well freebuild the first base as i go a...
idea 1 mike Test idea.
Corporate Front Style SiloSeven Sweeper area at front to keep the bulk of the intruders at bay. Zigzag corridors separate inner and outer base areas and can be filled with stat reducing traps. Inner base has a separate set of facilities to reduce corri...
Duo Micky Current.
Duo Micky Current.
Full use corporate front Runriot This is my first comprehensive layout for the first island. I used the get all item cheat to insure ample space for any item in respective rooms as I dont know the research tree yet. This layout is costly, yet secure fro...
Blackcat's WIP Blackcat Enter your map comments here. Don't forget to change the map and author names before saving!
Evil Base Alpha Raccoon First attempt at a base design. It's basic and straight to the point. Put most of your high heat stuff in the back and place enough zones for traps where ever you would like. The design can be altered to fit what you...
Evil Base Delta Raccoon Enter your map comments here. Don't forget to change the map and author names before saving!
Test Base of Ease Raccoon Enter your map comments here. Don't forget to change the map and author names before saving!
Corporate Front 2.0d TracerFox Edited from another base layout.k
Sealed Tight Base Steel Enter your map comments here. Don't forget to change the map and author names before saving!
MyLayout Polkajoe Enter your map comments here. Don't forget to change the map and author names before saving!
Island of Evil Steel Enter your map comments here. Don't forget to change the map and author names before saving!
2pavpav 2pavpav Map to show Paul the simple distraction path that I used that kept agents and investigators out of my Island 1 for the entire run. Also shows the primary uber path I used to build my entire base around. The top four do...
Aziel Island 1 Aziel My first Attempt
mazetest 0.1 RiZLA Currently Unfinished
Firstbase1 Polkajoe Enter your map comments here. Don't forget to change the map and author names before saving!
Juggler1 Smeagol Juggling different layouts, trying to find one that can be both practical and offer the most defenses against unwanted visitors
WIP Charles Colen Playing from the beginning again and attempting to set up a better base. Experimenting with traps for the first time. Very low maintenance is my goal.
GTLair Grimtooth Enter your map comments here. Don't forget to change the map and author names before saving!
Scoff's Map Cpt. Scoff not a bad map the trap system at the bottom is a money generator DONT let your minions in there unless you want some fun ; ).
Lunatics Lair Liz The 2 entrances with all the doors between should keep most people out. The path further down should be of little intrest but will allow your minnions easy travel.
My Evil Base Terran Officer Not the most efficiant, I know, I just wanted to give a design a try. If it's not compleated, I plan to compleat it
My Evil Base Terran Officer Not the most efficiant, I know, I just wanted to give a design a try. If it's not compleated, I plan to compleat it
Evil 1 Richard based on map by Arctic Wolf.
Door Maze and Open Plan Battlecat An experimental mixture of open and corridor plans. Uses the two strongrooms near the front doors to hold 1 briefcase rack each. Door maze near upper end is to distract Agents, while providing a single chokepoint to w...
Neat, Efficient, and EVIL Bone 1™ just artics maing design with all the traps....
{;^()>-|=<|: <-skateboard Queesh I've only played the demo, but I'm getting the game soon. I want to think up a layout before I get the full copy. Just a test map for now. Wall items are cameras. The sets of doors by the enterances are high security le...
Experiment Arthinas Just an experiment.
wanksta Sir August Enter your map comments here. Don't forget to change the map and author names before saving!
DPS Pi DPS
Modular Design Tycoon #1 Had some extra time to waste so i wanna see if i have enough power to run ALL these doors, lol
Modular Design Tycoon #1 Had some extra time to waste so i wanna see if i have enough power to run ALL these doors, lol
Newbie inwork 1.02 V12 I used Lunatics Liar, by Liz because it worked great for me as a newbie. I am playing around with the layout to my flavor and am in the process of implementation. Hopefully no one is offended by me using an existing la...
Madman's Folly Altimadark My map in planning.
Depot Bunniekiller My EG escape idea** for people who keep getting their EG assasinated by super agents* *doors are camo when on outside fringes **sanctum doors are level 3 or 4. you figure it out. and the camo door on the direct sanctum entrance is level 4
Test base v 1.0 V12 This is a copy of a members base snap shots that I converted to a layout for my use.
Madman's Folly Altimadark Plans are done, now I gotta playtest it. The empty space next to the north entrance is perfect for a trapfilled decoy area; be creative with it. My base opens up with 2pavpav's devious distraction: hallways guarded by se...
The First Base Rusko A map with Plans to Finish
Neat, Efficient, and EVIL ArcticWolf What else could you want in an evil liar. Got a dungeon in the center, each cell is placed between wall and trap and the entrance has 2 doors and a trap. Barracks contains a small armory to help arm quicker. Living qu...
The First Base Rusko A map with Plans to Finish
the best base Rusko A very cool base for cool results
Madman's Folly MkII Altimadark This is my new map. Mk I wasn't working out as well as I wanted it to, so I've completely redone it. Most of this is inspiration from the article **Maximillian on Medium.** Trap area is a combo of wind machines, nerve...
Effective Layout Blizs The Space on the right is for any room that you may need in future. The red traps are sensors. Green traps are gas traps. Wall Items are all Camera poiting towards the longer space. In the start only small interogation r...
Madman's Folly MkIII Altimadark MkII did better than MkI, but was still lacking. Wind tunnel and micro mess halls scraped in favor of distraction paths. Facade expanded and centralized. Security setup where agents must pass through to get to the bas...
learning the ropes nebbione wall trap is temp corridor; colored traps are room specific objects
2nd Attempt Tycoon #1 Having a ball playing this game, even though i just got it sometime in May 2005. This layout is working quite well for me. As far as agents are concerned, none have ever seen the inside of my barracks!
3 Layer Base Eisles Outer, Middle and Inner Bases separated by 'S' bends.
3rd Attempt Tycoon #1 Ok, let me try this
4th Attempt Tycoon #1 Gonna try the Ubertrap on Island one, then work up to the nerve gas traps when i get the research lab. But for now i wanna see how this works.
Another Base Tycoon #1 Wanna try to keep all rooms between the Control Room and the Barracks this time to see how efficient this is. This game is very fascinating to me for some reason. LOL, and everytime i get to an important part of the game...
Serious Attempt 3, still Tycoon #1 Now if this doesnt work better then i'm giving up for a while, lol. Gonna trap out the hallways to make even getting to the first room which it the barracks almost impossible. I want the doors situated so that everytime ...
Serious Attempt 3, still Tycoon #1 Now if this doesnt work better then i'm giving up for a while, lol. Gonna trap out the hallways to make even getting to the first room which it the barracks almost impossible. I want the doors situated so that everytime ...
An uncrude base design Sir August Good inner, outer base design with circular wind trap and switchback before armory and inner base.
Test Bench Blah Testing out a few things...
I1 Ubertrap Jingoist Ubertrap plus freak trigger. Fun for the whole family! The red trap squares in the laboratory are access points, so you know which ones are which.
Door Safety fleetcommand This map i have used and had no problems with although this map is only good when you have higher security doors as this requires many of them(purple dots) the traps in the iner sanctim are the big magnet things or if n...
Dr. Ironface's base-thing Dr. Ironface usually, i barley have enough space tro build anything. that is because i build a way to big lab. so i cut it down to a cosy space with little spaces in the walls for the tree mian researching equitment and the machine and databank.
Dr. Ironface's base-thing Dr. Ironface usually, i barely have enough space to build anything. that is because i build a way to big lab. so i cut it down to a cosy space with little spaces in the walls for the three main researching equitment, the machine and databank.
Dr. Ironface's base-thing Dr. Ironface usually, i barely have enough space to build anything. that is because i build a way too big lab. so i cut it down to a cosy room with little spaces in the walls for the three main researching equipment, the machine and...
Better Yet Tycoon #1 Now if this doesnt work better then i'm giving up for a while, lol. Gonna trap out the hallways to make even getting to the first room which it the barracks almost impossible. I want the doors situated so that everytime ...
L.M. Complex Zero7 Outer Barracks for locker rooms, inner for bunks. Base features ubertrap with freaktrigger. Lab size may be reduced for more expanding. Room to expand also left of inner Barracks and left of freak trigger area. Mess Hall...
L.M. Complex - Opt v1 Zero7 Untested Optimization. Version 1. Brought to you by Zero7 from The LunixMonster
MonteCristo B Symmetrical Evil A work in progress, drawing inspiration from countless sources, trapless and more aesthetically pleasing than practical or functional. The deadend door is level four with a camera behind for the agents to smile to. The S...
MonteCristo B Symmetrical Evil
MonteCristo B Symmetrical Evil A work in progress, drawing inspiration from countless sources, trapless and more aesthetically pleasing than practical or functional. The deadend door is level four. The Sanctum airlocks' doors are level four on the out...
Hockeysticks Base Hockeystick This is my base! At both entranced there are one corridor that doesnt lead anywhere. The door to this corridor are set to level four so that agents can be captured. Captured agents are put in my prison next to my first ...
MonteCristo C Symmetrical Evil A new design i am working on, since my other base lived not to my expectations due to its huge size. The space in between the entrance and the base entry point is left empty as to experiment with a variety of defense sys...
1isthis Delta657 A Map
bpk island 1.1 bpk
Try Out Island 1 JJ TAY Enter your map comments here. Don't forget to change the map and author names before saving!
Just gettin' silly now Tycoon #1 Oh I'm just getting silly with it now, founding out some stuff about pressure pad placement and Blowers,that believe it or not, is making it pretty hard for even tough Agents. Blue trap items are Pressure plates, Green ...
Try Out Island 1 JJ TAY Enter your map comments here. Don't forget to change the map and author names before saving!
testing Meathook just testing out something... dont mind me
I duno Sam Yeah...
Freezer Traps Tycoon #1 I left the entrance to the strongroom alone so the Freezers that i'm using for almost every room can be seen without the traps but they are being used there. Red traps are Gas traps, Blue traps are Pressure pad sensors ...
Base Mark 9 the pc pc This base is basically one i made to try abd bumb off the agents early on. the more important roomsare further inside.
Madman's Folly Mk4 Altimadark MkIII did its job, but I found the Corporate Facades to be far too big; too many minions seem to stay too long and lose too much loyalty. This time, I'm opening each entrance with a 'mini facade' (Food Counter, 2 bunks,...
pav07r1 pav07 pav07 placeholder afer reinstalling EG... here we go again!
Example Mitch Here's an example for you Zanda
Basic Layout, (Newb) Megalomania Here you go, Mitch
just trying robo first map: leave it, or change it if you like it delete the entry on the bottom after agents start to come
Work of a Bored Genius -Iticu Just planning bases while my computers broken
Work of a Bored Genius -Iticu Just planning bases while my computers broken
Lollor Skates ...__-__... Hmmm...
Gerrf -,-,-, Im not sure, ehmm, good luck.
Work of a Bored Genius -Iticu Just planning bases while my computers broken. Red Dots, Gas Traps Blue dots, Popup Traps, Wall Traps are blowers And I havnt got the will power to place in the pads without the game as my aid.
Desturbed Mountain Kindin No clue if this would work, blue traps are popup guys, red oare gas traps and wall traps are wind blowers
Ultimate Base Island 1 Tycoon #1 Ultimate Base This one is for the REAL players. If you KNOW how to play, you should know what you are looking at.... It got me to Island 2 with NO problems at all. The wall traps in the Armory are promethius's.. they wil...
Starting Over Tycoon #1 Tried to recreate this as best i could from memory, but i goofed a little here and there so i actually started over in the game so this will be a WIP. A more acurate representation of what i have done. The strongroom is ...
simple plan Ph47f3 Simple Plan With Room to Grow. FEATURES 1. Loot Corridors 2. Wind Circle 3. Barracks Near Entrances
Phase 1 CMC Inpenetrable!!!
Phase 1 CMC Experimental
A test. Not finished. Endo Just a test. Not finished version.
trap Anonym the wall trap is flamethrowers and the red trap is sensors and the yellow trap is gas trap and the wall item is cameras.
Base v4.1 TheDarAve Modification to Base v4 by Raithnor. Designed to increase training area and power capability. Nuclear plants needed for Labratory Power Room and Inner Sanctum Power Room. Freezer extended 1 row to support 11 meat racks. ...
Experiment Arthinas Just an experiment.
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My First Base Steddy I've been reading some good sources, and been getting some cool ideas from them so this is a research and development run to see what would happen... Note: The combined strongroom and freezer tiles located in the corrid...
Test Layout CS Enter your map comments here. Don't forget to change the map and author names before saving!
Test Layout Shieldmaiden A test layout I'm trying, the 3 dot door tunnels are quite effective at keeping out agents and I have room for a bit of expansion. Armoury is near the front so minions can arm themselves quicker, adding a few gun racks a...
Test Base with Door Maze Shieldmaiden A test layout I'm trying, the 3 dot door tunnels are quite effective at keeping out agents and I have room for a bit of expansion. Armoury is near the front so minions can arm themselves quicker, adding a few gun racks a...
My First Base Redesign 3 Steddy I've been reading some good sources, and been getting some cool ideas from them so this is a research and development run to see what would happen... Note: The combined strongroom and freezer tiles located in the corrid...
High-security Chingy Basically Who's Askins map with a few touch ups inckuding a square of wind traps which can ear alot if done in a combo. The Green traps represent pressure pads or laser tripwires, the red ones represent wind traps and t...
Agent Hell DA Bomb Its Basically A MOdified version of Madman's Folly. 1 entrance secures it more and the traps in hthe fake one will earn alot of cash in combos. Red ones are wind traps, blue are pop up, pink are gas and yellow are your...
GSGold's Evil Lair GSGold Not everything on this map is marked. Use your imagination as to where traps go (that winding hallway at the start looks mighty tempting). There are a couple issues with this map regarding the stat boosting rooms, but ...
Base 1 Ver. 1.0 JH-M Enter your map comments here. Don't forget to change the map and author names before saving!
mybase#1 CKiD Sample base.
Pratical Base iGalaxy (CKiD) My base.
Maze Entry Lodestone Maybe a maze entry would work
TW's base TeeWee First designed base. Right hand side is 'inner base'. The doors are meant to lure the agents into fruitless investigations. It also prepares some trap areas.
Ver 1.2 Dray Version 1.2
Map Jamie Enter your map comments here. Don't forget to change the map and author names before saving!
Alpha Yeli First Try Alpha Base
Beta Yeli Second try
Neat, Efficient, and EVIL ArcticWolf What else could you want in an evil liar. Got a dungeon in the center, each cell is placed between wall and trap and the entrance has 2 doors and a trap. Barracks contains a small armory to help arm quicker. Living qu...
Hotel cover story KENNY Use the unofficial patch to be able to do this The blue area near front is the lobby The room with yellow and blue stripes is the casino And the room with the while square is the lounge Base can easily hold 250 minions ...
SlowBuildTrapper Barry With the exception of Armoury all base is located at the back. All Wall Traps are Wind Traps (I get some nice combos), and all wall items are Cameras. The front corridor maze does slow down building, but Very few agents ...
Hallway v.1 Shouit To make it hard for agents to get to your lair, almost no agents get to my lair since i target them for conditioning when they start to walk into my hallways.. Only soldiers with heat and vets are not stopped, its easy t...
Locker Halls The Steve Trying maximize the space usage, but using barracks for corridors and lining them with lockers. At the same time, putting the highest heat creating areas as far from the entrances as possible. Finally, I thought it wou...
Locker Halls The Steve Trying maximize the space usage, but using barracks for corridors and lining them with lockers. At the same time, putting the highest heat creating areas as far from the entrances as possible. Finally, I thought it wou...
room for improvement CRUZ this is only basic lol!
new trap base FireStar not completed yet
Base Research/Testing Puppet Lots of doors, very accessible to barracks and armory. Secondary, smaller armories will be to increase the speed of bringing base to alert or can hold a few extra cells. Secondary barracks may be built next to infirmar...
Evil Base Floorplan MysteryMan23 A floorplan for my evil base. Items not included. Well, except for the doors, obviously.
1 2 how the hell do u plan your second island
Test Map 1 Cilice Here's a test design that I've worked on.
Test Map 1 Cilice Here's a test design that I've worked on.
JH-M Lair Ver. 1,0 Enter your map comments here. Don't forget to change the map and author names before saving!
2nd Attempt Tycoon #1 Having a ball playing this game, even though i just got it sometime in May 2005. This layout is working quite well for me. As far as agents are concerned, none have ever seen the inside of my barracks!
Neat, Efficient, and EVIL ArcticWolf Modified version of number 13. More efficent and allowes for room. The corrordor that connects from the entrance to the barracks can be twisted if you want to push into the lab. the lab area is to be sectioned so as t...
Efficient Base NotArcticWolf Modified version of number 13. More efficent and allowes for room. The corrordor that connects from the entrance to the barracks can be twisted if you want to push the armorury into the lab. The lab area is to be sect...
It's a Base! NotArcticWolf Modified version of number 13. More efficent and allowes for room. The corrordor that connects from the entrance to the barracks can be twisted if you want to push the armorury into the lab. The lab area is to be sect...
Distracting entrance Curtis Bethlehem I set this up pretty much with a complicated entrance with plenty doors and rooms to distract agents (seems to work better then traps sometimes. Recommend a electic shock trap in the freezer behind the staff room and set...
2nd Take Curtis Bethlehem Just another try at it
Neat, Efficient, and EVIL ArcticWolf What else could you want in an evil liar. Got a dungeon in the center, each cell is placed between wall and trap and the entrance has 2 doors and a trap. Barracks contains a small armory to help arm quicker. Living qu...
Lunatics Lair Liz The 2 entrances with all the doors between should keep most people out. The path further down should be of little intrest but will allow your minnions easy travel.
WIP AirCanuck Work in Progress. Classic Design with one entry into inner base (heat rooms). Outer base has zero heat rooms and items
WIP AirCanuck Work in Progress. Classic Design with one entry into inner base (heat rooms). Outer base is trapped filled for misdirection. 3 Level 4 doors (barracks) guard the entrance into the inner base. Freak room on the SWE. ...
new base FireStar not ready yet
My island Matt Enter your map comments here. Don't forget to change the map and author names before saving!
new base FireStar not ready yet
Test Lamontie WIP using ArticWolf's Template1 initiative. Nice one ArticWolf, helpful for noobs like myself. Much appreciated.
Test Lamontie WIP using ArticWolf's Template1 initiative. Nice one ArticWolf, helpful for noobs like myself. Much appreciated.
Yhe Hive Deleo Enter your map comments here. Don't forget to change the map and author names before saving!
Yhe Hive Deleo my first base .
Mod 2nd Attempt Tycoon #1 and TC Enter your map comments here. Don't forget to change the map and author names before saving! Slightly optimized to include all room types and more useful positioning of rooms
Venze Version 2 Venze Plenty of big rooms, hardly any wasted space at all. The 3 doors at the 2nd entrance are good for secutiry, and the traps will take care of almost any fool who dare to enter your lair. If you dont want to build a fake la...
Plan 1 Xt188647 Enter your map comments here. Don't forget to change the map and author names before saving!
Toronado 1 Michael
Toronado 1 Michael
Toronado 1 Michael
Danger Island v1.1 IntX My first attempt at a complete island. Updated to give distraction section more room for traps in deadends. Remember to set deadend doors to lvl 3. Traps are not in place yet. Just making sure all the rooms are there an...
Square of Insanity MCFantasia This is the best map I've come up with for Island 1. The upper right is the famous Square of Insanity trap. It's activated by three freaks held in the small rooms to its left. Once you get a certain number of agents s...
Evil Lair v.0.1 Mephistocles yellow traps are popups, green are pressure pads, blue are wind tunnels, red are gas chambers. Plenty of power, lower right is dedicated to a lvl 3 door labrinth w intel reducing traps. Left half of the map is low heat a...
Evil Lair v.0.2 Mephistocles A few tweaks... yellow traps are popups, green are pressure pads, blue are wind tunnels, red are gas chambers. Pink and Yellow alternating are pressure pads and intel traps (popups) in the generator room. Plenty of pow...
base! some guy I tried to make a base that I would actually want to work and live in as a minion and this was what I came up with. Fun Stuff.
314 dopi
Work in Progress Bull Enter your map comments here. Don't forget to change the map and author names before saving!
SnowyMap7 Snowtroper Enter your map comments here. Don't forget to change the map and author names before saving!
Quickly Done EvilP No point finishing as the rest of the base is just the heat rooms, freezer, training room, power plant etc. Basic idea is there is one entrance which leads to a corridor full of lvl4 doors meaning there are a load of gu...
Alpha001 GramCleric Enter your map comments here. Don't forget to change the map and author names before saving!
Jims base Jim Top Left Barracks: Lockers. Top Left Armories: one innoculous, one emergency weapons storage. Left side generally cover base. Add more Power generators and Training centres as needed. Extra space should cover it.
Blackcat Final Blackcat First section: eight wind traps all pointing inwards, can use motion sensors or freak triggering, with 3 nerve gas and 1 poison gas traps in the middle. Power plant nearby gives you floor space to drop traps for timing a...
Complete base Ui'Kais Full complete base with some room for traps.
Cluster Geo All the doors eat up alot of power, and agents don't go through the spiral as intended. The lairs security has some holes, but other then the few intruders this mock up worked well. All the rooms were large enough to fit...
First Try Tobias Rieper Enter your map comments here. Don't forget to change the map and author names before saving!
testing ven2 Enter your map comments here. Don't forget to change the map and author names before saving!
Mr. Zero's Lair (v01) Mr. Zero Hey there. This is my alternative idea to Island 1. I havn't still made it to Island 2 but I had to restart a few times until I found a layout that would keep nosey agents out. The first walltrap from the only entence i...
learning the ropes nebbione wall trap is temp corridor; colored traps are room specific objects
Mr. Zero's Lair 0.2 Mr. Zero Alright so my old base failed horrible. This one uses a lot of doors to slow down agents and bore them to the point were they leave even before getting to the main door. After the main door nothing else have really doors...
My First Island 1 evil mynx Remember that you want to put your low heat rooms towards the entrance. You want a large barracks, training room, power plant, and laboratory. Put TWO armories in different parts of the island.
Armoury Test devil614 These are simply plans to prevent escaping prisoners, and to ensure your own minions have enough space to *calm down*. (Capturing minions who quit your organization will raise their loyalty, smarts, and attention. When t...
Third Base Sock This is the redesign for my third attempt, after I learned of the snaking corridor trick. I have some small corridor spaces that can be used for traps or tricking the agents, or whatever. I like to have plenty of cages ...
Hotel cover story KENNY Use the unofficial patch to be able to do this The blue area near front is the lobby The room with yellow and blue stripes is the casino And the room with the while square is the lounge Base can easily hold 250 minions ...
Hotel cover story KENNY Use the unofficial patch to be able to do this The blue area near front is the lobby The room with yellow and blue stripes is the casino And the room with the while square is the lounge Base can easily hold 250 minions ...
An Underground Lair Bob Enter your map comments here. Don't forget to change the map and author names before saving!
WIP veykos WORK IN PROGRESS
Central pillar base D4rkM3tal609 Path build on centeral pillar or path, with easy to defend rear part of the base.
Bad to the Bone Wilson try perplexing that! Try and get past that Super Agents! XD
First Try GRD My first attempt using this tool let's see if it works!
Better First Island GRD Another design that I hope works better than my first...
First Island again GRD Another design I feel I'm getting closer!
First Island again GRD Another design I feel I'm getting closer!
Learning LowIQ Supports 63 Workers Key: Green Trap * Lockers Yellow Trap * Memory Bank Red Trap * Wind Trap Blue Trap * Pressure Pad Wall Trap * Temp Corridor Locker Room (Left Baracks 45 lockers) Bottom Corridor distraction allow...
Just a Mall PadreSibyla Corporate Facade Not much traps but plenty of cooridor space for you to place them on, specially in those place that you might actually need them. The green item markers in the rooms represent my placement of the stuff ...
AlexisTry1 GRD Going to try again...
Plan B (B for Backup) Blasphemer Bang. Your average Corporate Facade base.
Untitled PadreSibyla Haven't figured out what to do with the rest of the base... will think it through and finish it when I get home from work
AlexisTry2 GRD Going to try again...
The Base Infernus_x@mail.ru Well, this is the best base i could think up for a few years i've played this game (i did start every some monthes with new base). I can't type here much text, so i'll be short. 2 corridors in entenence: Wind traps and ...
Initial Layout Plan Jose Exelsia Enter your map comments here. Don't forget to change the map and author names before saving!
Sanctum Protection CB I try to keep the path to my sanctums as windy and as hazardous as possible, usually routed through both a control room which is keps well staffed, and through a strong room, which is also used to store many and various ...
Master 01 Jesús Puelles Enter your map comments here. Don't forget to change the map and author names before saving!
Base Layout Charles Base in works, have used rock remover tool.
Evil Home/Secret Base Zane This base is one I'll be testing tonight. In the middle, the little detour area, the wall traps are wind traps. The health traps are poison gas. I tried to follow the general 'no doors, low heat near entrance' rule. Als...
First Fensfield First try using this tool... I think this design's workable.
First Fensfield First try using this tool... I think this design's workable. Fixed now.
Distractions Soldyne trying for a distraction based design, alertness and smarts traps, dead ends, doorway mazes, corporate facade. Early On I can remove the blocking briefcase rack to allow quick access to the deep parts, but, later on I c...
Distractions II Soldyne This uses a large barracks as a corridor with a few doorways and dead ends. This design gives more room for the lab and the extra corridor area to the right is for extra space (more power, more traps, whatever). also t...
Distractions III Soldyne Entrance here is more like a corridor maze, doors lead to dead ends or no heat rooms. Main hallway is barracks so I can line the walls with lockers. Some dead ends have level 2 doors that lead to fire extinguishers jus...
Distractions IV Soldyne another variation of the barracks corridor maze...
first try and money maker magic175 trying to create a base that will make all the money I need without needing to spend time stealing
1st base sloth Enter your map comments here. Don't forget to change the map and author names before saving!
trappedOnEntry Gos The Idea is that wherever the Agents of 'Good' try to gain access, they will be stopped faster than a bird hitting a window. And then some.
ang aking kampo Siopao High Security base without traps.
improved hotel cover bent Use the unofficial patch to be able to do this The blue area near front is the lobby The room with yellow and blue stripes is the casino And the room with the while square is the lounge Base can easily hold 250 minions ...
More Dead Agents kobain not yet....
Security Max Prison Test Little bit of goofing off here. 1.) high security prison cells in the upper right of the blueprint: Green squares are cells, red traps are health beehive traps, wall trap are Prometheus Revenge traps. 2.) Torture rooms b...
Min Inf 1 Shamikebab Basic design to minimise agent infiltration. This is the first draft.
EG1.1 Kamakani Enter your map comments here. Don't forget to change the map and author names before saving!
EG1.1 Kamakani Enter your map comments here. Don't forget to change the map and author names before saving!
EG1.2 Kamakani This is just a test layout I am trying to see if the two traps I have will be as effective as some of the larger ones I've done. Red traps are flame throwers, green are wind jets, and blue are trip wires or pressure pad...
tryout shig Enter your map comments here. Don't forget to change the map and author names before saving!
test 1 blakacid Test Map 1
Potential 1 Drake Enter your map comments here. Don't forget to change the map and author names before saving!
Trapped entrance Omnimutant Experimental Island 1. Strongroom with outward facing racks to prevent theft. Enclosed trap rooms to catch sneaky Agents. Extra Lab for easy Fake theft then detroy for freak trap. Bunk Room Off control room.
i'm tired v1.0 languishing Do not look on this map.
better hotel cover whoever Optimized based on layout by bent. Requires the unofficial patch. The front sanctum is a lobby: 2 elevators, 1 reception, 7 benches, 1 piano. The control room is the casino; the corridor is what you build before you get...
My lab placement jimfromtx Enter your map comments here. Don't forget to change the map and author names before saving!
Evil Lair Omega SteelRaccoon Just a simple base plan that leaves room for expansion later on if u need it
My lab placement jimfromtx Enter your map commenefore saving!
Min Inf 1 Shamikebab Basic design to minimise agent infiltration. This is the first draft.
... calu
Deep and inaccessible v2 Lonewolf This base design allows a full army (100 men) to work rest and play with an evil ease. the power grid will handle just about any security network you can think of, not to mention a freezer room large enough to store an a...
Deep and inaccessible v3 Lonewolf This base is set deep into the mountain, yet with a focus on efficiency. Space will allow for strategic placement of loot around base Prisoners will have a tough time escaping as they are as far in as you can be. Plenty ...
Deep and inaccessible v4 Lonewolf This base is set deep into the mountain, yet with a focus on efficiency. Space will allow for strategic placement of loot around base, or in the safety of your treasury. Any prisoners will have a tough time escaping as t...
IceCold Blizs The Space on the right is for any room that you may need in future. The red traps are sensors. Green traps are gas traps. Wall Items are all Camera poiting towards the longer space. In the start only small interogation r...
Corporate Front Style SiloSeven Sweeper area at front to keep the bulk of the intruders at bay. Zigzag corridors separate inner and outer base areas and can be filled with stat reducing traps. Inner base has a separate set of facilities to reduce corri...
Alpha Complex Darkbunny The preliminary layout for the base, before getting the Lab. The other half will be designed when the tech becomes available. The south entrance should not be built until sufficient trap tech exists to do so.
Neat, Efficient, and EVIL ArcticWolf What else could you want in an evil liar. Got a dungeon in the center, each cell is placed between wall and trap and the entrance has 2 doors and a trap. Barracks contains a small armory to help arm quicker. Living qu...
A-Maze-ing Entry Adam Red Dots represent gas traps, green are for the triggers. Larger trap rooms also present for larger traps.
Wind Tunnel Adam Red Dots represent gas traps, green are for the triggers. Wall traps are wind, and set to Combo.
A-Maze-ing Entry Adam Red Dots represent gas traps, green are for the triggers. Larger trap rooms also present for larger traps.
GT Lair II Grimtooth Social Training in Left room, Science in Middle, Military on Right. Maze trap in the middle, barracks in upper right also acts as a time delay. FireCross Traps at top main, and inner main entrances. Security prison at ...
Cash Trap Adam Red Dots represent gas traps, green are for the triggers. Larger trap rooms also present for larger traps.
WIP0007 tony07 WiP!
Simple with Guarded Doors Adam Guarded Doors leading into Mess hall and Staff Room. Freezer Corridor whith poinson Gas Traps, Wind Traps and a Flamethrower Trap (can set this to wind to start with a poison cage) Poison Gas can be replaced with other t...
maximum efficiency boyhowdy Trying for maximum efficiency of normal base areas to make room for the uber trap and freak trigger. Armory tiles between the barracks and training areas are for gun cabinets. Have to use the mod from EvilPlanet to build one tile rooms.
temp Grimey Enter your map comments here. Don't forget to change the map and author names before saving!
trap_test Vgk just to dee if the two clasic traps fit and still have space for the base
Expandable X1 XavierDLH This is based on a base design I used years ago. The big empty space on the larger end is meant for any sort of expansion that may be required. Most notably: Power, Barracks, and Training. The layout is a compromise betw...
n00b archaic Red traps are sensors Green traps are confusion The barracks furthest from the entrance will become whatever after notoriety increases enough to have 100 minions without a ton of lockers. All the doors require a massive power room
Hub Strategy Erebos Miasma UNTESTED (July 22, 2009) Base Strategies: 1. Outer (No heat) and Inner (Heat) levels to the base. 2. Agent collector branches near each entrance. Constructing them out of the freezer means once an agent dies the minio...
New1 BOA Enter your map comments here. Don't forget to change the map and author names before saving!
Neat, Efficient, and EVIL ArcticWolf What else could you want in an evil liar. Got a dungeon in the center, each cell is placed between wall and trap and the entrance has 2 doors and a trap. Barracks contains a small armory to help arm quicker. Living qu...
MP's map MP Initial map. Two entrances to make it more efficient, but with lots of short stretches to corridor with plenty of doors. The short stretches of corridor will hopefully prevent large groups of soldiers from killing minions at long range.
evil lair first try kshadow Enter your map comments here. Don't forget to change the map and author names before saving!
Island 1 Cesilan This is the layout I'm working with right now. I haven't had the chance to test it yet, but I think it will work out well. As I don't know what status is what color, all the traps on the plan are red. The ones outside...
NUNO Nuno Enter your map comments here. Don't forget to change the map and author names before saving!
NUNO Nuno Enter your map comments here. Don't forget to change the map and author names before saving!
my base belongs to me! syfers Base uses lots of doors to confound enemy agents. upgrade power generators before attepting to use high energy equipment.
jfirst jfirst Enter your map comments here. Don't forget to change the map and author names before saving!
Plan 1 Squirgle Just trying out a layout before I get back into this game.
Plan 1 Squirgle Just trying out a layout before I get back into this game.
Humqmap's Island 1 Base sittingbull626 humqmap's original base design as described on youtube.comwatchv85KoGz82ZrwNR. I have meticulously copied this design from that video but feel free to add, subtract, or switch around anything you wish.
NUNO v1.0 Nuno Enter your map comments here. Don't forget to change the map and author names before saving!
Security Max Prison Test Little bit of goofing off here. 1.) high security prison cells in the upper right of the blueprint: Green squares are cells, red traps are health beehive traps, wall trap are Prometheus Revenge traps. 2.) Torture rooms b...
Doing It Old School Madman_Andre Decent Island 1 base by MadmanAndre.
Doing It Old School V.2 Madman_Andre Remixed since the last one, made it better too. by Madman.
Morage Unfinished morage Building a base, not finished
Morage Unfinished morage Building a base, not finished
SwiftBuild NeoAikon A layout I've found to be very efficient.
Kappi's island Kappi Capitalist 7
Efficiency 101 Neoaikon My attempt at making an efficient base...
Innocence v efficiency Bob
Ultimate Base 1 Island 1 Conro This is design 1 of Conro's ultimate base plans. Many designs will be made and tested. Any bad designs will be deleted.