Map Name | Genius | Comment | Admin |
Blank | slight | Load 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. | |
sdfdsfdsf | dfggfdgf | ccdsfdsfsf | |
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. | |