Map Name | Genius | Comment | Admin |
Blank | slight | Load this to create a new map from scratch... | --- |
Trapomatic v4 | slight | This is the base layout I'll be using next time on level 2, large trap maze with lots of entrances but only one path into the real base from the freezer, 2 'real' entrances with a choke point near the stronghold. 6 holdi... | |
2-Zone Security | Gavitron | Ample facilities for Staff up front, with Important stuff tucked away in back.
21 entrance per depot, and 2 fake entrances up north.
most traps are unspecified, as red dots.
Grey X's are level 4 doors, for guards | |
Island2 v1.0 | evil_yoshi_mon | This is my current evil lair on Island 2. It's about as close to what I do have going from memory. It's worked out pretty well as a base with doors at major chokeholds. The major mistake I would say was the fact that ... | |
Compacto | HomoUniversalis | Plenty of room for additional Training Rooms or other facilities. The barracks, Archives, Staff room and infirmary are put in the front to stall agents. The real stuff is, well protected behind door number '2' and '3'. ... | |
bigy | mr. e | i don't have the game but yet i hope that it will help some peapole who wuld like to use most of thire base space | |
under cover | Shadow Devil | I've entered the basics of my map here, its hard to gues how big a room should be so I left room for if you have to make it bigger. I also left a lot of space for the things I like to call " dead end corridors of death ... | |
bg_map | sizlut | Enter your map comments here. Don't forget to change the map and author names before saving!asa | |
F-I Base I | faulty_intelligence | Entry hallways are the same setup from either entrance, entrance foyer 4 square wide corridor, covered by 4 cameras, with do not press trap, next in through a door are attention gas traps, with camera and motion sensor s... | |
BC's Base | B.C. | This is my current layout for Island 2. As it stands it is a good layout at keeping agents from getting in the way of my operations. The only change worth making is moving the long central corridor further to the depot,... | |
Efficient Lair | Auric Goldfinger | This map creates efficient rooms and haf fake entrances to lure people away from the important areas. The important rooms are farther from the entrance to deter sabotuers. There are multiple power plants to keep power ru... | |
basic | Auberon | A basic layout, it keeps the sensitive portions away from prying eyes and allows for expansion of almost all the rooms and plenty of extra space. Armouries near the two entrances to the main base, along with staffed and... | |
Binkenlair v1.2 | Dr Binkenstien | The access into the upper section of the base is via the barracks/silo walkways at the lower side. There's a 6 square barracks that will be demolished when the walkways are up.
The entrance ways have freezer-wind machi... | |
2 Depot Entrances | UnderDOG | A short corridor cuts through the mountain to cut down time between the two depots. They both lead into the base though one chokepoint to allow for more security. The "lab" is a normal lab, plus a small room of each t... | |
Pentagram'O'lair v.1 | Pentagram | Efficient map for training and labaratory research without taking space. Two entrences near both depots for fast axcess. Corridor entrences guarded by deadend sub corridors with stats traps (but no life or loyalty, you w... | |
Fluff's Anal Retent Base | TehFluff | My anal retentive maximum space usage base design. | |
Kind of nice | RichoDemus | It may not be the best but it works. notes, the entrance corridor houses some traps and the outside has around 19 camo sentry guns
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Summer Vacation | Nappatak | This takes a lot of cash. Maze of traps in the NW. Many crooked halls to allow for better security. Traps along the corridors. Freezers used for large trap areas.
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two bits | an_evil_fan | Note there are only two entrances to this lair. I put two power plants, freezers, and staff rooms because, as the game progresses, you're gonna need 'em. ;)
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Simple Base | Vicious | Simple base with one enterance and 2 fake enterances. never tried the actual design in the game yet, so i dunno how well it'll work. | |
Modified FI Base | mainly F-I, variable | Full kudos to faulty intelligence
great work dude, i have only slightly modified your already top effort. I have a larger inner sanctum, with seperate meeting table room and a space to store artifacts, divided up the p... | |
Irritation Island | MWJ | The best way to deal with agents is to give them what they want...away from your base. Most the important parts of the lair, that generate a lot of heat, are deep inside your base. The main corridors don't rely on anyth... | |
A one path base | the7th | Two entrances to the base but really only one path to the centre. Large rooms to max out all the space but you can start out using smaller ones. Add traps to your liking along the two outer corridors to slow invaders dow... | |
Evil Lair Discount Sale | Sever | Unfinished. SAVE CASH by reducing space but widening hi trafficked corridors 3 to 4 tiles. Keep lo heat rooms combined with hi heat rooms distant except the Storeroom for faster productions. Training rooms for separate c... | |
1 | Max |
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mononad | steve | Enter your map comments here. Don't forget to change the map and author names before saving!
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Turn around now V1 | BEvilR | Long corridors to the important stuff make agents turn around early, LOTs of space for traps. Lots of room for impovement. I'll try to update later.
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tikimap | tiki | current play map. uses freak triggered traps
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Theoretical Base 1 | Tantalus | The base has two entrances, one real and the other fake. There are four training rooms, the largest is for combat. The four armories each serve a different function: the top leftmost armory is weapon storage, the one ... | |
Hive Fortress | R1024768 | Well I started out with my entrance to the right, but after getting half my base blown up I blew up that corridor and moved my entrance to the trap entrance...so now there's 2 barracks, 2 staff rooms, 2 infirmary, 2 mess... | |
Base Theory 1 | lIlceman | I copied the freezer.beehive trap combination and freak.trap sensor combo verbatim from r1024768's Hive Fortress map. It's an amazing idea. Some true trap ingenuity there. The corridor switchbacks are for full camera ... | |
zombieisle | zombie | Enter your map comments here. Don't forget to change the map and author names before saving!
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DRP Base | Democriticus2k | The idea behind this map is to allow for any desaster recovery as it is actually 2 bases that are totally seperate as well as an armory which is seperate. There is room near the middle to allow for any emergency expansion as well.
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My 1st Island 2 | St.Clair |
I tried to keep things tidy. You'll note I still had a little space left for expansion that I never used.
The 'loop' separating the most secure rooms, to the far right, from the rest of the base was heavily trapped.
(T... | |
Phenix's Lair v2 | Phenix | Preliminary base layout. The hook in the northwest is to be filed freezers full of lethal traps, the door into the nearby power room and the entry should be level 3 to keep minions out. All rooms are covered but space i... | |
Frikkin Freezin' | X | Trap filled maze of freezing terror on one side (complete with fake lab and 'goodies' rooms that are filled with more traps).... actual base on the other ... basic anal retentive design ... but, eh!
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anti agent area:AAA | tanktunker | this is the anti agent base,hard for minions to get around but the corridor maze on the side will keep agents locked away for hours.
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Safe island | Odin | 2 entrances to avoid sieges, inner hot chambers, and a lot of tramps in entrances
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To Much Free Time | Barbacoa | I have seen so many bases call Labyrinth or something to that effect. I was not impressed. A labyrinth makes me think of a maze, which I have done here. This twisted path of corridors and dead ends will keep the heat off... | |
Dr. Eval's Eval Laiiiir.. | Dr. Eval |
Basicaly, this is my dream base, and as you can see, all of the Important stuff is in the back, along with my Sanctum.
Edit: Ooops, noticed i had a little bit of room in the back, well, im useing that for my BackUp genoraters..just in case..
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Quick map | Trying to be Evil | Simple map layout
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Security vs Efficiency | Straith | My goal for this map is for it to be very secure, while at least allowing me to deploy minions easily. Doors protect the two entrances, and the long corridors are meant to be open and potentially protected by your snipe... | |
The Island | Doctor Evil! | Real Working map. Features 3 whole laborataries, and a Inner Sanctum. Batteries and hanchmen not included. Purchase of Evil Industries free plan for a secret Underground base does not guarantee clients sucssess in destro... | |
Dr. Eval's Eval Laiiiir.. | Dr. Eval |
Basicaly, this is my dream base, and as you can see, all of the Important stuff is in the back, along with my Sanctum.
Edit: Ooops, noticed i had a little bit of room in the back, well, im useing that for my BackUp genoraters..just in case..
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Lair2b | Lex |
My base to be (have yet to go to the 2nd Island).
Using fake entrances (with and without popup traps) and corridors loaded with security doors works for me on the first Island, so I'll try and go that way again.
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Sectioned Base | Archy | Meh... might use the rock patch to get rid of the holes | |
Beehives maze mk2 (WIP) | Balor | Ok, this map is largely based on the beehives (thanks R1024768 for the original idea). The west part of the base is, basically, a big collector for agents who'll wander into the beehive trap system: the freezer in the ce... | |
2mazed | Bass | two mazes at the entrances keep the agents bored. | |
duel opening | Doconicus | The red indicates that there are several doors that will 'hopefully' steer the enemy agents toward the maze in the beginning. The inner sanctum is large and remove from the rest of the base. There are also 3 armouries. T... | |
2nd try 2nd Base | democriticus2k | second try
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Leif | Leif | Enter your map comments here. Don't forget to change the map and author names before saving!
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Evile Base 1.0 | cooldudecu | The entrances are death traps (or at least they will be once they're filled with traps). Wide corridors ought to help traffic flow, and multiple freezers and armories should make defending the base easy. | |
Mt. Fujiko | Opticon | Basic layout
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Training Complex | Yoshon | The corridors at the two entrances are set up with doors on the straight paths, hopefully the agents will go around, where I will have my traps. This way, my minions won't get caught in the traps with the agents. The t... | |
Starbucks Lair 1.0b | Starbucks | A design in which infiltrators must bypass the dummy enterances, a few traps (marked by 2 blocks of strongroom) , several guarded posts (marked by 2 blocks of mess hall) and along the walkways past low heat areas to the ... | |
Evil Lair | Atragon | This is my lair, the smaller power room by the lab is a temp room for research items, the barracks by the archives above the control room is a locker room for the moment, the one by the staff room is the real barracks.
... | |
First try | James F. | There are four entrences two real and two that lead into a small corridor maze filled with smart bees. I have three strong rooms, one for the gold and two just for the briefcase racks. The power rooms are kept isolated... | |
Ghandi Corp | D Dave | Combining Ghandi approach with the Corporate Front Design...
One central corridor for efficiency, all rooms directly connected with no heat items (only control room temporarily) and a starting powerplant with only disuis... | |
in progress | wwolf | Trying to make sure there is plenty of room for everything, while keeping it reasonably secure and making sure there are locations for cameras, speakers, etc.
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secret lair | kotxe | Enter your map comments here. Don't forget to change the map and author names before saving!
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Lair | Rhen | Living areas at entrance, to concentrate minions against agents. Important stuff towards the back. Freezers placed randomly are traps, with sensors, and an electroshock cannon. Hahahaha | |
Lair of the mastermind | Asured | This is what i have planned. There is all needed rooms and still is left enough free space to make a new room if one gets too small. All important rooms are located to the northeast, and so they are more easier to protec... | |
Island II Setup Plan 1 | Mr. Level Maker |
It may not be cheap, but it is secure. I'll add a disguised entrance, and field barrier doors everywhere! Maybe a few sentry guns, and of course a lot of traps, as can be expected. I havn't cleared Island one yet, so this is bound to change. | |
Secure Base | damien | Both entrances close as poss. to the depots, surrounding each are low heat rooms, smaller armouries security based, larger cell based. split power over 3 rooms, inner sanctum and strongroom in centre of base. Freezers at... | |
MazeOFrific V1.2 | Lyfe | I use the maze and door method to wear down agents. Yellow is door and red is camera. Low heat at outerbase. Second armory with cam is for cells, and should autorecapture escapees. Since agents like doors, note how layou... | |
Evil n Easy Plan A | Krupp | Simple plan with two entrances, good placement and a little maze full of traps. Use some outdoor defense too. Notice the 4x9 place for fine tuning on the left. Comments: krupp at hcgamer dot hu | |
Happy Island of Doom | The Chid | Map I'm currently using. Low heat at the only entrance. Very few agents cause problems. All front rooms have been duped in the back. Freezer on the right is for traps. Trap corridor on the left can cause much hilarity w... | |
Everything you got $$$$ | Tookieman | Very money consuming. This is an almost gaurantee anti inspector and agent base ecept it they dig holes
but yah inspectors wont find anything bad if u just have doors with 2 level thing and no need for traps cause if the... | |
compact efficent base | JesterT | this is my compact, yet efficient base. no agents have made into the base proper. small lab at the entrance is for biotank, fast freak production. trap room feature the laser trigger and blow around system. the firs... | |
Vallus INC. | Thrax Vallus | Enter your map comments here. Don't forget to change the map and author names before saving!
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Binkenlair v1.2 | Dr Binkenstien | The entrance has a motion detector that sets off some wind traps which blow agents into some Satans' Chimneys. | |
Minion Easy Access | DeMEnteD | Build for easy ascessiblity for your minions but low heat rooms are placed in the front to bore the agents. A small control room is placed in the front specially for the Stock Market Watchdog optional objective. A second... | |
Hassle-Free base design | Saintly | General layout of my island 2 base. There's a separate trap maze, death cubicles near the control room dump people directly into a freezer. Front part of base has lots of harmless rooms with doors to keep agents occupi... | |
Basic | Zerplord | Enter your map comments here. Don't forget to change the map and author names before saving!
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Logical Layout | Mario | Enter your map comments here. Don't forget to change the map and author names before saving!
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Melnibone | Elric | Modified version of Variable's modified FI design. Going for a pacfist theme of many many doors boring agents rather than killing them off with damaging traps. Attention gas traps used however for those that make it furt... | |
mylayout | kettch | Enter your map comments here. Don't forget to change the map and author names before saving!
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Hive Fortress | R1024768 | Well I started out with my entrance to the right, but after getting half my base blown up I blew up that corridor and moved my entrance to the trap entrance...so now there's 2 barracks, 2 staff rooms, 2 infirmary, 2 mess... | |
Guido Evil Lair | Guido | Map of my Evil Lair! HA! HA! HA! HA! HA! HA!
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Efficient Map (Tested) | Zephyr | This is a very efficient map that I tested myself. All corridors and 2 exits are under severe watch by cameras and protected by several traps. You can make the sanctum even larger, and there's a lot of free space for any room you like. | |
Rainforest Hideaway | VillainousVillain | In this rainforest hideaway there are 3 corridors near the entrance that are filled with traps. The Inner Sanctum has 3 escape routes and level 4 laser security doors to keep intruders out. | |
compact n safe v1 | Tracer | first version of my compact n safe map | |
Home in a Rock | loopcub | I put in two Mess Halls, Staff Room, Archives and Barracks so minions do not have to walk far. | |
PenguinLand | PenguinMan98 | Here is my wonderful Base of funness and the everstuck Jet Chan. (top right)
Notice the small cooridor to the right of the bee trap; it has fire extinguishers. (John Steele likes to set this room on fire)
My main barr... | |
Corporate Facade v1.0 | pharyngite | This Base bores the agents with low heat rooms in the first section.
The second section holds the secrets.
Have fun ;)
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The Eeeeeevil Lair | Mav | This is my primary base layout for island two. The entrance leads to a loop corridor, where agents are attracted the highlevel doors, and spend their time working their way around the room, or succumbing to the various ... | |
My Abode | Jantis | Main hallway goes fairly straight from depot to depot with storeroom in between. Excessive door areas intended to confuse anyone breaking in the main entrances. Secondary areas are seperates from main artery by an extr... | |
Hive Fortress | R1024768 | i'll go on | |
riigghtt | Darkfire90876 | WEll... nothin to say but.. uh.... hallways to nowhere. roundabouts.. lots of room fer yer traps. Nice large trainin room and lab. holding cells and normal armory. small control room. not much to say...
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future base | T28 | ok this ones it. How come i cant delete the ones a made when I wasent loged on | |
Dungeon Lair | Chrisdigital292 | Two entrances near the depots for fast access, multiple rooms for minion stat increase at eaither end of the base. A long corridor at each entrance that can be full of traps. Thr red dots show where I would put the Flamethrowers. | |
Trapomatic v5c | slight | Just reshuffled the main area a bit. WIP | |
Conjunction Junction Main | Paraphelion | This is my first Evil Genius 2nd island base.
Most of the rooms have at least two exits. I find it keeps your minions moving and enables you to route traffic if needed. I like to connect my trap areas to the base so t... | |
Conjunction Junction | Paraphelion | Same as Conjunction Junction Main, with the items removed.
If you have any questions I can be reached at dpds@dpds.net. If you try this map I would like to hear how you did. Or if you'd like any of my saved games. | |
careful planning | tomnat | I'm just getting ready to move to the second island, so I want to get a good schematic down here before I start building. Working on wasting agents time before they can get into my more sensitive areas. | |
equinox1 | equinox | a tigh fit map, medium security | |
Aeolus' Wrath v0.86 | Idgy | Send suggestions or questions to binlogic at gmail.
'Trap only' areas set to lvl 3 so minions stay out.
14 part hall in NW with Wind traps; 5500 bucks if agent combos all 14. Attn gas traps at start inc. chance of hit... | |
test | gpp | Just a test | |
Guido Evil Lair | Guido | Map of my Evil Lair! HA! HA! HA! HA! HA! HA!
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The Shadow | Dekin Bane | Base Designed for efficiency and security... Corridoors are colour coded according to there security levels.
Blue: Corridoor has no access to rooms, doors will provide hinderance but use of force unnecessary.
Green: Cor... | |
Testmap | SilentS | Testing | |
Compacto Lair | Ryeko | Teh Compact lair. | |
Long Corridors | Asured | Pretty basic setup. Not sure if it'll work, but the power plant and barracks seem big enough from here. Plus there is alot of room on the top left for trick enterences, and even enough room in the entrance to setup some cool stuff.
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My Lair of doom! | Ryeko | Tis my lair of doom! Pretty messed up, but it works.
I only made the stolen items green. | |
Sloths Lair | superslothsonya | (doors and objects included) This is a large, no space wasted, efficient base with multiple copies of each room type and space to add traps galore. The aim of this base is to segment rooms to make them harder for enemy ... | |
compact efficent base | JesterT | this is my compact, yet efficient base. no agents have made into the base proper. small lab at the entrance is for biotank, fast freak production. trap room feature the laser trigger and blow around system. the firs... | |
Dr. Eval's Eval Laiiiir.. | Dr. Eval |
Basicaly, this is my dream base, and as you can see, all of the Important stuff is in the back, along with my Sanctum.
Edit: Ooops, noticed i had a little bit of room in the back, well, im useing that for my BackUp genoraters..just in case..
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Modified FI Base 2 | mainly F-I, variable | 2, tidied up NW area, enlarged control room, has anyone else noticed that the rock i have marked out with blue doesn't lign up with the game.... could be just me.nn
Full kudos to faulty intelligence
great work dude, i ... | |
Zari's Base | Zari | Zari's Base | |
variable 2.1 | variable | v2.1 I forgot to mention that I am running another patch that removes the permanent rock, and one that gives me a population cap of 300 (and one that gives all my workers katanas, ninja base GO!). The 5 cell prison is s... | |
variable 2.2 | variable | v2.1 I forgot to mention that I am running another patch that removes the permanent rock, and one that gives me a population cap of 300 (and one that gives all my workers katanas, ninja base GO!). The 5 cell prison is s... | |
Hata Arbetslivserfarenhet | orreman | Here you go | |
v2 | rip | Went with a more open floorplan for the entrance, instead of more traditional rooms. Secondary 'Minion' rooms where heat generating items are further back in the base near the training rooms. Open space left on right for traps, honeypots, etc. | |
Trial and Error | Eric | One of these days I'll figure out a good base layout
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First Test Island 2 | rks | Just a test plan. Picked up good ideas from others | |
quiet_entrance | sardis | This is using the 'unofficial' patch, allowing for hotels (traprooms) inside the mountain. Now you don't have to hate the hotel so much. Notice the caste system keeping most of the technicians at the back of the base. ... | |
E.G. Barely Legal Corp | SoldierOFortune | This base has two parts: the 'legal' part with rooms with low or no heat with some barracks filled with disguised rifle racks for a good protection againts superagents and lots of corridors that take to nowere and a sec... | |
Evil-cano | Jayson | Planning Island 2 for fun. Unfinished and not meant for general consumption. | |
Fortress2 | Conch | This base is an adaptation for island 2 of a layout initially created for my base on the first island. It is designed to support the base's 'impenetrable' defensive strategy.
There are 26 nuclear generators which power ... | |
Island2 - Gy Thp | GuY ThReePwOOd | No pesky agents are gonna get through this twisting maze of corridors .... | |
My Evil Villa Ver 1.0 | MERLIN | You need a large lab room, a large power room (until you research smaller power gens) and a large training room. Your control room can be fairly small and all the others should be small size. Is a good idea to have two ... | |
PenguinLand2 | PenguinMan98 | PenguinMan98's plan for his third island 2 base.
Setting my base away from any openings. This gives me more room to make traps. hehehehehe
Special considerations: ubercool strongroom, sanctum, control room combo.
alte... | |
Segregation | Bloodrage | Work in progress. Right 'zone' is unsecure and contains low heat items. Left 'zone' holds all heat items. | |
quiet_entrance_rev.b | sardis | REVB: Entrance updated This is using the 'unofficial' patch, allowing for hotels (traprooms) inside the mountain. Now you don't have to hate the hotel so much. Notice the caste system keeping most of the technicians at... | |
Island2 - Gy Thp | GuY ThReePwOOd | No pesky agents are gonna get through this twisting maze of corridors .... | |
Trapful Trio mk.II | Darian_TruBlade | The purpose of this map is to have 3 trap laden entrances in order to reduce the number of minions flowing through each entrance. Additionally, small sections of control room are placed in various hallways. These are mea... | |
Hiro's Liar | Hiro | Comments please tried to make the barracks the hub so all minions can get access to train, eat or rest from there. Now with trap infested Freezer hallways. | |
Dr. Eval's Eval Laiiiir.. | Dr. Eval |
Basicaly, this is my dream base, and as you can see, all of the Important stuff is in the back, along with my Sanctum.
Edit: Ooops, noticed i had a little bit of room in the back, well, im useing that for my BackUp genoraters..just in case..
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Wooo | Warit | Under Construction | |
v2 | rip | Went with a more open floorplan for the entrance, instead of more traditional rooms. Secondary 'Minion' rooms where heat generating items are further back in the base near the training rooms. Open space left on right for traps, honeypots, etc. | |
Working | LuciferRex | One entrance.....1st armory is a desk and weapon racks...inner armory is the cells. Outer base is 0 heat rooms and items with an 's' bend filled with doors and cameras to inner base. The same corridor and camera setup is used to the cells. | |
X-tra Spooky 1 | X-Spook | Traps, maze, and decoys in NW sector (square wind machine trap to gen bonuses). Two entrances connect tunnel to expediate between depots but with doors to frustrate agents and unwanteds. Blow back trap at real entrance... | |
Omega Base | Dr Evil | My Second Base so far with a comporate Facade a Fake Viliage, and a Dastardly Smarts Draining Trap | |
Redcat | Redcat | A lot of entrances witch lead to nothing. A public section behind every entrance. An 'airlock' gives entrance to the rest of the base. Divided training rooms, Control room... Under construction. 11 11 2004 02:40 | |
FreezerBurn | cooldudecu | I probably wouldn't use this.... but it looks like fun. Basic premise, if they die, they stay there. No doors, just solid freezer. Entrance is hard to get through, but scatter traps around the entire base just to throw o... | |
Segregation | Bloodrage | Work in progress. Right 'zone' is unsecure and contains low heat items. Left 'zone' holds all heat items. | |
Space Conscious | Trouble | This is my unnecessarily compact base. The orange dots are nerve gas traps, the yellow dots are popup traps, the blue dot are my intelligence sapping bees (one of the doors to that room is always set to 3, to make my m... | |
X-Base | SilentS | Testing | |
PenguinLand2b | PenguinMan98 | PenguinMan98's third island 2 base.
After a few modifications based on trial and error and a few suggestions on the forum, here is my final base (for now).
The top right trap area has an interesting catch to it. With... | |
zombielair513 | zombie513 | This is likely what I will create for my second island base (unless I think of a better idea). The concept is to make a base that will be difficult for agents to penetrate deeply into by having a lot of doors and windin... | |
Yet Another Evil Base | Kaolinite | This is my third base on Island 2. I mainly focused it on efficiency but I have to admid that I could have done some parts better (especially the part on the left). Since I used the 'hotels in base' mod, I used the orang... | |
Split base | Jimkata | This base has a corridor that splits the base in 2, allowing easier access to either depot. | |
Theoretical Base 1 | Tantalus | The base has two entrances, one real and the other fake. There are four training rooms, the largest is for combat. The four armories each serve a different function: the top leftmost armory is weapon storage, the one ... | |
Redcat | Redcat | A lot of entrances witch lead to nothing. A public section behind every entrance. An 'airlock' gives entrance to the rest of the base. Divided training rooms, Control room... Under construction. 13 11 2004 16:46 | |
Inner-Outer Design | Daemon | 'S' shaped corridors to completely stop agents; sprinkle traps if preferred.
Small armories are for weapon reserves, use the big one for cages, etc.
Big Control and Staff Rooms for spreading stolen goods
No ugly black walls!!! | |
Isle of Doom | Greg Wyatt | The Isle of Doom is designed for maximum utility by minons, maximum security of treasure and power plants, and maximum traps to destroy those foolish agents.
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riigghtt | Darkfire90876 | Updated! okay the dark of it is a bunch of hallways armed to the neck with traps. secure strongroom. lots of promethius revenge traps, and satins chimneys. good size trainin and large power plant deep in the depths of th... | |
Lord Lyalls Lair | Lord Lyall | Has not been built yet but I think there will be enough space.
I will return to update it as I proceed.
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evil island lair | sharpadam | i need to do a bit more work on it and put some more traps in for those agents to find but i think it is in need of as well. | |
What happens here... | Cyberfunkr | Just like Vegas, what happens here, stays here. There are a ton of no heat items via the only true enterance. There are 2 wind traps to blow the commoners away from the single path in, followed by a popup trap to slow t... | |
Island 2 B | Amp | Pointing to other depot
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Lot's O' Doors-1 | VirtualCLD | The basic idea wsa one main corridor between the two depots (for workers' easy access), with lots of traps and doors. There is only one access to the more sensitive areas of teh base, again, more traps in 2x1 tile alcoves along the hall. | |
Ozzie1 | Ozzie1 | Open (and closed) plan living | |
My 1st Island 2 | St.Clair | Very Well Working Base, i used this base both times i played and it worked well, the only down side is you have to build nearly all the paths straight away beacause the power is hard to build to start with, but other tha... | |
Dax Island | Dax | Just my Island. | |
The Ultimate Lair | KN | Description Coming Soon! | |
Z | ricardo | The simplest layout: 2 entrances, 1 corridor, big rooms, no traps yet. | |
Compartmentalized | Voodoo | Not all trap areas marked, but uses two entrances, both hard for agents to get through. Other entrances are dead ends to waste time of agents, can trap if desired. Even if through, first areas met are low heat. Armorie... | |
Island 2 C | Amp | Two entrances, but single corridor for a simpler defense. Some space left to make fake or trap corridors. | |
The Fortress of Evil | Malignatus | As you can probably see, I've only bothered to mark certain items that I actually know where they would be positioned in my base. For example, Nuclear Power Generators (no capacitiors because I never plan on running out... | |
A one path base | the7th | Two entrances to the base but really only one path to the centre. Large rooms to max out all the space but you can start out using smaller ones. Add traps to your liking along the two outer corridors to slow invaders dow... | |
A one path base | SomeGuy | I took the concept from The7th and altered it to fit my own needs. :) | |
Ozzie1 | Ozzie1 | Open (and closed) plan living | |
Mount Confusion | Mr. Evil | I build this map before going to the second Island, I wanted to prebuild so I would have a floor plan ready to go without having to just throw it all together at a moments notice. I built a corridor with doors in the ... | |
Quick map | Trying to be Evil | Lord Voldemore's Lair
Simple, yet economical... as long as you have the money cheat. I use the mod for the sentry guns (indoors) in each of the two entry ways... one towards the depot, the other towards the dock. BIG po... | |
a try | Gagi | 4 trap entrances, 2 normal entrances
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Quick Sketch | Sam | Basic One entrance
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My Evil Villa Ver 1.0 | MERLIN | You need a large lab room, a large power room (until you research smaller power gens) and a large training room. Your control room can be fairly small and all the others should be small size. Is a good idea to have two ... | |
Secure, Obtuse, 2-Entry | ChronosZero | Much to describe here. This is a rough diagram, and might need a little adjustment. There are two real entrances, each 'obscured' by two fake entrances. The no heat (low heat) rooms are gathered around the front to ke... | |
Basic | Winchester | Basic layout, using the 'Normal Underground Office' concept to keep people trying to seek out my core operations busy long enough for me to notice and tag them. The 'harmless' stuff is kept out in the areas near the two ... | |
Total Secure EG | Me | Pretty god map i thing, total security for your EG. Some small place for more rooms @ east too. The control room is kinda stuffed though | |
BC's Base | B.C. | This is my current layout for Island 2. As it stands it is a good layout at keeping agents from getting in the way of my operations. The only change worth making is moving the long central corridor further to the depot,... | |
PenguinLand2b | PenguinMan98 | PenguinMan98's third island 2 base.
After a few modifications based on trial and error and a few suggestions on the forum, here is my final base (for now).
The top right trap area has an interesting catch to it. With... | |
Evil Genius 1 | Hetchy | thats the beginning... | |
Standard map | nobody | Simple map | |
The August Installation | DeviousKoala | A work most definitely in progress. | |
ravretreat | rav | First pass through second island | |
ElecProto-v1.2 | Electrolyte | Idea is to split working to two different areas, for fast response at alert. Main entrances are disguised (and really, did not work) and those 2 'miniarmorys' (door to barracks) is filled with weapon racks. Laboratory wa... | |
Trapz | TvK | The map called A one path base with a slight modification... | |
Island 2 D | Amp | After much thought, this is what I am going to use for my Second base. Two entraces for access to both depots, but only one corridor to simplify defense. I don't know if the rooms are big enough or if I have enough roo... | |
Planning Isle of Evil | qodopob | Work in progress... | |
Evil is as Evil does... | gene_galiano | WIND TRAPS in FREEZER will wipe out most curious agents and leave their body bags on the Freezer floor...PLUS, consecutive bashing of the agents will earn you money and 'genius' comment bubble..Many entrances for my own... | |
Zal`s try | Zal | This will be the general layout of my base. I have tried to put most of the heat rooms deep in the mountain. Defense devices and security cameras are still missing. Not a perfect base, but a beginning. | |
PenguinLand2b | PenguinMan98 | PenguinMan98's third island 2 base.
After a few modifications based on trial and error and a few suggestions on the forum, here is my final base (for now).
The top right trap area has an interesting catch to it. With... | |
My Uber Base | Kaldaris | At first glance this base doesnt seem all that defencive, how ever if you use lvl 3 locks on the gauntlet and lvl 1 lock on the door just down the hall they will work to get in to the gauntlet. If you position loot in t... | |
Just Planning | MoOg | Just planning the start of my new base. Figure I'll make the entrance to the inner 'real' base go through the Infirmary. None of the rooms on the map will have heat generating items where possible and the Power Plant wil... | |
Eye-Land | Mr. Monkeyhaus | Two entrances (one at the lower left and one at the top). Haven't actually built this one yet, but hopefully the top entrance is legal and will work. That little bowl will be great for disguised sentry guns. My power ... | |
Test Version | Zal | | |
mononad | steve | Enter your map comments here. Don't forget to change the map and author names before saving!
| |
chutney_uk | chutney_uk | work in progress... will be a space efficient 2 entrance design with two enemy filtering trap configurations each. In case you didn't figue out, the traps, aren't actually traps but just plans for how I will set up my rooms | |
small base 1 | n3xxx0r | just a small base, works well, but you have to be quick to catch dogooders | |
J's | JQ | Top left dummy entrance (keeps agents busy). Only 1 proper entrance easier to defend. Dummy control room at front of base, needed for certain objective(s). OK depots are not near entrance but that's what minions are for..... | |
Blumeski's 101 | Blumeski | The entrance is a honeycomb door setup, to keep agents occupied, and to prevent them from following minions into the base proper. If they make it through, there is a cyclotron trap off the switchbacks to tie them up. The... | |
Blofelds Lair | Zal | Base divided into heat sector and harmless sector. Regenerations rooms as near as possible to high traffic rooms | |
one | zzorander | Start with the fake entrances. Leftmost is just a blowout trap. | |
msm.1 | msm | Test for new base. | |
one | zzorander | Start with the fake entrances. Leftmost is just a blowout trap. Top left is confuse 'em and keep 'em, middle top is confuse and release. | |
WIP | Charles Colen | Research not complete, notoriety 203, normal difficulty. Base layout focuses on keeping minions close to their jobs. Relys on Topside Shacks with level 3 doors for distraction. Cameras and doors should ensure anyone wh... | |
My ex-base. | T28 | This was the base (roghfly) that I competed the game with on my first try. in progress. | |
Ghandi's Base | Ghandi | This base is very easy to defend when used with an excellently made security system. It has easy access to weapon racks and all the doors allow me to guide how the troops (Responding to emergency calls) move into the are... | |
Possible Design | Jeff.M | Possible base design that I may try out. | |
Brendan | f1 varuabke | Full kudos to faulty intelligence
great work dude, i have only slightly modified your already top effort. I have a larger inner sanctum, with seperate meeting table room and a space to store artifacts, divided up the p... | |
Not too bad | Tensen | This is my second Island 2 base. My first time through I was waiting forever for minions to reach the depots, so added the second entrance this time. Starts off good, but as more and more agents and soldiers show up it... | |
CilerIsle | Ciler | | |
it's blowing | Gibby72 | i did have 500 minon's when i was biulding this base (cheat) but it was fun fun fun. i put in lots of electro cannons with on doors. kills all AGENTS .......dead.
hope you have as much fun as i did 500 minon's or not | |
TRAPs GALORE | AXEMAN | Separate Armoury with a wide corridor to fill with sentry guns. Open living area with no hallways between rooms. Left side of map filled with blind corridors for plenty of traps. Only one real entrance to base at the bottom. | |
Fool the agents | sMe | entrances for both depots, one is only for briefcases, and has only briefcaseracks. The other is the real entrance, it has a small maze with wind and magnet traps plus bees. The non heat rooms is first, then a small cor... | |
Phenix's Lair v2 | Phenix | Preliminary base layout. The hook in the northwest is to be filed freezers full of lethal traps, the door into the nearby power room and the entry should be level 3 to keep minions out. All rooms are covered but space i... | |
Traps | AXEMAN | Version 2 | |
Stone Cold | Tim | Just playing with some ideas. Thanks for a great EG tool! | |
I love evil | sMe | Art, pure art | |
Open Design | AXEMAN | Open Design | |
Plan B | AXEMAN | I am going to build this and see how it works | |
More effective? | sMe | Was thinking of my obsession with having walls between each rooms, maibie this wuld make it more effective, I dont know.... | |
Parky's Lair v1.0 | Parky | Work In Progress | |
Amar's | amarillion | Theoretical map to be built. Agent time wasters trap at entrance. Freak producer next to prison cells. High heat through barracks compound. Science and Military training area's near Control centre. Social Just past 1st Low heat barracks. | |
Blumeski's 201 | Blumeski | A work in progress. | |
Evil Al's lair 5 | Al | work in progress... | |
compact efficent base | JesterT | this is my compact, yet efficient base. no agents have made into the base proper. small lab at the entrance is for biotank, fast freak production. trap room feature the laser trigger and blow around system. the firs... | |
Lots and lots of Doors II | Rhen | Again lots and lots of doors, but this time I can put two doors in each small section, and there is more room for traps.
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Tuna's Base | Tuna | Basicly this is my dream base. I have never played the real game but I have played the demo. The extra space is for anything I need and the entrance at the inner sanctum is stupid but would make for a great escape. ;) | |
| Tim | Just playing with some ideas. Thanks for a great EG tool! | |
Blumeski's 102 | Blumeski | Update from 101: Improved entrance for dealing with attack from enemy soldiers; Added small room near front gate to hold henchmen until needed; Additional freak trigger rooms to control all traps, with the exception of t... | |
jdc1_undercon | jdc | Under Construction... | |
Tezcatlipoca | Vastad | A design based on enemy agent AI and the 'Circle of Death' trap philosophy. False entries at Door Lvl 3 in NE and W lead to COD traps. Basically, wind traps set up to continually trigger and fly enemy agents in circles. ... | |
Dragon's Breath | JERM | One real entry point, long ass corridor to belly of the dragon. Two fake entries with space to play with traps, fake rooms, etc... | |
MEA Version 2 | Demented | A remodified version of Minion Easy Access. Comments are welcome, just PM me. This is my current base of operations and will subject to change as I progress further. | |
IS2A | Dragorn | Island 2 base, alpha version | |
tnt05 | tnt | Update from 101: Improved entrance for dealing with attack from enemy soldiers; Added small room near front gate to hold henchmen until needed; Additional freak trigger rooms to control all traps, with the exception of t... | |
Mine! | Lupan | I think it all works! :D hope you think tis pr0! | |
Something | GauntletWizard | Basic Layout | |
Security vs Efficiency | Straith | My goal for this map is for it to be very secure, while at least allowing me to deploy minions easily. Doors protect the two entrances, and the long corridors are meant to be open and potentially protected by your snipe... | |
PenguinLand3d | PenguinMan98 | First evil trap done.
Following someone earlier's idea, I rearranged the furniture in my small heatless rooms into a mazelike pattern that mainly serves to slow down the advance of agents through them long enough for my... | |
Circular | Ergophobia | My base. Wasn't great, but did quite well. No single agent got any further than the control room or lower mess hall. Only one entrance. I made the smaller power plant just for fun, with the disguised version. Empty tiles... | |
Slinky | ed | Who needs traps. This worked a treat, by the time any Agents got into anything worth worrying about (Barracks etc) They have given up or can be picked of one at a time. | |
first | lost1 | test | |
Grey Trial 1 | Grey | Trial 1 by Grey | |
Glenn lair 21 | CoachG | Just starting | |
Ergo's Base 2 v1.0 | Ergophobia | All the orange dots are loot items, placed throughout the base. The purple dots is the place where my freaks trigger the red dotted trap systems placed all over the outer corridor. Access to the base is through the caver... | |
Experimental | madkiwi | Just an experimental layout | |
PenguinLand3e | PenguinMan98 | Following someone earlier's idea, I rearranged the furniture in my small heatless rooms into a mazelike pattern that mainly serves to slow down the advance of agents through them long enough for my socials to respond to ... | |
Experimental | madkiwi | Just an experimental layout | |
First try | Mike | Simple base lay out with plenty of room for hidden hallways to confuse and trap agents. | |
Isle of Something | Someone | Two Inner Bases guarded by Smart Traps, two decoy corridors lined with wind,magnet and fire traps, with adjacent freezers for when they get broken, and the minions try to carry body bags halfway around the island. Plus room for expansion. | |
Peelo Ij | Osmoo | Oranssit ansat on ansanlauakaisijoita. | |
True evil | Random Dude | I'm following the basic noheat front and deadend corridors.
Outside there is only one small and unused hotel (for researchitems). It's usually between my two entries.
The only room with traps is my jail. Filled with wind... | |
Plan 26! | nottheone | Windtrap combo at the entrance is a nice source of cash and so far only captured superagents have made it any further than the 1st armoury ;) Additional corridor widths make for nice loot locations. Rooms such as archive... | |
Dr.Drez evil lair | Drez | Let's try this.. (first time) | |
bg_map | sizlut | Enter your map comments here. Don't forget to change the map and author names before saving!asa | |
Dan K v4 | y | Everybodty will be cold and have good training space | |
Perfectionist | The Man | OMG this is eprfect | |
PenguinLand3e | PenguinMan98 | Furniture in heatless areas in maze pattern to slow agents and SA's.
Rearranged the trap near my South entrance.
My latest incarnation of the turbo tube. I've decided to kill the agents who wander into it. This almost ... | |
Ompa Lumpa | mpumbo jumbo | I have no idea what this is | |
Honeycomb | IH8Purple | To many doors for agents to handle, this will drop your heat like no tommorow, the only fear you should have is soilders and vets, but they only tend to take out 4 doors then go home, if they do become they wiser, then t... | |
Safety | Silver Dragon | Red Trap: LOOT () Blue Trap: UBER LOOT () Green Trap: Totem () Orange Trap: Painting (Items in rooms can go anywhere you want to put them. Same with extra Loot) Wall trap: Fire exstingisher () Wall Item: Camera () Area ... | |
Connector | Silver Dragon | You don't have to worry about agents coming to your base with this dopble entrance corridor madness.
Red traps simbolize good trap areas () Blue simbolizes extra space | |
Design Stage 2 | HH | Red Cross: Wind Trap. Green Dot: Pad. White Cross: Lazer. Red Dot: Chimney. Violet Dot: Gas Trap | |
Base v. 0.1 | Malek | 1st draft | |
Hiro's Liar | Hiro | Comments please tried to make the barracks the hub so all minions can get access to train, eat or rest from there. Now with trap infested Freezer hallways. | |
Don't Freeze | Silver Dragon | This map contains freezer entrances with loeds of doors to keep agents amused for a while until they leave. Extra space is left over to expand your base just in case. | |
Base v. 0.4 | Malek | 2nd draft | |
Dungeon of Doom | Grimtooth | WORK IN PROGRESS. | |
Lokie's | Lokie | Base design I completed the game with. 3 sets of fake entrances to keep most agents occupied. 2 main entrances each leading to a honeypot death corridor, or long corridors of doors and pop up traps. | |
Death Center | Silver Dragon | This Map Features a circular area in the middle to dispose of agents qickly and entertainingly. The to fake entrances would attract agents. Should not be Camoed
Pink Trap: Pads Wall Trap: Wind Wall Item : Piromethius (FI... | |
Money-spinner | Faust | Yeah, this one rules.. The big trap room is a room where lots and lots of agents fly around giving me money. Once I had the room with like 20 agents, one whirl gave me 80.000 bucks. I had to build the extra strongroom do... | |
Dooms Isle v 0.7 | Geminior | Ouer freezers are traps. Empty space is for fake enrances with trap mazes | |
Flying In Circles | Silver Dragon | Blue trap is where the wind tunnel trap should be facing. Pink Trap are pads. Each tunnel should be connected with every pad near it by three squares. Where ever the wind tunnel is facing all pads must be connected to i... | |
Shan's map | Shandra | Testing some ideas. | |
Hiro's Liar | Hiro | Comments please tried to make the barracks the hub so all minions can get access to train, eat or rest from there. Now with trap infested Freezer hallways. | |
Fortress of Solitude | EarthMage | Quick access to both depots; nice choke point; separate training areas for fighter,socials and scientists; lab;power remote; control room and workers close; large power area for all the goodies; central security; usele... | |
JTE's Flying Fortres | JTE | Yellow lines indicate borders of security networks wich are all controlled in the armoury in upper left section. Only important doors are shown. Fourth security network is a global one that alerts entire base, those area... | |
Base One | Rabidgoalie | An obvious work in progress. It is an attempt to join the different tile types (corridor, barracks, etc.) to get the best of everything.
Traps:
* Blue Trap is the electrical shock trap
* Green Trap is a gas tra... | |
Corporate Facade v1.0 | pharyngite | This Base bores the agents with low heat rooms in the first section.
The second section holds the secrets.
Have fun ;)
| |
Open plan base | Critter | A base with a minimum of stuffy corridors, for all the claustrophobic geniuses out there. | |
Baustelle | jojo | ....c s | |
Testing... | Tierd__Borness | Just thinking... | |
Highly Efficient | Mr.Lee | After the experience of building the first base, combining with the info i got from a few people and the stuff i red in some FAQ's, I tried to build a base wich should be highly efficient.
This combines; little distance ... | |
Not too bad | Tensen | This is my second Island 2 base. My first time through I was waiting forever for minions to reach the depots, so added the second entrance this time. Starts off good, but as more and more agents and soldiers show up it... | |
Conveniant | Sam | The one and only entrance is placed very conveniantly with the strong room nicely hidden | |
N00B Base | spence | I dont actually have the game so i think i may be doing quite well with this plan when i get the game pretty soon 15 quid off play.com.
The Barracks and Mess Halls are mere front for the rest of the Base and the Armory a... | |
v1.3 | TheOnyx | An idea adapted from a map I saw by MERLIN. The format has changed from v1.0 to take into account new ideas I had after playing the game for a while.
The front areas of the base consist of nonheat rooms and items desig... | |
N00B Base | spence | I dont actually have the game so i think i may be doing quite well with this plan when i get the game pretty soon 15 quid off play.com.
The Barracks and Mess Halls are mere front for the rest of the Base and the Armory a... | |
idea | Zeratul | just an idea of a base with 2 entrances close to depots hopefully side paths attract visitors | |
Random Tinkerings | Bahamut | Just as the title says, random tinkerings... using rock patch to get rid of those annoying spots. The power plant fully stocked would be just sufficient enough to power my base. As I work on this, there will be more litt... | |
SECRET BASE THIS WAY | spence | perfect for hiding things | |
Spooky II | X-Spook | The Spooky II complete with freezer traps mazes in NW and SW corners using primarily blowers to throw enemies around (found very effective on island 1). Off shoot on bottom of NW freezer is for electroshock trap. Placi... | |
SuperToight | Grlsrdmb | In addition to rooms, I've also shown items in rooms (with yellow, blue, pink, and orange dots) and access to those items (green dots), except in places where doing so would completely hide the room (eg: the death cells ... | |
Dr. Eval's Eval Laiiiir.. | Dr. Eval |
Basicaly, this is my dream base, and as you can see, all of the Important stuff is in the back, along with my Sanctum.
Edit: Ooops, noticed i had a little bit of room in the back, well, im useing that for my BackUp genoraters..just in case..
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Love doors... | Balmorca | This is what my base sorta looks like, I didnt even have to use almost half, its a little different from this because I think a few parts were shorted a piece or 2... Like the little corridor that goes above the crater. ... | |
Evil Masterpiece | Her krunk | this is my current base out the top of my head... I spend an hour in the design when I first arrived. Including the room inetriors this base will cost about 2.3 Million.
I use the strongroom oposit my sanctum for all of ... | |
The sucky map 1.21A | Nimi | only minor modifications this time. | |
EFN Base 2 | EvilFlamingNinja | This is what my exact base looks like. I have a small compact base. It generates 600 power and consumes 500. | |
Efficient Lair | Auric Goldfinger | This map creates efficient rooms and haf fake entrances to lure people away from the important areas. The important rooms are farther from the entrance to deter sabotuers. There are multiple power plants to keep power ru... | |
The sucky map complete | Nimi | Ok, so this is it. I decdided I want to go with the corporate facade look, so that's what I did. I didn't put any traps because quite frankly I don't know which ones to put where yet. I realize that putting the strongroo... | |
Deception | ShaneHH | 11 false entries, place your traps in these corridors along with level 3 doors to lure agents to their doom. I have not placed any traps on the map, as that's down to your imagination, however, I have put two trap marker... | |
My Evil Map | romelo5179 | Bad ass design | |
My Evil Map V 2.0 | romelo5179 | Red Dot Trap is presure sensor or floor trap. Fake entrances make it hard for them to get in the right way. I didn't add any traps in the actual area yet, except in the front entrance area. That is up to you to decide... | |
Uber Lair 1.0 | FAT-HEAD | My next lair will look some thing like this. South West Training room is for Social minions, the North one is for Military minions, and the one most North East is for Science. All the important rooms are East to the blue... | |
Just Fooling Around... | EvilBill | Just testing. I tend to build large, nicely oversized spaces and contract later, as one of my main priorities in play is money gathering. It means I'm a very, very slow player, and the last time I played I barely scrap... | |
N00B Base | spence | I dont actually have the game so i think i may be doing quite well with this plan when i get the game pretty soon 15 quid off play.com.
The Barracks and Mess Halls are mere front for the rest of the Base and the Armory a... | |
Stealth | Night Stalker | The point of this base should be to create as much possible safety for the Evil Genius and the minions, while allowing for a slow crawl towards world domination (a stealth base in other words). For this purpose it is be... | |
try again | mb | work in progress | |
Utah cavern | Arconnor | Maze and dungeon keeper style. Improvise with traps at the right entrance | |
Divine translucenty | Arconnor | For excess amouts of personnel
Color coding for suggested item placements
Blue dots: Punk beds
Green dots: adv. lockers
Orange dots: training thingies
Yellow dots: freezer racks
Purple dots: muclre power plants
Red dots: traps | |
Random Map | Celeste | Trap maze with multiple fake entrances, only two real entrances leading to the base. Wall traps are wind traps and red dots are whatever trap you see fit. Strongrooms near depots, the big strongroom is the main one. If y... | |
Corporate Base 01 | Miles S | This map was designed with the corporate setup in mind. Pretty standard: the low heat rooms near the only enterance on the right, including the armory, which would only house a security desk. The only hallways to the r... | |
The sucky map remixed | Nimi | I just changed the location of the tstrongroom and moved other rooms to fit the new design. Also, minor changes to some rooms. | |
Somewhat tricky | sma | 5 fake entries and one real. There is still some space to expand but I think this is quite efficient map. Low heat items are in beginning of the space and inquisition room etc at back. First training room is for soldiers... | |
Just the cell block | SolidSilver | Sorry its not the whole base but i just wanted to share with everyone my holding cell system. Its great for keeping anyone from super agents to investigators where they should be. In prison. The 4 green item squares is o... | |
Efficient Lair | Auric Goldfinger | This map creates efficient rooms and haf fake entrances to lure people away from the important areas. The important rooms are farther from the entrance to deter sabotuers. There are multiple power plants to keep power ru... | |
First map | Anarchy Burger | Two entrances, both equiped with lots of doors to keep agents busy. Wind machines to blow agents out without hitting the door (to keep them in blue). Main base located in centre of mountain. Outside shacks placed near depots to keep agents busy. | |
Da Lair! beta2 | Dr. Shotif | A space efficient base, few traps only, I'm depending on my minions the most. Base is always under red alert and minions are well armed. 2 barracks and 2 armorys serve for more spread and better armed minions, and 2 str... | |
Kinkey Korridors | JohnArmageddon | the regulae notches in all th corridors allow for thousands of security cameras to be placed, so that once an agent is tagged, he will be hunted to the death | |
Fortress part2 | Earthmage | Again, 1 short hall with access to both depots, only way to inner base is thru the armoury, low heat mess)infirmary out front. Isolated cells for SA's. Doors marked blue set to level three for bad boys to play with. | |
Boring layout, dun look | crandf | 2 entrances so I can toggle which entrance I want them to avoid. Each entrance has braches off into the trap area and the base area. Trap area is freezer for convenience, long and booby trapped to allow max kill rate. Al... | |
DMT79 | Crybane | 2 Entries for easy depot access. Important rooms hidden deep inside base. Long hallways for trap setups. Large rooms for expansion from research. | |
Evil Terrorist | The One Pizza | This is my base!! | |
Lair 1.0 | crosser | Credit to Juantanamo for the maze design at both real entrances. | |
1st try | spk | first try at layout for island 2. I think this stinks, but will probably give it a shot anyway | |
AlphaOmega | QuazarGuy | My first attempt to make a really sweet evil mountian base. It's somewhat balanced in efficiency and security. | |
My 2nd Attempt Take 2 | Peregwyn | 2nd try with better traps. Using a lot of beetraps. I'm trying using various types together. Not sure if it's better to use multiple types or all the same. Also have a couple of level 4 doors with guards set on empty... | |
Kore Development | Chaoswizkid | Welcome to my test map to see what would offer most compatability for myself. The armory next to the barracks is a weapons room. Wall items are all cameras, yellow traps are (knowledge) gas traps, red traps are actually... | |
PenguinLand3f | PenguinMan98 | Furniture in heatless areas in maze pattern to slow agents and SA's.
Rearranged the trap near my South entrance.
My latest incarnation of the turbo tube. I've decided to kill the agents who wander into it. This almost ... | |
Grass--> | Jermatrix | A typical Evil place for a Genius... who's evil.. | |
testje | Whuz | twice the base | |
Corporate Facade v1.0 | pharyngite | dream | |
Prof Cyanide's Base | Prof Cyanide | My scientific research base. It's not evil. It's perfectly legal, you capitalist scum. | |
Fortress w/room to grow | Earthmage | Variation of Fortress of Solitude with some room left over to use for your play style... | |
HH Ideas 1A | HH | Ideas 1A | |
Xianes Lair | Xiane Alexis | I wanted a nice layout that was hard to assault but allowed for my modded minion count and a few other things. The turbo tube was ripped off a suggestion on the evilplanets forums, have yet to build it but have the bluep... | |
FI Mod Untested | MNG | An untested FI modification. Also includes SolidSilver's Cell System. | |
2nd | spk | Here I try again. Using lots of ideas from other maps here, thanks everyone.
can't wait to see how my wind tunnel works out. Two way wind tunnel of course.
going to have at least 4 or 5 topside shacks with attention... | |
Prof Cyanide's Base | Prof Cyanide | My scientific research base. It's not evil. It's perfectly legal. In fact it happens to be funded by the government. The numerous doors are to confuse corporate spys. The wall traps are automated defence systems. | |
Halls Of Insanity | Prof Cyanide | The Halls Of Insanity, a little something for P.A.T.R.I.O.T. agents. One incriminating base hidden behind a wall of doors, and one small business who just so happened to make their corporate headquarters on a volcanic island. | |
Spine's Devilish Base | Spiney | This is a modified version of Faulty Intelligences FI Base 1. There are 2 Entrances to the base. Each has a camera covered corridor block. Corridor after it consists of various traps. I used attentiondraining traps. Each... | |
SilexS Lair | SilexS | My map of awesomeness yay | |
Edville | Edman545 | Work in progress | |
Lair | 007 | OK, This is my idea of THE lair. The upper left Entry is for agents, and the trap system is blowing traps, wish blow agents trough the flamethrowers | |
Fortress/Redux | EarthMage | Blue door between SA holding cells and barracks normally set to Level 4. Since I have camo sentry guns around entrances, every time I tried to bring someone in for interrogation, the guns would knock them out and they wo... | |
Edville | Edman545 | Two entrances provide easy access to both depots. The entry halways can be rearanged in various maze patterns with traps | |
Base Theory 1 | lIlceman | I copied the freezer.beehive trap combination and freak.trap sensor combo verbatim from r1024768's Hive Fortress map. It's an amazing idea. Some true trap ingenuity there. The corridor switchbacks are for full camera ... | |
ogre | Ogre | This might be safe | |
two fase base | Whuzo | forward base to ocupy agents, later base for all my secret stuff. Long entry corridors so when the need comes I can close on exit (or lead it to a lot of traps) and the other with a very long corridor full of traps to ki... | |
v1.0 | Gremlin | I've only played the demo so I havent even gotten to this stage yet. | |
v2.0 Corridor Maze | Gremlin | One entrance to the base proper and a corridor maze on the other side. There would be lots of traps in said maze, maybe a nuclear reactor or two for bait. Lotsa doors to keep agents busy. :) | |
v2.5 Corridor Maze | Gremlin | Two entrances to the base proper, one for each depot, and a corridor maze on the other side. There would be lots of traps in said maze, maybe a nuclear reactor or two for bait. Lotsa doors to keep agents busy. :)
And yes, bored at work. :D | |
Worst Design EVA! | Gremlin | For the truly egomaniacal. Notice how my sanctum looks like a deranged goatman eating the mountain. Classy. Anf not only is my freezer huge for all the bodybags Im bound to rack up. But my strongroom is next to the only ... | |
it iz zooo eviil... | fuddha | work in progress | |
cash generating traps | crandf | 3 squared corridors for unrestricted placement of loot. The commonly used facilities around as well. Trapped freezer has a door to lure nonviolent agents in. Windtunnel design to generate max , no lethal traps, but has ... | |
Tire 'em up! | Redhead Goddess | **INCOMPLETE** Red's way of tiring the agents before getting to anything worth snooping. | |
experiment 1 | anduril462 | | |
cover up | heyou | This base uses the mod the allows hotels to be built inside the base! The large corridor area on the west end of the base is the hotel area. This base has a storage room on the exterior of the base for quick access to ... | |
Island2_V1 | ChuckieO | This is just a starting place. | |
Million dollar base-alpha | martianunlimited | I had close to 2 Million when i started to build the base now i am down to 600,000 around 15 percent agents still manage to get to my inner base. Will need more hotel hubs (none so far) and topside shacks (5 outside). o... | |
Keeper's base v1.1 | keeper3 | The basis for this design is simple, make sure there all entrances to the base go through one point, and build some nasty 'level3' and 'level4' traps to catch out investigators.
Finished. Needs a test. | |
vacio | juanjo | Mapa de prueba por puro probar | |
Nothing Special | Martyn | just playing around | |
Fortress Tight | EarthMage | Trying to tighten up the inner base a little more... freezers, strongroom a little closer to the entrances for quicker response. Small armory in barracks so minions can arm quicker. Only a single door through main armory... | |
Island of Doom | Night Owl | Careful thinking went into this map. Thinking of the two most busy areas of your base are Control room and training room. Powerplant is thought of using min space since reg gen takes 3x3 and nuke takes 2x2. This config ... | |
Lair ver. 1,1 | 007 | OK, This is my idea of THE lair. The upper left Entry is for agents, and the trap system is blowing traps, wish blow agents trough the flamethrowers. new is that red x is flamethrowers, yellow dots is sukcers, pink dots... | |
Alpha023 | TL | This Worked.
Enemies can be easily dispatched with SharpShooters down either long corridor. Cameras placed outside, looking at the doorways will allow plenty of time for minions to respond.
Fully Equipped Base........................3.5million | |
Map1 | Rob | map1 | |
Efficient Map (Tested) | Zephyr | This is a very efficient map that I tested myself. All corridors and 2 exits are under severe watch by cameras and protected by several traps. You can make the sanctum even larger, and there's a lot of free space for any room you like. | |
v2.0 | Gremlinclr | Work in progress. | |
v2.0 | TheOnyx | Base design for second time through the game. | |
Compact Try | Malloch | One Entrance, armoury close to entrance | |
WIP | Charles Colen | No longer using social minions to weaken enemy agents. Looking to put some of the trap combos suggested on the site and start to experiment with them.
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v3.0 | Gremlinclr | added corridor maze and changed a few things around. Red dots are sensors. | |
PenguinLand3f | PenguinMan98 | Furniture in heatless areas in maze pattern to slow agents and SA's.
Rearranged the trap near my South entrance.
My latest incarnation of the turbo tube. I've decided to kill the agents who wander into it. This almost ... | |
bigy | m r. e | i don't have the game but yet i hope that it will help some peapole who wuld like to use most of thire base space | |
Den of the Dragon | DB | Another separate corporate base to distract agents from the real operation | |
2-Tier | MinionMadness | Based on ChronosZero's design, but with more Barracks space for extra minions. | |
self suficient fortress | mr. durham... | this lair is designed with 3 things in mined.
1) protect the leader
2) protect the money
3) waste no space
to the left of this fortress is were the basic nesesitys that all lairs need are. every area is eseay to acce... | |
Efficent | Dalltro | When the base is complete destroy the corridor | |
The Island | Doctor Evil! | Real Working map. Features 3 whole laborataries, and a Inner Sanctum. Batteries and hanchmen not included. Purchase of Evil Industries free plan for a secret Underground base does not guarantee clients sucssess in destro... | |
sensible | Cloud Wolf | This is the perfect plan, though there seems little room for clever trap emplacements there is plenty of room fo added perils. I made full use of the base and asigned everything to be close to a room that it needs to be ... | |
Entrances | Dicey | 3 entrances. The top left entrance is the death trap. It starts with a level 3 door to get an agents attention. After the door is a square corridor 3 tiles wide. In each corner are 2 Blowing traps that will blow agen... | |
PenguinLand4a | PenguinMan98 | The purpose of this quaint little base is mainly to testbed trap systems. | |
Evil Lair | MegZ | Open plan living for the troops and a time consuming maze for agents of Justice. | |
Yuri's Revenge | Yuri | The Corridors in the NW corner have two Electroshock traps, then in order from North to South are Pit trap, Pressure pad, Pit trap, then Popup. | |
E-ville | nosephine | Just getting started | |
Base Idea I | Danaak | A starting idea. | |
crappy2 | hobit hole | adding on to crappy | |
Chateaux d' Evil la Mere | Diminutive Bob | Two good trap systems at each Chateaux Entry to try and discourage agents from entering deeper into the inner workings. First part of each entry is low heat area. Powerplants at each entrance area for quicker initial bu... | |
Template 1 | ArctcWolf | Yet another great starting template for everyone. Gives you alot of variate of how you can lay out your lair, while making it easy to get around inside. Feel free to place your entrence wherever you like. I also sugge... | |
BasePlan1 | MasterMind | I am starting Island 2. So here are my plan for det Island. | |
Incomplete First Save | Vic | This is a work in progress, I will test run the trial map I am making to see if improvement can be made to make it more resistent to the enemy agent's compulsion to commit B and E. Efficiency is less of a concern than pr... | |
Fast training | Teemu | The trap complex should keep the agents out, at least thats what I built it for. I'll fill you in the situation when I first try it out a little. The huge training room has enough room for 10 of each lower lever trainers... | |
Chateaux d' Evil la Mere | Diminutive Bob | Two good trap systems at each Chateaux Entry to try and discourage agents from entering deeper into the inner workings. First part of each entry is low heat area. Powerplants at each entrance area for quicker initial bu... | |
Severene1 | Severene | False entrances filled with traps. Long corridors. Power Plant and Inner Sanctum protected deep within by distance. Barrakcs on each end near 2 depots. Central Storage Room. Huge Armory for interogations. Havent playe... | |
Evile Base 2.0 | cooldudecu | The entrance to the base has enough traps to take off any weak intruders, and once they get in the corporate facade which is incoroporated into the design ought to deter anyone else. In the EXTREMELY rare event that any... | |
Yet Another Evil Base | Kaolinite | This is my third base on Island 2. I mainly focused it on efficiency but I have to admid that I could have done some parts better (especially the part on the left). Since I used the 'hotels in base' mod, I used the orang... | |
Compact | Wik | Nice Compact map ... room for just the essentials. | |
good evil lair | DS | The lair I'm using right now and its working really good. Barracks, armory, mess hall and staff room at each entrance so if I agent is able to come in my minions dont have to run far to kill them. Also a strongroom at ea... | |
Lair ver. 1,2 | 007 | OK, This is my idea of THE lair. The upper left Entry is for agents, and the trap system is blowing traps, wish blow agents trough the flamethrowers. new is that red x is flamethrowers, yellow dots is sukcers, pink dots... | |
homegrown | homegrown | I took the concept from The7th and altered it to fit my own needs. :) A work in progress. | |
Crab Key | Dr No | | |
The Labyrinth | Sleeping Mage | Traps in the beginning of the labyrinth are wind traps designed to forceable remove unwanted visitors. As far as additional traps are concerned, place them to your liking.
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Chateaux d'Evil 2 | DiminutiveBob | First attempt was not thought out too well when it came to spaces for the wind traps. This base has a single entry. First some low heat areas (after a trap or two.. ; ) )This Lab is also planned so that it is in the mi... | |
!!!!Coptor pad | GTVH | This is not finished yet | |
Back base | Chaldan | Trying out alternate entrances, hopefully getting them closer to the depots without running through the middle of the base. Winding corridor to the main base, plenty of space for cameras or traps | |
The INO Map | TheDieer | Just messing around to make a map, and this is what I came up with. | |
A Beginners Luck | Blizs | A lot of room to expand, i mean these places are not all to be build at the same time. I suggest just make the corridors and expand your rooms maybe after obj 7. Also that this is a lot of expensive, i had a little more ... | |
money consumer | morgan | it holds a lot of money,as well as consuminig a lot of money too.no minions, henchmen or EGs allowed past side door or 4 of your stats will be reduced to zero.i do not take any type loot stolen,property desrtoyed or minion stats reduced. | |
money consumer | morgan | it holds a lot of money,as well as consuminig a lot of money too.no minions, henchmen or EGs allowed past side door or 4 of your stats will be reduced to zero.i do not take any type of loot stolen,property desrtoyed or minion stats reduced. | |
Blue-Print | Khronos | A planned Evil Lair of Undisclosed Location. An Inner Sanctum Surrounded by a Control Room just feels right, what better place to have meetings than the very room you are running your schemes from... | |
False Entrances | Mojo Jojo | I like the having 2 J entrances that have nonleathal traps, and lots of fake entrances into the base. I also like giving agents lots of nothing to look at, and a long, defendable coridoor to any thing that has heat. | |
False Entrances | Mojo Jojo | I like the having 2 J entrances that have nonleathal traps to blow agents back out of the base, and lots of fake entrances into the base. I also like giving agents lots of nothing to look at (a corporate facide), and a l... | |
Loving Traps | DocLove | This is a map that was modified from PenguinMan98, I only like one main entrance into the Critical portion of the base, I also love the wind tunnel, As you can see. Agents like to open the first door they see, so I like ... | |
AlexBase | Jay | My first base had the barracks and training rooms too far away from the entrances so it took a while for my guys to get to the invaders. I put 2 armorys in at both entrances so I should be able to get some guys to them ... | |
Starbucks Lair Edit | Jay | Edit of a map by Starbucks. Put in doors for the rooms to keep unwanted visitors out and removed one of the fake entrances that was too small to alter the front entrance and add more to the rooms above the entrance. Adde... | |
Starbucks Lair Edit | Jay | Edit of a map by Starbucks. Put in doors for the rooms to keep unwanted visitors out and removed one of the fake entrances that was too small to alter the front entrance and add more to the rooms above the entrance. Adde... | |
My 1st Island EDIT | Jay | Very Well Working Base, i used this base both times i played and it worked well, the only down side is you have to build nearly all the paths straight away beacause the power is hard to build to start with, but other tha... | |
Mount Confusion EDIT | Jay | I build this map before going to the second Island, I wanted to prebuild so I would have a floor plan ready to go without having to just throw it all together at a moments notice. I built a corridor with doors in the ... | |
Mount Confusion EDIT | Jay | I build this map before going to the second Island, I wanted to prebuild so I would have a floor plan ready to go without having to just throw it all together at a moments notice. I built a corridor with doors in the ... | |
Mount Confusion EDIT | Jay | I build this map before going to the second Island, I wanted to prebuild so I would have a floor plan ready to go without having to just throw it all together at a moments notice. I built a corridor with doors in the ... | |
Mount Confusion EDIT | Jay | I build this map before going to the second Island, I wanted to prebuild so I would have a floor plan ready to go without having to just throw it all together at a moments notice. I built a corridor with doors in the ... | |
Mount Confusion EDIT | Jay | I build this map before going to the second Island, I wanted to prebuild so I would have a floor plan ready to go without having to just throw it all together at a moments notice. I built a corridor with doors in the ... | |
Mount Confusion EDIT | Jay | I build this map before going to the second Island, I wanted to prebuild so I would have a floor plan ready to go without having to just throw it all together at a moments notice. I built a corridor with doors in the ... | |
Mount Confusion EDIT | Jay | I build this map before going to the second Island, I wanted to prebuild so I would have a floor plan ready to go without having to just throw it all together at a moments notice. I built a corridor with doors in the ... | |
Mount Confusion EDIT | Jay | I build this map before going to the second Island, I wanted to prebuild so I would have a floor plan ready to go without having to just throw it all together at a moments notice. I built a corridor with doors in the ... | |
Mount Confusion EDIT | Jay | I build this map before going to the second Island, I wanted to prebuild so I would have a floor plan ready to go without having to just throw it all together at a moments notice. I built a corridor with doors in the ... | |
Mount Confusion EDIT | Jay | I build this map before going to the second Island, I wanted to prebuild so I would have a floor plan ready to go without having to just throw it all together at a moments notice. I built a corridor with doors in the ... | |
Mount Confusion EDIT | Jay | I build this map before going to the second Island, I wanted to prebuild so I would have a floor plan ready to go without having to just throw it all together at a moments notice. I built a corridor with doors in the ... | |
Try 1 | Kelly | Not tested yet | |
Ming's Base V 1.2 | Ming-a-Ling | An improved version of my island 2 base. A few false entrances, plust lots of doors, s curves and traps (not in, but they're there) should give the agents a run for their money. There are going to be a bunch of wind tr... | |
Master Plan of Shen Yu | 4th of Eleven | Fairly simple base, the idea is that the central corridor doesn't lead anywhere if you head south or east, except to a series of wind traps that blow you into various other traps. The eastern third of the base can be mad... | |
v0.8 | Shadax | Blue traps are motion sensors, wall traps are wind traps, yellow traps are laser sensors, and green traps are endurance beehives. Armory near Control Room is security armory, other Armory is holding cells, linked to be... | |
v0.9 | Shadax | Blue traps are motion sensors, wall traps are wind traps, yellow traps are laser sensors, and green traps are endurance beehives. Armory near Control Room is security armory, other Armory is holding cells, linked to be... | |
Fey's Lair | Fey | Long corridors, try to perfect space usage | |
Generic Evil v0.9 | DarkStar | This is a first draft of my Genericly Evil Base. The areas left undeveliped with the pink Trap dots are reserved for external and internal labyrinth development. Updates reguarding these areas may occur in future versi... | |
Genius Map | Jonathan | This is my first map and it is a great map to start with will keep you from failing your missions and there is room for expanding I will also be using this map. | |
Genius Map | Jonathan U | This is my first map and it is a great map to start with will keep you from failing your missions and there is room for expanding I will also be using this map. There is also a central corridor which is the artery of the... | |
The Logistician's Lair | Logisti | v1.0: Two entrances, lots of doors and mini mazes to keep agent interest. Twin outer bases leading to a choke point with a circular wind trap (cash cow) and then deadly floor traps leading to the freezer. Choke point ... | |
Efficient v.2 | John | Fun with wind traps | |
The Logistician's Lair | Logisti | v1.23: Two entrances, lots of doors and mini mazes to keep agent interest. Twin outer bases leading to a single choke point. Multiple circular wind traps (cash cows) Choke point is adjacent to armory so yellow alert ... | |
Worker Happy | Silver Dragon | South and left entranc lets minions get to the bottom depot quickly while the north entrance is used to get to the north depot. Everything in the right side is bigger to let the minions replenish stats when they come b... | |
Loving Traps EDIT | Wiseguy | This is a map that was modified from Loving Traps by DocLove and some features of The Logistician's Lair by Logisti. I liked the wind tunnel from DocLove and the holding cell concept from Logisti, so I combined them her... | |
MyMap | Bryan | no comments | |
Ergo's Base 2 v1.0 | Ergophobia | All the orange dots are loot items, placed throughout the base. The purple dots is the place where my freaks trigger the red dotted trap systems placed all over the outer corridor. Access to the base is through the caver... | |
Lunatics Lair 2 | Liz | Just a thought. | |
Trapland | MrFloof | This is my prototype island 2 base. It is protected by traps and should have good flow of personnel while maintaining security and stat raising places. | |
Trapland 3.0 | MrFloof | This is my prototype island 2 base. It is protected by traps and should have good flow of personnel while maintaining security and stat raising places. | |
base 2 | gunslinger | expand power plant add trap proposals, mark items | |
Efficient v.3 | John | Fun with wind traps | |
Loving Traps EDIT2 | Wiseguy | Modification based on play of previous version.
| |
ElecProto v2.0b | Electrolyte | Second try for domination | |
Efficient v.5 | John | Fun with wind traps | |
Deep Keep | Lou | Work in progress and, as of yet, untested. A cloistered design with one entrence and a single long path to the inner areas. The entrence is filled with traps and dead ends, and the real path has progressivly more dange... | |
spiral security | radarman | room traps are objects. trap corridors lead to nothing. calculate cost and power. orange doors are level four
1)corridor 2) strongroom 3) barracks 4) power 5) control room ((don't forget hotel)) | |
Pondering | jimit | Here is my take on a near ideal lair. The large training rooms and labratory can are seperated into numerous rooms. This way these large rooms can be stagicly destroyed to allow new rooms that are not available at this time. | |
Money-spinner | Faust | This is my fifth base :) The trap thingy at the entrance hold lots of agents, and spin them around, but never kills them, so I gain lots of millions :) Thereby the extremely huge strongroom. | |
Preponderance | Kuroji | I took Pondering as the base for this map and changed it around and expanded it. About all that's left is the basic cooridors, a training room and the strongrooom. Started revisions around the jail block so that it woul... | |
my new base | Sqrp | | |
Ergo's Base 2 v1.0 | Ergophobia | All the orange dots are loot items, placed throughout the base. The purple dots is the place where my freaks trigger the red dotted trap systems placed all over the outer corridor. Access to the base is through the caver... | |
Theoretical Base 1 | Tantalus | The base has two entrances, one real and the other fake. There are four training rooms, the largest is for combat. The four armories each serve a different function: the top leftmost armory is weapon storage, the one ... | |
Incomplete | MicroM | Seems simple in comparison to some of these others. Think its a good start to add to. | |
Maestro HeadQuarters | The Maestro | The Maestro's Muti Billion dollar HeadQuarters | |
Maestro HeadQuarters | The Maestro | The Maestro's Muti Billion dollar HeadQuarters | |
Nothing | Nothing | Nothing special here | |
Island 2 Map | Michael | No comments yet. | |
Dr. Eval lair max space | Plutark | Took Dr. evals lair and used most of the space moved rooms around
added more doors for security. I think the inner sanctum goes better near the back. Plus added and infirmary (small but it works) and put the strongroom near the back. | |
Efficient Island 2 Base | Mr. LevelMakerPerson | The red trap tiles represent Health traps, The green represent Endeurance Traps, etc. Orange means sensor. My lab and power planet are stocked with fire extinguishers. I didn't place the onjects in the training room b... | |
Preponderance v1.1 | Kuroji | I took Pondering as the base for this map and changed it around and expanded it. About all that's left is the basic cooridors, a training room and the strongrooom. Started revisions around the jail block so that it woul... | |
Maestro HeadQuarters | The Maestro | This is The Maestro's Muti Billion dollar HeadQuarters.We create the most digital
tecknology in the United States. | |
ih8chat map | ih8chat | ih8chat's work in progress... | |
Protective Island | meanbuster | Efficiency on both sides of the mountain with only three entrances. Each entrance leads to many doors and curves in the corridors. Traps await the bottom entrance as it is the decoy entrance (undisguised). PLenty of armo... | |
Giant power plant | TargetDrone | Just a small try here. 2 entrances, each with a wall off traps. If u got sentry guns, place them at each entrance. Tryed to stay away from the center for when u can build the rocket cavern. | |
Compact & useful | Cor | For the most part, i tried to make a redundant design. Even if agents blow up any room, there's still a backup (with the exception of the lab). Four powerplants should prevent ALL related accidents. (I try to keep 250 pe... | |
STMap | ST | My first attempt so no idea if this will all work as I've planned!: 2 entrances, idea being that my lacky's don't tire themselves walking too far. I'd prefer them to work themselves to death doing something useful. Dots ... | |
South Corridor | Jan Jansen | Chose to build a two exit corridor along the south first, then do a Corporate Facade, then gauntlet of traps (notice little side corridor north where i kept Ivan ... talk about a last resort :). Also notice empty space o... | |
Prof's Lair | Prof. | plenty of room for traps. | |
The Hardened Evil Base | Dr. Evil Evil | Not once has an agent ever gotten past the strongroom, training room or armory.
As you can see, many doors block the way from the entrance and the inner sanctum. All the doors are heavy and firld barrier doors. The items... | |
Isle 2 | Zharahk | First Isle 2 I created. Will use this to devise improvements. | |
The Base-O-Matic | Saxmukini | This base focuses on protecting your more important rooms through a series of less important rooms, misleading corridors, and trap filled corridors such as my patented 'gas corridor'. The size of rooms is negotiable and ... | |
Multi-security | Saxmukini | This base is seperated into three parts. I have covered each of these parts with it's own security system, armoury and Barracks. This also ensures a constant flow of minions around your base, to keep agents to a minimum.... | |
Base Planning | MkIII | This layout is a good example of having too much time on one's hands. It's absolutely useless as I sincerely doubt there would be the necessary funds and manpower to run the thing, but by golly I filled up the place. v.06 | |
Base Layout Mk2 | MkIII | Tried designing the corridor layout first, then filled in with the individual rooms. I'm almost positive you'd have to cheat to achieve such a layout given the cost and how critical areas are buried with in the base. Plu... | |
LoGAN Corp v 1.0 | LoGAN | Created using heavily modified game, so escape is impossible for agents in the prison pens, power plants have 10x output. The base is created for asthetic appeal rather than usage. the prison has special torture area wit... | |
Modified FI Base | mainly F-I, variable | Full kudos to faulty intelligence
great work dude, i have only slightly modified your already top effort. I have a larger inner sanctum, with seperate meeting table room and a space to store artifacts, divided up the p... | |
El Jaber's | El Jaber | Work in progress | |
El Jaber's | El Jaber | Work in progress | |
Mount Confusion EDIT | Jay | After losing my first attempt at the second island I found that this map worked pretty well but needed a few changes. There wasn't enought room for training all the minions. so I added more. There was too much room for ... | |
Test05 | RadeonZero | My map (only test) | |
testmap | beachead | just playign around | |
Plan C2 | Mr Bigglesworth | My planned Second base, trying to incorporate a false trap laden entrance to keep those annoying agents out of my way. | |
Bombe Suprise | Somebody Very Specia | This is one of the best maps ever made, by anybody. Open up and see the suprise! | |
Killer | Ross | Self sustaining base. Has a level 4 trap at both entrances. Main entrance by helicopter pad also has 6 henchman on guard. | |
The Lair of Acheron | Acheronprime | just toying with a layout. | |
Plan 1 | Mijdo | Base with inner and outer section and small fake part. | |
Alari's First Design | Alari | I haven't designed an island 2 base before. I'm working on having the base in two parts: outer base and inner base, seperated by enough of a stretch that makes it difficult for agents to infiltrate. This is incomplete, obviously. ;) | |
open plan minion frendly | TassieTiger | Hi Everyone, well as you can see I have got some false corridors with some artistly dangerious floor and wall traps (satans chimneys, dreadmills, pirahna traps, etc) i have popped a few stat areas as I feel the more plac... | |
Ergo's Base 2 v1.0 | Ergophobia | All the orange dots are loot items, placed throughout the base. The purple dots is the place where my freaks trigger the red dotted trap systems placed all over the outer corridor. Access to the base is through the caver... | |
Base 01 | eric7156 | | |
Dr. Eval's Eval Laiiiir.. | Dr. Eval |
Basicaly, this is my dream base, and as you can see, all of the Important stuff is in the back, along with my Sanctum.
Edit: Ooops, noticed i had a little bit of room in the back, well, im useing that for my BackUp genoraters..just in case..
| |
Small but functional | DragonKhan | This base seems to be very small at first, but everything that is needed is there. Also rooms with more heat are pretty well hidden. This base leaves rooms for LOTS of fake entrances and traps. Hence the huge power plant... | |
Plan C2 | Mr Bigglesworth | My planned Second base, trying to incorporate a false trap laden entrance to keep those annoying agents out of my way. | |
Plan C2 | Mr Bigglesworth | My planned Second base, trying to incorporate a false trap laden entrance to keep those annoying agents out of my way. | |
B.I.G BASE | SPOTTER | my BIG base | |
try 1 at hard entry | DaytonaRules | not done yet, but will be a very spread out base that will be at least decently hard to get into unnoticed | |
Classic base | Super lairmatic 2000 | My classical base has no traps | |
Purple base | Super Lairmatic 2000 | i knew that power was important so i wanted to make a huge power plant(unfortunatly i made it too big) | |
Room for Power | Super Lairmatic 2000 | The area with no rooms is for extra power,just in case | |
Fortress/Redux | EarthMage | Blue door between SA holding cells and barracks normally set to Level 4. Since I have camo sentry guns around entrances, every time I tried to bring someone in for interrogation, the guns would knock them out and they wo... | |
Misdirection | Krep Natas | This map is mainly about misdirection. All doors leading to traps are 3s, doors your minions constantly use are 1s (except for front door). Rooms you want safe but minions still access put a series of doors with one or t... | |
Paradise Island | kokopelli | Planning my first shot at the second island. Everything's inlcuded, as well as some extra space, just in case. I've divided up the training rooms into three sections, for social, science and military. Science is given a... | |
Misdirection 2.0 | Krep Natas | This map is mainly about misdirection. All doors leading to traps are 3s, doors your minions constantly use are 1s (except for front door). Rooms you want safe but minions still access put a series of doors with one or t... | |
Security Central | call_me_ishmail | This is one of my bases. I suggest you put a trap like 2 satans chimneys or a red gas chamber at the opening of the base to weaken the forces that might get in. Be sure to put cameras in vital areas and link them togeth... | |
ULTIMATE BASE | Somebody | The ultimate base, nothing to blow up, no minions, no heat, no nothing. | |
Paradise Island | kokopelli | Planning my first shot at the second island. Everything's inlcuded, as well as some extra space, just in case. I've divided up the training rooms into three sections, for social, science and military. Science is given a... | |
Island2 v1.0 | evil_yoshi_mon | This is my current evil lair on Island 2. It's about as close to what I do have going from memory. It's worked out pretty well as a base with doors at major chokeholds. The major mistake I would say was the fact that ... | |
Paradise Island | kokopelli | Planning my first shot at the second island. Everything's inlcuded, as well as some extra space, just in case. I've divided up the training rooms into three sections, for social, science and military. Science is given a... | |
Jesters Base | jester | A Double entrance base featureing muster points and staff facilties near the entrances and highly secure rear areas. Small Strongholds are for briefcases and the large one for gold. The entire base can be covered by ca... | |
Sate's Version ! v3.1 | ThaBest | My first 2nd island lair, carefully planned :P (not finished yet)! This island is for Genius' with money. Orange dots equals security camera's view. | |
じゃあくなほんぶ | Commander_Zigg | This is my evil base design, which I will probably employ as soon as I finish it and move from Island 1. I'm shooting for a simple, effective design that still maintains a sense of style and aesthetics. I'm also trying t... | |
kidnappers paradise | Evil Redneck Genius | ok this is a rough of my map on island 2. it works really well. one of the best features is the seperated armory,prison on the bottom left. the other armory is only for weapon storage. the rooms are a bit bigger. didnt t... | |
Dual Entrances | TaintedBlade | Dual Entrace mazish with traps at the entrances | |
Compact design v1.0 | Stilzken | Under construction (evol laughter) | |
Compact design v1.1 | Stilzken | The control room part and the lab are fixed setup so it allows minimum needed space and maximum out put. The powerplant should bag you 525 powergrid enough to fill the rest of the mountain and island with traps. The smal... | |
My Mini-me Stronghold | Lord Khabal | Some dead end traps, many cammeras, control, energy and survey (that armoury close to control) rooms away from entrance. Buzzers are not allowed beyond the treasure chamber next to the staff room. Some rooms still has some space to upgrade if needed. | |
Das Island | Das_Demoman | My wondrous Island no.2! Its not completed yet, but will be soon (or not at all)! Someone can just pick up the blueprints and start after my plan ;) | |
basic | green | loheat to the right, virtually no staff there
TODO: trap corridors, place loot | |
Death2Agents | Redman | ok the control room should be moved back a little bit, but i think this is an awesome layout for ubber traps and maximum fun...... thats what you want from a game right | |
Evil Lwood's Evil Plan | Lwood | A few wind tunnels, a labyrinth to catch the persistent, and a low heat front, with labs and advanced training far from the entrance. The main freezer (with green items) is used to feed the nearby lab with bodies for fre... | |
Insert evil laugh here | Stormy | Large entrance maze to lure agents in and prevent them from entering the base proper. 3 fake entrances that loop around an generally distract. If an agent DOES manae to et through into the main corridors, the only thing ... | |
Demons Lair | Rory | This Design uses everything execpt traps, You can have fun with those! | |
Circular | Stormy | Two distracting corridor areas to hopefully lure agents into them; never to be seen again. If the get past those, both entrances have low heat rooms as the first thing to come up against. Barracks near both entrances, ea... | |
Evil Base of Evilness | AJ | This is how I think I will set up my base the next time I play. It has corridors with Level 3 doors filled with traps and has a door at the other end of the corridor to keep agents interested. I also put all my Heat stuff at the back of the base. | |
"Dungeon" | Pie Of Doom | A Dungeon Keeperesque base, with lots of doors and a simple trap mechanism at the front. Multiple Armouries, two of which are for weapons and security, and the largest for prisoners. | |
Deep Earth 2 | Kallell | Cincept design making the high heat areas deep inside, expamdab;le for traps, the only traps maked out are the ones integrated into a corridor space. Due to an early design flow(may be fixed later) The only Traveling bet... | |
Perfect Lare | Psyguy | Enter your map comments here. Don't forget to change the map and author names before saving!
This is Mike's map... | |
Undercover | Kirinith | The front area is all non heat rooms, barracks, archives, etc. The entrance has two 'fake doors' set to level 4 to autotag agents and, if need be, stash bodies or loot. the high heat area of the base, with the control ro... | |
TSM base | Ergophobia | The Sinister Mastermind's Base, made by Ergo for base design competition on evilgeniuschat.com | |
Trapalicious | Leladia | This base combines a Corporate Front with a huge system of trap laden corridors. When you move in, the entire corridor can be completed on the first blast, allowing you to begin construction anywhere in the base. The ora... | |
double outer base | Army L | I've made this base based mostly on speculation, but I think it would work.
It's inner outer style base. 2 S bends into the armory, The hotspot, connect the 2 outerbases to the innerbase . Going on yellow alert will com... | |
Doors, doors, doors | Aceti | doors, doors, doors | |
Divide et Impera | Xris | This Base is more of a concept than a real Base. I havn't been to Island 2 yet, but I tried to incorporate some ideas and make a concept for my Base. The main idea is to divide the base into public part (left) and privat... | |
Island of Doom Var. 2 | AAW (adp. Night Owl) | Variant of Night Owl's Island of Doom map. | |
allinone and trainingtrio | Dr. Tibblez | kinda an easy layout. three separate training rooms. (square one for social minions)(long one great for shooting ranges and militant training)(l shaped one for sciencey guys) little wall trap maze for little insurgent dogooders | |
Distraction | The Asparagus Kid | Two dummy corridors to mislead agents. Plenty of distractions along the real corridor and a long walk in to sensitive areas. | |
Blumeski's 101 | Blumeski | The entrance is a honeycomb door setup, to keep agents occupied, and to prevent them from following minions into the base proper. If they make it through, there is a cyclotron trap off the switchbacks to tie them up. The... | |
Ataijmus v1.0 | Atajimus | First design. Main base at left side of map. At the right side the entrance to the base with a lot of fake doors to keep the agents busy. Also made two fake entraces with in the middle a big room with lots of traps. Got... | |
Training-Labryinth | SuMmErZ | The power plant in the NW corner is designed for nuclear powerplants. The other is only back up (capacitors) or more Fusion if i end up needing it. My 2 barracks arent particularly big as i designed this for my game in w... | |
X-tra Spooky 1 | X-Spook | Traps, maze, and decoys in NW sector (square wind machine trap to gen bonuses). Two entrances connect tunnel to expediate between depots but with doors to frustrate agents and unwanteds. Blow back trap at real entrance... | |
First try | Harlequin | Two entrances. One long trapped route. Traps past initial doors. Hot areas beyond trapped S bend. | |
Security vs Efficiency | Straith | My goal for this map is for it to be very secure, while at least allowing me to deploy minions easily. Doors protect the two entrances, and the long corridors are meant to be open and potentially protected by your snipe... | |
The Evil Bare Necessities | Cynide | It's simplistic with room for a complex (and hopefully) sinister twists. :)
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Functional Fortress | Sarcastic Nash | This is my genius at work...seems like it will work for me. Going to try it out and see if I'm right. Also another key element will be strategically placed hotels, those other buildings, and sentry guns to ensure a na... | |
Defense And Efficiency | SuMmErZ | Bah | |
Inner/Outer Base | Electric Monk | Low heat outer with single access to high heat inner base. Wide areas for loot effects in inner base. Separate holding cells in freezer. | |
Lockdown | Meercaxator | Essentially made to be easily defended, the number of doors is to enable the ease in securing individual blocks of the base, however one drawback of this design is the fact that there is only one main entrance and exit. ... | |
PenguinLand4a | PenguinMan98 | The purpose of this quaint little base is mainly to testbed trap systems. | |
PenguinLand4a | PenguinMan98 | | |
Spektyr | 05Grey | Copy of Speltyr's competition island | |
Fort Boar Ring | Ryoken | A heavy fortified base consisting of high security and Field Barrier doors and also consisting of wall traps, and multiple weapon depots for my mercs and gaurds. | |
basic | Auberon | A basic layout, it keeps the sensitive portions away from prying eyes and allows for expansion of almost all the rooms and plenty of extra space. Armouries near the two entrances to the main base, along with staffed and... | |
Fire Sucks v1 | askew | A design in progress. I've taken the elements of Spektyr's winning design that I really liked (lvl 4 entry doors, death cell prison, freak activated traps) and redesigned some of the trap rooms (except the bee room.) ... | |
Training-Labryinth | SuMmErZ | The power plant in the NW corner is designed for nuclear powerplants. The other is only back up (capacitors) or more Fusion if i end up needing it. My 2 barracks arent particularly big as i designed this for my game in w... | |
Ra's new idea 2 | Ra | Working on it....
If this doesn't keep agents busy, nothing will.... Long build times, but what the hey... The junctions with doors are way to much for the lower levelled ones, and my guess is, that its a little extensive for SA's as well | |
Efficient Map (Tested) | Zephyr | This is a very efficient map that I tested myself. All corridors and 2 exits are under severe watch by cameras and protected by several traps. You can make the sanctum even larger, and there's a lot of free space for any room you like. | |
Tower of Ultimate Meh... | tallboy | Killing time at work | |
evil base | someone | The plans to my evil facility. | |
Door Number 16? | Krep Natas | So many entrances to choose from. One main entrance with numerous 'backdoors' via winding passageways. Two independent distractions as well. the xx's are a temp block when building so you can get your power plant up fast... | |
Oh dear2.3 | Ra | Door icons represent level 1 and 2 doors. Orange trap Icons represent level 3 and 4 doors. Control room designed for saboteur blowups, so it is contained to one area and (hopefully) kills themselves.
Windtraps blowing a... | |
Guns, Boo. | Krep Natas | Left entrance should be manned by guns, tag everyone for death. Right entrance is the distraction if you want to leave out the guns. The wall traps are wind, just don't put any doors too close to them or you'll piss off ... | |
"Dungeon" | jasoon | A Dungeon Keeperesque base, with lots of doors and a simple trap mechanism at the front. Multiple Armouries, two of which are for weapons and security, and the largest for prisoners. | |
"the pit of hell" | jasoon | A Dungeon Keeperesque base, with lots of doors and a simple trap mechanism at the front. Multiple Armouries, two of which are for weapons and security, and the largest for prisoners. | |
"the pit of hell" | jasoon | | |
The Hunta Centre | Hunta101 | Not too Complex. The entrance is set us for easy building, the freezer is located near the entrance so no time is wated while moving bodies around the base. The armory is spit up into an Armory, Entrance, and Jail. The S... | |
X base | Mr. PhilX | 2 separate zones. high security zone and living quarter. The living quarter acts as a buffer between the outside and the high security zone. I added some corridors that are supposed to lead ennemy agents outside before ... | |
Mk II | someone else | Facility Plans | |
Sally port | Parrot | red X is camera
grey X is speaker
2 security sections, left and right (the training are speaker should reach military training areas if your a kill capture, or social trainers if your a weakener) large, lootfilled contro... | |
Rooms | Perfect8 | Just some basics with few corridors, a well use of room connections | |
Chateaux d'Evil Deux | DiminutiveBob | Another base desig. 2 Entrances with low heat and traps protected by level 3 doors. Large barracks on both sides for enough lockers and beds. Large armoury for security stations and cells. Enough space for corridors to eventual launch centre. | |
Delphis's Plan B | Delphis | B for Better. Trying to overcome the tendency (my tendency) to have too much corridor and trap and not enough base! Good armory support. Top right trap area could be a pair of wind blowers (I like to recess mine (red Xs)... | |
Simville | Sim | My first attempt at designing Island 2 before building it. Trying to be efficient with the use of space. | |
Dr. Morose Island | the server | This is a first attempt at the second island, but I'm sure it will function well do to extensive research on the first island. I blend stat rooms that force everyone to get exposure to everything. Everything else just ... | |
Anti-Super Agent Island | Trap Master | Welcome To A.S.A (Anti Super Agent) Island. You can Build this island, if you Have engoth money. you see, in this island is lot of trap. | |
Money Maker | Dragorn | Sorry for the Mess, Work In Progress! | |
My newbie layout | Joda | I just thought I'd lighten up my work with this cool function. Nothing fancy | |
Noob Island | d2d_Fozz | A Noobie attempt, im not even on the second island yet ;) Two entrances leading to main area, items are cameras. sweet!
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Low-Heat Efficiency | Scorpius | The Idea is to end up having to kill as few agents as possible. Two hotels are useful here.
Put loyalty damaging traps near the entrances, but out of immediate sight, and staff rooms across the hall once you have unlock... | |
I DARE YA!!! | Cold_Phoenix | This base has plenty of room for traps an has every thing you need to get rid of agents plus has plenty of power some fake entrys an all the good stuff hidden away great map works wonders.... | |
The dungeon | MackeY | Well this is my first try at the evil genius layout planner. And, well, this is how i see my second island. I haven't tested it yet, but i think it is defendable. I made a fairly large strongroom, cause i just love to se... | |
Slayer | Blaze | I want this to be Trap heavy. Zig zag corridors make you money. | |
FORTRESS OF DOOM | TheSneakyNinja | This is actually the base design I am useing right now, and it is my best base ever
it is almost impossible to get in! (for forces of justice that is!!)
RedTrap is poison gas hanging cage
Grey Wal... | |
Blah | Stas | If they make it through, there is a cyclotron trap off the switchbacks to tie them The chokepoint on the main corridor is at the armory, so that if a red alert is sounded, all the armed minions can face the nastiness o... | |
Sectioned Base | Archy | Meh... might use the rock patch to get rid of the holes | |
1st try | Amos | red is a pressure pad, blue is the poison gas trap, and i havent finished ill finish later on, and sry if i misunderstood items but i saw it as objects you buy for rooms | |
Tartarus Beta I | Hades | The idea of this base is to have a couple entrances trapped all the way down into the main base.
A red trap is a real death trap, a blue will be almost always a fake pressure plate, pink shall be nonlethal traps and re... | |
First Try | drake | My first attempt at a map. | |
B.E.S.T | Tookieman | The Strongest and most efficient base in the building. | |
B.E.S.T | Tookieman | The Strongest and most efficient base in the building. | |
Long Hauls | CaspianSK | Utilizing a combination of the Corporate Model along with a sub maze entrance of freezers and traps to capture the stupid and unwary, I designed this map mostly for my personal tastes, which call for evenly numbered size... | |
B.E.S.T | Tookieman | The Strongest and most efficient base in the building. | |
On the down-low | Delphis | This base I have not played yet, although it's an idea for a low heat base. Single entryway saves a lot of base room. Anyone getting through the maze (idea would be to have smarts traps in the maze) is shot on sight in t... | |
Woo! | LIBBY! | Just done this, looks like fun... might give it a go :) | |
On the down-low | Delphis | Single entryway saves a lot of base room. I'm using the unofficial patch and rock remover. Anyone getting through the maze (idea would be to have smarts traps in the maze) is shot on sight in the entrance armory ... usi... | |
Disorientation | Caspian SK | The Maze like corridors are meant primarilly to bore investigators. They get trhough the doors to encounter attention draining traps and more corridors. In addition, heat generating objects are kept as far away as possible from entrances. | |
evilHQ | Allan | I liked the winding corridor idea I saw in other maps, so I went with that to start. There are multiple doors and entrances to slow down and confuse agents, and a small central armory for a security checkpoint. The mai... | |
Woo! More Stoof! | LIBBY! | Just done this, looks like fun... might give it a go :) | |
ABABA | McGoogle | gg | |
On the down-low | Delphis | Single entryway saves a lot of base room. I'm using the unofficial patch and rock remover. Anyone getting through the maze (idea would be to have smarts traps in the maze) is shot on sight in the entrance armory ... usi... | |
Max out | Juggernaut | Juggernaut's Lair attempt. | |
The base. | Ollie | The items in the rooms are pieces of loot and Uber loot that i have aquired from the other tasks. | |
Secret Volcano Lair | Mighty Rat | | |
Total Control over Baddy | Samuel XVIII | This base has it all. Very secure main entrance, though lots of baddies arive on the other side which can be a money making trap maniac's dream. If someone gets in the other side it's got cameras everywhere to track them... | |
Macragge | Ezekiel | Enter your map comments here. Don't forget to change the map and author names before saving!This map works well if you have massive amounts of money available after leaving your last island. Something in the realms of about 3.5million should do it. | |
effective | Zedeth | three seperate training rooms, one for each range of minion. several fake entrances to lure agents into traps, and 2 traped main entrances for easy access to both depots. close barracks etc for fast minion movement and a... | |
Proto-Base Final Cut | I aint tellin you... | Simple Base Plan, Minor fake entries, designed to have massive rooms due to regrets of not using the entire mountain on island 1. Very big downside is the difficulty in construction itself.
Notice how one of the false ... | |
Proto-Base MkII | Your Mother's Pimp | More Efficient design, with exit much closer to docks for easier mission dispatch and item purchasing. I figure ill just waste anyone who comes through the main entryhall, which shows why the barracks and armory is at the front. | |
Proto-Base MkII | Your Mother's Pimp | More Efficient design, with exit much closer to docks for easier mission dispatch and item purchasing. I figure ill just waste anyone who comes through the main entryhall, which shows why the barracks and armory is at the front. | |
Super island | Davin | | |
The Island | Doctor Evil! | Real Working map. Features 3 whole laborataries, and a Inner Sanctum. Batteries and hanchmen not included. Purchase of Evil Industries free plan for a secret Underground base does not guarantee clients sucssess in destro... | |
Ennui | cjdevito | The idea here is to make agents waste time on long empty hallways, switchbacks, tons of doors, false entrances, low heat areas and dealing with nonlethal attention draining traps. Liberal usage of exterior buildings to f... | |
High Tech, High Cost | Judeki | The Barracks with no doors are for lockers only, the larger Barracks is for multi gym machines, the smaller one is for beds. The armory near the entrance is for X number of control desks you'd like to have, while the ba... | |
Idle Musings | SilverWolf | I have not gotten to the 2nd island yet, but I do like this planning tool. This map is not complete yet, but I hope to try it out soon. The 2x4 Armoury blocks are weapon bays, allowing minions to arm themselves. The item... | |
number 3. | jonas | my third attempt at island 2, works pretty well. | |
Scourge Haven v2 | General Genocide | ALL SHALL TREMBLE BEFORE THE SCOURGE! | |
tryout1 | Wickedpanda | Green are basic objects.4fake,2treu entrenses. Lots of traps, moneytrickspinner included, lots of power | |
Barfs Island | Barrdelli | Planning for first attempt at Island 2. | |
Strick Ver 1.0 | Strick | There is a fake entrance at the top. I have three training rooms for all 3 catagories. I have 3 larger armoury for cells, intergration, and security cameras. The other small armouy are for weapon storage. | |
Extra Long Corridor | Daniel | very long corridor, tons of spindoctors (only have Jet Chan and Mariana so far, wont work with Dirk etc) Only tag (weaken) those who get really far in to base corridor. Big square of corridor is a treasure room, all l... | |
tryout2 | wickedpanda | 6false entrees, 2treu. 2 moneyspinnersrooms. Lots of barracks and power for trapcombo's. Low heat rooms in beginning of the base. | |
I play guild wars | Script_man | Well, the trap complexes are pretty much copied from others, sorry for that. | |
levra-base | wickedpanda | See for yourself. 7fake, 2true entrances. Room for lots of traps. | |
Evil Lair | Dr. Skjoldby | Main defence in this Lair is its Main line though the Lair. from entrance 1 to 2. The Green Icons is Guarde Doors. so garuds will be in the main line for unwhanted people. Armourys spread out, so minions don't have to g... | |
Quick map | Trying to be Evil | A Basic map with alot of staff room, mess hall etc. tupe of stuff to make YOUR minions happy because if there is one thing i hate it is minions leaving due to loyalty problems. With some room up the top for you add extra space for anthing.
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me | corey | mee
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BASE # 12 | A.W.C. | A.W.C. is a sinister organisation plotting on global chaos.
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levra-base | wickedpanda | 7fake, 2true entrances. Room for lots of traps. | |
levra-base updated | wickedpanda | 7fake, 2true entrances. Room for lots of traps. | |
Experimental | Drew | Not sure if this will work, as i am not on 2nd island yet
Square coridor on right hand side has wind traps in an endless loop | |
Big Room Base | Dilbert | This is my base with bright, big rooms, where you have enough space for all your wishes. | |
reality | DeCuire | still working on this layout left the extra space for expantion perposes if required for example extra training room, barracks or freeze space | |
i own | Script_man | Well, the trap complexes are pretty much copied from others, sorry for that. | |
i own | mr.eval | gwwutuyghghfhg | |
Trial Base | Shadow_Puppet | This is just a base id like to try out. Not sure how good it will be. Just one small area of traps and a fake base. Room in the top left for expansion. | |
Trial Base | Shadow_Puppet | This is just a base id like to try out. Not sure how good it will be. Just one small area of traps and a fake base. Kept all the important stuff away from the entrances and put an entrance close to each depot. | |
Trial Base updated | Shadow_Puppet | This is just a base id like to try out. Not sure how good it will be. Just one small area of traps and a fake base. Kept all the important stuff away from the entrances and put an entrance close to each depot. I added ... | |
Evil Island 2 - Bjorn | Bjorn. | Evil Layer of the Evil Genius Bjorn Kochen. V1.0 | |
Base1, Sponsored by Pepsi | Vorsaa | Well... This is my first base layout. And I wanted to have all my rooms in a small area, this way i still have lots of room to expand if the rooms dont have enough space... Right now i only have 5 entrances, 1 real and 4... | |
bob | dream base | my dream base, regardless of how much it would cost! | |
Experimental | JQ101 | Experimental, put mess halls, staff rooms and barracks in top side shacks. Use the corridor complex to keep the agents busy (if you use traps they raise your heat). | |
Experimental | JQ101 | Experimental, put mess halls, staff rooms and barracks in top side shacks. Use the corridor complex to keep the agents busy (if you use traps they raise your heat). | |
Down to Business | SilverWolf | Just about ready to switch islands, so the map has undergone some modifications. I have reduced the number of power plant rooms since I now have access to the nuclear generators. Maxed out, the three rooms will provide o... | |
simple but afective | the world dominator | In this island base 2 layout that i used when i played the game is a very afective one and it keeps out the superagents and other peskey agents of justice out and for one of the levels you need to capture a rough sciente... | |
Concept 1 | MistressBelle | Incomplete: For the micromanager type... expensive to create and maintain. Lots of topshacks with attn traps and entrances are surrounded by topshacks to force soldiers into sentry guns. Armory is connnected to freezer (... | |
Concept 1 | MistressBelle | Contains the basics, open spaces by entrances to allow for cash traps etc. Holding cell row with freezer area (so minions wont move bags afterwards) and open (lv 1 door) to outside sentry guns (i found most reliable, can... | |
MsKittys Lair Revised | MsKitty | | |
Lair v1.2 | Raymsta | Evil base version 1.2 | |
bored | Vicrry | First idea for the second base, using a similar idea to the first island. The heated rooms are put behind a long corridor with a blower trap at the end, to keep agents out without causing any heat. The false entrances ar... | |
bored v1.1 | Vicrry | revised idea for the second base, using a similar idea to the first island. The heated rooms are put behind a long corridor with a blower trap at the end, to keep agents out without causing any heat. The false entrances ... | |
island 2 first try | mat_74 | just an idea for my first try at island 2 | |
island 2 first try | mat_74 | just an idea for my first try at island 2 | |
BIG Base 1.0 | Raymsta | Bg base with lots of space | |
island 2 V2.0 | mat_74 | just an idea for my first try at island 2 with large rooms and a little room for growth. | |
island 2 V2.1 | mat_74 | just an idea for my first try at island 2 with large rooms and a little room for growth. | |
Master Island | Dud | First try at Island2 | |
tricks and traps | James | traps and ideas
not a base
keep freaks in the green rooms needs sentry guns (mod) of other trap, the freezers mean the body bags generate no ill effects. the grey traps and orange dots are not necessary | |
Basic island | Dud | First try at Island2, with training areas for each minion type, traps at one entrance, social minions at the other, large rooms, and room to expand the lab, or the base. | |
its a start | george barbarossa | Try starting again with this one | |
Muttley's | Muttley | First try. | |
Muttley's | Muttley | First try. | |
Work in Progress | Evil Wannabee | My preliminary attempt at coalescing some ideas. Saving it half done for the mo. | |
MAH HAHA! | JT THE EVIL | MAH HAHAHAHAHAHAHA
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SafetyFirst | jj20 | Trying to make a base with security as the primary attribute. Incomplete as of this time. The Lab and the Training room are big because I forgot the size of the Items that are in those areas. All the empty space on ... | |
Agents Unwelcome | BainDreanor | Door maze, fake trap enterance, everything important buried deep inside | |
Agents Unwelcome | BainDreanor | Door maze, fake and trap enterances, everything important buried deep inside
A work in progress | |
'Base' Design | Terran | A basic layout of the island using several of the entrances. Blue dots are sensors, green dots are important items (uber loot, the chair in the inner sanctum, etc), pink represents the lvl 4 door of my sanctum, and the ... | |
Muttley's | Muttley | First try. | |
Test A | Tatsu | Island 2 | |
Island two B, UNFINISHED | Bobb | New Idea for Island 2, Unfinished | |
Evans Lodge | Dr Evans | this is the layout i previously used. the large training room allows 3 of each training device. the two strong rooms mean that more sensetive items can be kept seperate from my money. the multiple doors allowed me to loc... | |
Goodtimes | Jono | Island Goodtimes
J. Franklin
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Road To Nowhere | Bajakens | My base. Note that all entrances lead through rooms in a specific order (barracks, training room, armoury...) to maxamize contact with personel but not with important equipment. The only possible way to reach the Inner... | |
Uno | Micky | First attempt. | |
!!!!!!!!!!!!!!!!!!!!!!!!! | maximous black | !!!!!!!!!! | |
Relatively Simple | Chumblespuzz | Lotsa fake entrances. Ha. Ha. Ha. | |
juliao 1 | juliao | just a test | |
Simple | Sam | I use no rock editor... | |
Base of power | mhmh | The two power plants are nearly impossible to reach and every agent turn back after they enter the staff room. The 2 S bends works perfect to catch agents and enemys, you drop the security on them to 1 then when they are... | |
Island 2v1a | DjinnTonic | A work in progress. The Idea is to have guards able to respond to the two entrances as needed. Also must have freezers to handle the bodies from the traps the wall traps are a mix of promethius and wind machines the floo... | |
eightbyeights | tyson |
I am currently testing this design and modifying prints to make this more practical for defense and objective completion. Note that all rooms are large enough for any items that become available and the need for futue r... | |
Evil's Control Room | Samuel XVIII | This base has it all. Very secure main entrance, though lots of baddies arive on the other side which can be a money making trap maniac's dream. If someone gets in the other side it's got cameras everywhere to track them... | |
Doomchild's Base | Doomchild | 3 entrances to reduce stress during siege (if soldiers or a SA are just waiting for your minions, raise security level on the door to force your minions to take another exit) couple of fake entrances with traps | |
Island2 Secure Base v .1 | Runriot | Not much to look at, this base is meant to be secure, hence the single entrance. This impacts efficency alot, but makes for security from agents, and gives you a fair chance to capture deserting minions. Several wind tun... | |
Fort Daileia | The Master Mind | This is the basic layout of my EVIL lair before I put stuff in it. | |
Salakoobas | Miku Teh Magnificent | sitaks ruumi, ma ei kujuta ette kuidas koik 2ra kasutan. | |
Salakoobas 1.1 | Miku Teh Magnificent | sitaks ruumi, ma ei kujuta ette kuidas koik 2ra kasutan. | |
Joes Map | Joe | Joes Map | |
the island pigsty | numpty features | | |
My Next Base | Joe | Edoited version base, im using this now ! | |
keske | Romford | Both entrances are covered by fire wall traps wich are freak triggered and wind traps near doors will blow agents inside fire freezers. Then after that part we get to corridor covered by 2 cameras and door (level4) to ... | |
Plan 1 | Korwin | | |
Giri Kedaton Island | Gali | Private island: keep out!
v.1.0 | |
Giri Kedaton Island | Gali | Private island: keep out!
v.1.0 | |
Find it | Steamman | Entry has traps and a maze to confuses, max use of other space | |
Just an Idea | Jag | | |
HELP | Shadow69 | This is my ordinary way I build bases. I can't help and make a better one, I just have to make it look neat and there need to be walls between rooms and corridors. Everybody else makes it without walls. | |
Logic v 0.1 | Pluto | New to the game and this great tool. Building this layout in a sec, lets see how it works out! Expandable, with the heat zones concentrated to the NW. | |
Cave little china | David Lo Pan (btlc) | Try and enter my base BOND, i double dog dare you! | |
trapy | slots | ing!super ness | |
DEATHTRAP | Dangermouse | The start of an Evil Death Base! | |
Power Plant Tip | greenpix.de | enough Space for Nuclear Power Plants. They are save from saboteurs(no space to enter the room is left) and in the case of an explosion, they wont affect each other.Hope you like it. | |
Stealth | Night Stalker | The point of this base should be to create as much possible safety for the Evil Genius and the minions, while allowing for a slow crawl towards world domination (a stealth base in other words). For this purpose it is be... | |
Yet Another Evil Base | Kaolinite | This is my third base on Island 2. I mainly focused it on efficiency but I have to admid that I could have done some parts better (especially the part on the left). Since I used the 'hotels in base' mod, I used the orang... | |
$%&*ng U.S army | Canada guy (eh) | this is my main layout eh! | |
An engenious base... | eddd_w@sapo.pt | Two entrances full of traps. Some rooms built like corridors, to gain some more space. A large corridor to put stolen objects, in a place where the minions pass often. That way they are allways getting theirs stats boost... | |
experiment no.1 | dragonboy | this is my first time designing an island 2 map,. the wall traps are wind machines designed to keep the enemy out of the base in the first place, the small square on the east side is a continuous revollving wind trap tha... | |
experiment no.2 | dragonboy | this is my first time designing an island 2 map,. the wall traps are wind machines designed to keep the enemy out of the base in the first place, the small square on the east side is a continuous revollving wind trap tha... | |
experiment no.2 | dragonboy | no entrance near the building depot before,fixed :) | |
final experiment | dragon | revised errors fixed, now to delete the old maps.... | |
first try at island | chaotic | just trying to lay out some rooms. nothing too fancy. outer door on spirel is level two to keep menions out and dogooders in.... | |
pav7 | pav7 | Long distraction path, orange doors are sec3k, green marks are sec2, everything else just a rough layout for stuff ... i find walls aesthetically pleasing. edit7d | |
pav10 | pav10 | Multiple distraction paths (used with liberal 'weaken'), orange doors are sec3, green marks are sec2 doorsc, everything else just a rough layout for stuff ... i find walls aesthetically pleasing. | |
pav10 | pav10 | Multiple distraction paths (used with liberal 'weaken'), orange doors are sec3, green marks are sec2 doorsc, everything else just a rough layout for stuff ... i find walls aesthetically pleasing. | |
feldupo3 | feldupo3 | Multiple distraction paths (used with liberal 'weaken'), orange doors are sec3, green marks are sec2 doors, everything else just a rough layout for stuff ... i find walls aesthetically pleasing. Edit : thicker on the di... | |
pav10 | pav10 | Multiple distraction paths (used with liberal 'weaken'), orange doors are sec3, green marks are sec2 doorsc, everything else just a rough layout for stuff ... i find walls aesthetically pleasing. | |
Efficient Design v1 | Aggiestudd07 | Extremely efficient design. Top left all traps, freezer traps at both real entrances. Power plants isolated in string near cavern and safe from collateral damage in case of saboteurs, and traps in between capacitors in... | |
Indoor highroad | Zellot | | |
Efficient Design v2 | Aggiestudd07 | Moved Holding Cells and Security Desks and increased Power Plant capacity. | |
Efficient Design v2 | Aggiestudd07 | Moved Holding Cells and Security Desks and increased Power Plant capacity. | |
Efficient Design v2 | Aggiestudd07 | Moved Holding Cells and Security Desks and increased Power Plant capacity. | |
Packed Up | R0berto[] | Well, I'll try to put this plan in practice.... don't know if it will be succesfull, but hey, we'll see :P | |
Efficient Design v3 | Aggiestudd07 | Revised the traps in the top left corner | |
Preponderance | Kuroji | New design time. I usually work with forty mercs(out of oh, maybe 250 minions), so I've got one of the northeast security stations stocked with M60's, the other with flamethrowers. When you want to change their gear chan... | |
Dooms Isle v 0.91 | Geminior | | |
Dooms Isle v 1.0 | Geminior | Main base layout. Trap mazes are still to be completed. | |
Death's Lair | Dave | The pink dotted squares are spaces taken up by power plants. Orange dots are control panels, red dots memory banks. Single rows of green are bunks, double rows are lockers. In the lab it's lab equipment, in the control r... | |
My first island2 base | Psycho Cat | At first I just started building my base. Then I added 2 fake bases. Later I added a shortcut corridor. To right of that i added a trap design I found on the internet and wanted to try out. | |
Plan1b | Psycho Cat | This is the layout I plan to use next time I get to island 2. It has 3 fake bases and fake corridors near the 2 entraces to keep agents busy. It has a s shaped corridor with wind traps linking the inner and outer base. T... | |
Enter and Die | Maxamilionmaster | Basicaly, agents come in but they don't come out. | |
First draft | Nyst | two barracks, for enough people, lots of powerplants, learned that from Island 1, freezers and strongrooms near each exit for easy access, I only hope my training room and lab are big enough. Never tried these traps, a... | |
effective room space | Nyst | if you think this looks odd, you're right. it's a test to see how to efficiently create corridors, and what the resulting rooms sizes are. walking distance for minions is important, and the best way to keep agents out of... | |
bare room space | Nyst | pretty much the same as before, but with blank rooms this time. knowing the size of these will allow you to better plan these rooms, and how to furnish them.
I've made the SW rooms into one big one, if you don't mind roo... | |
Trapland v0.7 | R!ZLA | Welcome to Trapland! (Work in Progress)
There are 2 main entrances to the base nearest the ports, with lots of dummy rooms and level 4 doors to cover automatic capture tagging. all other entrances lead to heavily trapp... | |
FreshOutOfNames | Leladia | All the extra entrances have a high level door, with a motion sensor and pop up trap in the two spaces behind. By the time any agents find the real entrance, they'll be dribbling too much to care. | |
StillOutOfNames | Leladia | | |
!a@b#c | MaskedMonkey | Add corridor maze, and voila!
| |
Jegt Cheats | Jegt | The name of the game is Evil Genius. Evil Cheats. Geniuses abuse the math. I Edited the numbers in the balance spreadsheets. My personal favorite is the donut of non lethal death. Blowers and Pop up Traps. | |
After Kuroji | languishing | Slight tweak of Kuroji's excellent Preponderance layout | |
Evil Island | Major Mulatto | | |
Maybe Evil Island | Major Mulatto | | |
Definitly Evil Island | Major Mulatto | Fairly close to what I actually did, some adjustments had to be made. The biggest advantage is that Agents never make it as far as the first Strong room, they rarely even make past the first door. I wish I knew before ... | |
Not too shabby | ZiXT | Fairly decent gauntlet at the entrances. High security corridor for entrance to power and sanctum. | |
Genius Maximus | Juvat93 | This base has it all... 3 fake entrances trapped to the teeth, 2 main entrances for quick access to both depots with small strongrooms for briefcase dropoff or pickup. Main Armory has places for agent and SA cell blocks... | |
GrimAgain | Grimtooth | WIP | |
MazeOFrific V1.2 | Lyfe | I use the maze and door method to wear down agents. Yellow is door and red is camera. Low heat at outerbase. Second armory with cam is for cells, and should autorecapture escapees. Since agents like doors, note how layou... | |
Planning Isle of Evil | qodopob | Work in progress... | |
alround base | MC | plz leave ur coments on this base as its an alround base with small weapon bays dotted all around . it should provide execellent secuirty along with lots of other bits and piece to surprise ur enemies with. i think even ... | |
Master Plan | Gov | There are two parts to the base | |
Square Circles :-) (WIP) | ammplifier | So what happens to an agent caught in a square circle of fans... well, he mostly just blows around and around, hitting walls every time, until he dies. Poor agent. Now, this may have been just me, but on the 1st island I... | |
Hell Hole | Travis | Patent pending! All rights reserved. | |
PenguinLand4a | PenguinMan98 | The purpose of this quaint little base is mainly to testbed trap systems. | |
open space | Zakeroph | first off, outside the base multiple topside shacks need to be set up as to keep agents busy, the best doors you can afford on level three. corridors are long and contain many doors also prevents agents from moving forw... | |
Second_Trial | sweet | | |
Third_Trial | sweet | | |
Another try | Dave | Let's try this again. | |
base 1 | acres | | |
A True Evil Genuis 2.7 | Darth Xander | Truely a PERFECT evil genius design. Please post thoughts on GAMEFAQS Evil Genuis Fourm under Yoshi Red. A entrance to each DEPOT. Advance Armory and Pwr design. Chain reaction traps and doors(4) to dead ends near CTR... | |
Rings | Iralie | Outer and innner circle, two enteracnes onto the outer circle where no heat rooms found, inner circle hidden behind S bends where the things vital t oworld domination (like oneself) can be found. Room for expansion if need be or have a maze. | |
Work In Progress | Dan | Work In Progress | |
Ubertrap location | Rudy Marchant | Pay specific attention to the ubertrap in the upper left corner. Almost all agents will take one of the 3 doors leading to it, rarely making it to the real base which is further down the corridor. All agents (including ... | |
First Attempt | VH | This is my first attempt at a map on this program. It is aimed at protecting your avatar more than anything else. | |
Basis 2 | Max | Great! | |
Test Layout 1 | Khy | Test Layout for Island 2. Trying to put plenty of space up front for advanced notification of agent infiltration, while keeping control panel as close to the stat replenishment rooms as possible. The doors in the large e... | |
Redoubt of Dispair | Dr. Dastardly | I dunno, I like it! | |
Awesomeness | Alex | Lotsa fun stuff here! An agent diverting maze filled to the brim with traps while your base is secure on the other side. | |
MazeOFrific V2.1 | Lyfe | Internally, there should be enough space for all your needs. Each training room contains 4 sets of equipment and trains a difference branch. Large Armory is control, medium holds 3 cells and airlock system. I lock super ... | |
MazeOFrific V2.1 | Lyfe | Internally, there should be enough space for all your needs. Each training room contains 4 sets of equipment and trains a difference branch. Large Armory is control, medium holds 3 cells and airlock system. I lock super ... | |
my next base | Jon | loads of traps in the dead end corridors where hopfully my minions wont get caught. lots of rooms have double door enerance points to speed up enterance. small armoury with cells that have traps infront of them, and then... | |
my next base | Jon | loads of traps in the dead end corridors where hopfully my minions wont get caught. lots of rooms have double door enerance points to speed up enterance. small armoury with cells that have traps infront of them, and then... | |
Basic Base | Richard | Lockers are in shacks. Armoury from entrance, weapons and console, interrogation, cells. Armoury at back for weapons. Bottom power for generators, right for capacitors. Deadend corridors at entrance trapped and locked. | |
Mine | UN | Description Coming Soon! | |
Guarded | Richard | Maxed out time clocks in the entrance armouries ensures sufficient security on hand to jump any agents. Small armoury contains the security desks. The two large barracks contain many equipment racks and a few beds or pod... | |
blan | sligt | Enter your map comments here. Don't forget to change the map and author ore saving! | |
Island Design *New | EvilMastermind | I did not get a chance to finish this yet. | |
My little BASE | sanjuro | My little base...................I love wind traps so I went a bit crazy. I encompass them in my sbends into the main inner base and at the entrances. I also placed little mini dungeons behind the traps fro those pesky S... | |
ISL2 | Me | | |
ISL2 | Me | | |
Distract-Bore-Punish | Battlecat | The basic concept to this base is three levels of security.
1. Distract: Lots of level 3 entrance doors and level 3 topside shacks with a couple of low heat stat draining traps. Level 4 doormazes inside the mountai... | |
Distract-Bore-Punish II | Battlecat | The basic concept to this base is three levels of security.
1. Distract: Lots of level 3 entrance doors and level 3 topside shacks with a couple of low heat stat draining traps. Level 4 doormazes inside the mountai... | |
Ubertrap location | Rudy Marchant | Pay specific attention to the ubertrap in the upper left corner. Almost all agents will take one of the 3 doors leading to it, rarely making it to the real base which is further down the corridor. All agents (including ... | |
My Island 2 Base | Evil Genius | My base including the uber trap and one of every other room. | |
My Island 2 Base | Evil Genius | My base including the uber trap and one of every other room.Red dots are motion senses, Yellow are nerve traps,Wall traps are Wind machine traps and wall items are cameras may or may not need. | |
Distract-Bore-Punish III | Battlecat | Tweaked version of Mark II. Mostly due to some realizations about power consumption, and trap efficiency. I've decided to make the corridors internal to the mountain a bit more lethal, and I'll just scatter stat draini... | |
My Island 2 Base v1.3 | Evil Genius | My base including the uber trap and one of every other room.Red dots are motion senses, Yellow are nerve traps,Wall traps are Wind machine traps. | |
2stagev2 | kronus | Innocent stuff to the right, with two enterances. Heat to the left, with a seperate armory just for prisoners, with traps to catch escapees. | |
The First of Cass | Cass BC | A Work in progress map. | |
The First of Cass | Cass BC | My Base of lory...the un finished corridor at the bottem is a security mesure to add later as I progress. | |
Corporate Front S | Slo~mo~shun | My 1st try at corporate front | |
Safe House v1.0 | Pazz | Safety is important to the successful domination of the World | |
Modular Corporation V1.5 | Sigma | A modular version of 'Corperate Facade'.
NB: 'Wall Item' symbols denote increases in door type
i.e. Standard to Heavy to Field
PS: Incomplete | |
Modular Corporation V1.51 | Sigma | A modular version of 'Corperate Facade'.
NB: 'Wall Item' symbols denote increases in door type
i.e. Standard to Heavy to Field
PS: Incomplete | |
anti agent area:AAA | tanktunker | this is the anti agent base,hard for minions to get around but the corridor maze on the side will keep agents locked away for hours.
| |
Corporate Facade v1.0 | pharyngite | This Base bores the agents with low heat rooms in the first section.
The second section holds the secrets.
Have fun ;)
| |
OH, LA LA | B-Rad | A Pretty basic base. This is the actual blueprit of my base. Red is floor pannel, Red X is any trap, green is motin senser. | |
im the best | zooperman | | |
Doors... | Chineselegolas | The shear number of doors means agents walk round in circles... The false entrance on the left once kept 12 S.M.A.S.H agents walking in circles for 2 hours... was quite amazing to watch. The armouries at the true entrac... | |
Safe House v1.0 | Pazz | Safety is important to the successful domination of the World | |
Safe House v1.0 | Pazz | Safety is important to the successful domination of the World | |
Scorpion's Lair | Scorpion | Scorpion's Lair
| |
Isle 2 | TLRules | Island 2 working on it...and....done. | |
Isle 2.1 | TLRules | Island 2 working on it...and....done. Ok, done now. | |
Steve's Lair | Steve | My Lair of Doom! Note that I didn't check the size of certain rooms for most rooms to fit the objects, because I'm lazy. I mainly checked for the power and control rooms... Ohwell. Also note that I didn't say where I ... | |
mini maze 2 | kronus | A mini maze to keep people out, open floor plan. Put your favorite traps behind the doors in the maze.
| |
Lair ver. 1,2 | 007 | OK, This is my idea of THE lair. The upper left Entry is for agents, and the trap system is blowing traps, wish blow agents trough the flamethrowers. new is that red x is flamethrowers, yellow dots is sukcers, pink dots... | |
hell house | samuel richardson | | |
bad bitch house | samuel richardson | i call this the bad bitch house because its were i am going to take lots of bad bitch's prisioner. Also its got heavey camaras to spot sneaky agents gettig in and destroying it to piece's.Also free space incase i need more rooms. | |
Efficient (Hopefully) | vIQleS | First Try, never played map two... Random traps in the fake entrances | |
base 1 | stephen evans | set traps i approt places. | |
Evil Manor | Coresniper | Nice Little Base with everything bigger! | |
Training Complex | Yoshon | The corridors at the two entrances are set up with doors on the straight paths, hopefully the agents will go around, where I will have my traps. This way, my minions won't get caught in the traps with the agents. The t... | |
Evil Map | Painkilla | Just gettin started on my map building | |
Evil Map | Painkilla | Just gettin started on my map building, More coming soon | |
Evil Map | Painkilla | Just gettin started on my map building, More coming soon | |
Test Layout 1.1 (Jono) | Jono | Changed version of Khy's Test Layout 1. Lots of doors to keep Agents wlking around, Lots of traps to the entrance. Items are level 3 doors. (untested haven't got to island two yet!) | |
Work in Progress | K-oss | Just trying diferent Stuff
| |
Dreamin' of Island 2 | Queesh | High security doors around the entrances and the Doomsday weapon, along with the 7 doors near the trap filled corridor leading to the Inner Sanctum. The doors inside the maze corridors are also high security. Between the... | |
Steve's Lair | Steve | My Revised Lair! Took away an entrance, too risky. All Grey X's are cameras. I didn't explaing my thingking before, so here I go: For the most part, 2x2 Trainging rooms have mouse cages in them, so as to boost the at... | |
Evile Base 3.0 | Admiral Kutuzov | This base is designed for an optimal mix of trap security and easy navigation for minions. There are two distinct sides to the base, but high security rooms are placed in the middle. The holding cells armory is virtuall... | |
Divided | zinferno | Work in progress. Layout is developed on stronger physcial security measures, centralization of occupational duties without having to rely on several high energy or heat generating traps. WORK IN PROGRESS | |
Welcome to the Dungeon | Kristy84a | A slightly better attempt than my current base layout, I am quite chuffed with the dual yet single base entrance (only the top entrance is a bit of a mission from the depot, granted). I would still find a better layout ... | |
bg_map | sizlut | Enter your map comments here. Don't forget to change the map and author names before saving!asa | |
Conventional | X-Gen | This is my map on the game, my main defenses are outside with two shacks that have time clocks, and disguised sentryguns aimed at my entrence.
Defence:
i have promethuses revenge traps just in the first door and my guns... | |
Alcatraz | scallywagsf | Yeah, this one rules.. The big trap room is a room where lots and lots of agents fly around giving me money. Once I had the room with like 20 agents, one whirl gave me 80.000 bucks. I had to build the extra strongroom do... | |
Alcatraz | scallywagsf | Yeah, this one rules.. The big trap room is a room where lots and lots of agents fly around giving me money. Once I had the room with like 20 agents, one whirl gave me 80.000 bucks. I had to build the extra strongroom do... | |
Lair ver. 1,3 | 007 | OK, This is my idea of THE lair. The upper left Entry is for agents, and the trap system is blowing traps, wish blow agents trough the flamethrowers. new is that red x is flamethrowers, yellow dots is sukcers, pink dots... | |
Welcome to the Dungeon | Kristy84a | A slightly better attempt than my current base layout, I am quite chuffed with the dual yet single base entrance (only the top entrance is a bit of a mission from the depot, granted). I would still find a better layout ... | |
secret lair | kotxe | Enter your map comments here. Don't forget to change the map and author names before saving!
| |
2 Depot Entrances | UnderDOG | A short corridor cuts through the mountain to cut down time between the two depots. They both lead into the base though one chokepoint to allow for more security. The "lab" is a normal lab, plus a small room of each t... | |
Isle 2.1 | TLRules | Island 2 working on it...and....done. Ok, done now. | |
Steve's Lair | Steve | The third version of my lair! For all notes, check previous versions. This version is a slight edit to last version. I have tweaked a few things, mainly showing the placement of objects in the power rooms. | |
Tornado UberTrap | Havoc3D | Layout of a Tornado UberTrap, credit for this goes to www.n1nj3.com. This trap will hold agents indefinately without hurting them. The far north is a lab for Freak production to divert to the green area (Freak Trigger ... | |
Tornado UberTrap | Havoc3D | Layout of a Tornado UberTrap, credit for this goes to www.n1nj3.com. This trap will hold agents indefinately without hurting them. The far north is a lab for Freak production to divert to the green area (Freak Trigger ... | |
Corperate Facade V2 | Sigma | A different kind of hostile takeover bid.
Incomplete. | |
boner | dogboy | adaptation | |
First Try :) | Dwayne | Keep your legit rooms up front, the power plant in the top left is a trap. | |
Notorious Lair | J.MeLo | This is a quick layout I thought of and it seems to be in good woring order.It has some fake entrances to slow down agents, and the freezer has its own little hall with doors and traps to stop agents from finding all the... | |
Corperate Facade 3 | Sigma | A different kind of hostile takeover bid. | |
Practice Base | Moses | Saving a base that won a competition so I can get ideas for the base I'm currently messing with. | |
Pentagram'O'lair v.1 | Pentagram | Efficient map for training and labaratory research without taking space. Two entrences near both depots for fast axcess. Corridor entrences guarded by deadend sub corridors with stats traps (but no life or loyalty, you w... | |
Money Money! | J.MeLo | Just wanted to show you this wiked trap. Agents and panicing tourists go in it all the time. You wont ever need to steel with this trap at hand, cause with one spin, you get 2 to 6 thousand dollars per person! I usually ... | |
two bits | an_evil_fan | Note there are only two entrances to this lair. I put two power plants, freezers, and staff rooms because, as the game progresses, you're gonna need 'em. ;)
| |
Practice Base | Moses | Saving a base that won a competition so I can get ideas for the base I'm currently messing with. | |
Dreamin' of Island 2 | Queesh | This is my new island 2 map. Since I'm almost to island 2, I thought I'd map it out 1st. I have 18mill to work with. A simple layout for me to work with. I might leave out Satan's Chimney traps cuz my freaks keep falling... | |
Spy's lair | The White Genuis | Im progress. | |
Steve's Lair | Steve | Small changes to previous version. Small area south of hanger is a power room. | |
MBaseLayout2 | Metzger28 | The Base is divided into Four sectors: Sector 1 is the Commons; the central area near the Control Room (but not including it), and includes the Mess Hall, Staff Room, Infirmary, and Barracks surrounding the Common Area.... | |
Gin Distillery | The Evil Gin-ius | WIP. Based on the idea of placing the most important rooms and most valuable objects where they are hardest to reach by enemy agents. Some booby trapped dead ends. | |
TRAP | ME | THIS IS DESIGNED TO TRAP AGETS (PRETTY EFFECTIVE ME THIKS)
MAKE THE ROOMS OUTSIDE IN SHACKS | |
Gin Distillery | The Evil Gin-ius | Complete. Resources spread to minimise risk of sabotage. Some booby trapped dead ends. | |
8x8 Ruled | Me Easy Andy | If you want to copy this onto paper, this is what you're looking for. | |
Steve's Lair 2.0 | Steve | New base plan. Seperated into five sections: Northwest is the ''Safe Zone'', including the Sanctum and Lab (with freak room). Farther Southeast is the ''Control Zone'', including the small jail armoury, control room, ... | |
Kedaton Island | Gali | A work in progress... somebody tell me how to delete previous maps, please... | |
Steve's Lair 3.0 | Steve | Finished. 12 Fake enterances, 2 real. Eastern enterance guarded by Freak Triggered Cyclotron, West guarded by basic ''Inspector Reflector'', and a random assortment of stattraps. Heavy amounts of camera. Freak rooms ... | |
Passive Resistance | FL Skater | Here's my attempt at base design. Still in progres. Ideas taken from many people here. Hall of loot (Juvat93), many door entrance (Chineselegolas). The cross trap with the yellow dots is a tornado trap (thanks to the... | |
The Gin Distillery | The Evil Gin-ius | Split rooms for damage limitation. Barracks near all the key areas (e.g. entrances). | |
Sunny View Heights | Albino Alexis | WIP. Two real entrances (nearest the depots), four dummy entrances with traps. At least two each of the most important rooms in case of sabotage or damage. | |
Sunny View Heights | Albino Alexis | WIP. V 1.2. Two real entrances (nearest the depots), four dummy entrances with traps. At least two each of the most important rooms in case of sabotage or damage. Staff rooms provide breaks along the corridors, giving... | |
V12 liar | V12 | Map in inprogress | |
v12 liar | v12 | Movin to Island 2 my first attempt | |
Caramba | Hallian | I'm using this layout on my current game, working out nicely. | |
Ditch's liar inprogress | Ditch | work inprogess | |
V12 Liar | V12 | Put this together and hope it saves | |
door and trap hell | samuel richardson | this place is almost inpossible to get in and out because of the doors and traps army men cant even get in because they blow up some doors then leave no need to set this base on alert because they will be stuck in here f... | |
Theoretical Base v1.2 | evilmorgan | The base has two entrances, one real and the other fake. There are four training rooms, the largest is for combat. The four armories each serve a different function: the top leftmost armory is weapon storage, the one ... | |
Island2 v1.0 | evil_yoshi_mon | This is my current evil lair on Island 2. It's about as close to what I do have going from memory. It's worked out pretty well as a base with doors at major chokeholds. The major mistake I would say was the fact that ... | |
Divide et Impera 2 | Xris | Advanced divide and rule... Keep everything left of Infirmary clean (without heat), tag every agent and you should run into no problems. | |
Bas1 | Cosmo | prova di base | |
Everything you got $$$$ | Tookieman | Very money consuming. This is an almost gaurantee anti inspector and agent base ecept it they dig holes
but yah inspectors wont find anything bad if u just have doors with 2 level thing and no need for traps cause if the... | |
Uber Haus | Zerstorer | WIP! Built from the ground up, this is my first expedition into the land of trap protected bases. White wall items are blowers, red wall items are suckers. Red trap items are health bee hives. Orange trap items at th... | |
Uber Haus .9 | Zerstorer | WIP! Built from the ground up, this is my first expedition into the land of trap protected bases. White wall items are blowers, red wall items are suckers. Red trap items are health bee hives. Orange trap items at th... | |
Island of Evil | SKER | The ultimate base. | |
design in mind | crazymage | figured it would be fun to make a map that is well designed and looks decent. | |
design in mind | crazymage | figured it would be fun to make a map that is well designed and looks decent. | |
2 Depot Entrances | TheZsterBunny | A work in progress. Designed for twisting hallways with protected doors. | |
Ubertrap location | Rudy Marchant | Pay specific attention to the ubertrap in the upper left corner. Almost all agents will take one of the 3 doors leading to it, rarely making it to the real base which is further down the corridor. All agents (including ... | |
Divide et Impera 2 | Xris | Hoping that this is enough space... | |
Uber Haus .9 | Zerstorer | WIP! Built from the ground up, this is my first expedition into the land of trap protected bases. White wall items are blowers, red wall items are suckers. Red trap items are health bee hives. Orange trap items at th... | |
Exellence | M | No comment. | |
Guiddddo | Ste | Map of my Evil Lair! H
| |
Efficiency | Finn | This Base was designed for effeciency, not trap potential or any other strategy. Rooms without items or 'traps' give you the chance to think of the placement of the items in the rooms or the rooms sometimes. The large ro... | |
Madman's Vice | Altimadark | Finally making my way onto Island 2, I made this map to help me along. Going for a design similar to my Madman's Folly MkIII from the Island1 planner. Uber Trap outlines are there mainly to see if I can fit one; I've go... | |
Evil Island | SteelRaccoon | Here is a base I am considering building. The only thing I am unsure of is the wind tunnel in the back. | |
The Raccoon's Den V 1.1 | SteelRaccoon | Here's an island design I think I am gonna use next. It uses alot of space but I think it is a pretty efficient design. Some fake entrances with Lvl 3 doors should keep the agents busy and the seperate freezer means th... | |
Base Theory 101 | e.p. | forgot to change the map name last time round gah! Anyway this is the design I'm going to use on my run through island 2, as yet untested but we'll find out soon enough heh. Two chokepoints, the first at the spinning fre... | |
Base Theory 101 | e.p. | forgot to change the map name last time round gah! Anyway this is the design I'm going to use on my run through island 2, as yet untested but we'll find out soon enough heh. Two chokepoints, the first at the spinning fre... | |
2XChoke Base | e.p. | This base is built around two chokepoints, and I am in the process of testing it out on the second island. The first chokepoint is the freezer, where all entrances lead and is also the only way into the main base. The se... | |
Madman's Vice Mk1.5 | Altimadark | Finally making my way onto Island 2, I made this map to help me along. Going for a design similar to my Madman's Folly MkIII from the Island1 planner. Uber Trap outlines are there mainly to see if I can fit one; I've go... | |
draft | nebbione | buld barracks first; extra barracks near lab w cryo | |
Tim's Ubertrap (by ruudj) | Timothy Reichle | Pay specific attention to the ubertrap in the upper left corner. Almost all agents will take one of the 3 doors leading to it, rarely making it to the real base which is further down the corridor. All agents (including ... | |
Tim's Ubertrap (by ruudj) | Timothy Reichle | Pay specific attention to the ubertrap in the upper left corner. Almost all agents will take one of the 3 doors leading to it, rarely making it to the real base which is further down the corridor. All agents (including ... | |
Modified liar | V12 | Modified to my needs | |
Chateaux d'Evil III | DiminutiveBob | Previous attempts was not thought out too well when it came to spaces for the wind traps. This base has a single entry. First some low heat areas (after a trap or two.. ; ) )This Lab is also planned so that it is in th... | |
my map | bnbnbpk2 | | |
my map | bnbnbpk2 | | |
bpk island 1 | bnbnbpk2 | Just my first map. | |
bpk island 1 | bnbnbpk2 | Just my first map. | |
Ubertrap location | Rudy Marchant | Pay specific attention to the ubertrap in the upper left corner. Almost all agents will take one of the 3 doors leading to it, rarely making it to the real base which is further down the corridor. All agents (including ... | |
Variation of Uber Trap | Lusion | Base with Uber Trap | |
DOORS | NUMBER 2 | This map is untested, but lots of posibilitys. Set traps in the corridors, and use the door secureity settings to lure in those pesky agents. Build the corridor maze first, then the power plant. Build the strong room nex... | |
Madman's Vice MkII | Altimadark | Finally made my way onto Island 2, so I need a new map to help me along. Going for a design similar to my Madman's Folly MkIII from the Island1 planner. Uber Trap outlines are there mainly to see if I can fit one; I've ... | |
k | k | k | |
Irritation Island | MWJ | The best way to deal with agents is to give them what they want...away from your base. Most the important parts of the lair, that generate a lot of heat, are deep inside your base. The main corridors don't rely on anyth... | |
trying out | JBC | testing out | |
JBC LAND | JBC | JBC LAND TEST | |
JBC LAND v1.0 | JBC | My Evil Test Lair lots of traps | |
Awsomeness Base | Brendan | If God had an evil underground lair, it wouldn't be half as cool as this. | |
NC Design | Jaymis | Design By Jaymis | |
EVIL BASE1 | EVIL NO | WORK IN PROGRESS IT NEEDS MORE I WILL ADD BUT ITS A START LOT OF TWISTY COR TO CONFUSE THE SECRET AGENTS. | |
Evil Base 2 | dude | Ok this should be a better then the last and still be a good functional base with seperate trainign rooms and 2 enterance along with dummy ones as well | |
Evil Island 2 PrePlan | N0rs3m4n | Begginnings of my evil island lair of hell! Please note the massive power plant, large, centrally located lab, and the prison block in the the NW corner. | |
Isle of Doom | Mad As A Hornet | First attempt. | |
Hornet's Nest | Mad as a Hornet | Second attempt. | |
Theoretical Base 1 | Tantalus | The base has two entrances, one real and the other fake. There are four training rooms, the largest is for combat. The four armories each serve a different function: the top leftmost armory is weapon storage, the one ... | |
Island of Doom Var. 2 | AAW (adp. Night Owl) | Variant of Night Owl's Island of Doom map. | |
Island of Doom Var. 2 | AAW (adp. Night Owl) | Variant of Night Owl's Island of Doom map. | |
Island of Doom Var. 2 | AAW (adp. Night Owl) | Variant of Night Owl's Island of Doom map. | |
StillOutOfNames | Leladia | | |
OutOfNamesAgain | Leladia | | |
My Sanctuary | Lai | Just a little something I whipped up. | |
Nuff | Diff | Only halfway thru Max on med diff so far, have half the research tools i think but do have almost 2m cash n quite a few treasures mwahahahaaa. So not too sure what to expect as far as more stuff goes but heres my ideas so far for a larger base.... | |
PERFECT!!!!! | CHECHEN V.I.P | the perfect layout. i have some experience building rooms and i saved some space to build another room in future. try it you wont regret it | |
The Basics | Joseph | First time playing (easy mode) ... going to try this design. One entrance, armories near the door are for disguised gun racks, two larger armories for separate desks and holding cell in the more secure. The long power st... | |
TrapSetUp | Max | Starting design, just to set up the ubertraps at either entrance properly and to get a nice space saving corridor layout | |
TrapSetUp | Max | Starting design, just to set up the ubertraps at either entrance properly and to get a nice space saving corridor layout | |
Yearghhh | Blindman | My brain, it' hurts.
A lot. | |
test | test | Going to test this out. | |
test | test | Going to test this out. | |
test | Stuff | Tweaked version of Mark II. Mostly due to some realizations about power consumption, and trap efficiency. I've decided to make the corridors internal to the mountain a bit more lethal, and I'll just scatter stat draini... | |
Standard Lair Design | John T. | Each false entrance closet contains a force barrier door set at 4 dots, a motion sensor and pop up trap. all the nine length cooridors contain wind machines at each end and sensors before each door and trap. The first ... | |
Trap entrance | Ditch | Just wanted to show you this wiked trap. Agents and panicing tourists go in it all the time. You wont ever need to steel with this trap at hand, cause with one spin, you get 2 to 6 thousand dollars per person! I usually ... | |
Binkenlair v1.2 | Dr Binkenstien | The entrance has a motion detector that sets off some wind traps which blow agents into some Satans' Chimneys. | |
Tinkering around | CBoz | Here's what I'm thinking about doing for my base. Still in progres. I took the entrances from FL Skater's Passive Resistance (which had ideas taken from many people: many door entrance (Chineselegolas), cross trap with... | |
The Tinker | CBoz | Plans for Island 2. I addapted the entrances of Passive Resstance from FL Skater to start with.c | |
5x5 Ruled | CBoz | If you want to copy this onto paper, this is what you're looking for. | |
AsEvIlAsCaNbE911's Lair | AsEvIlAsCaNbE911 | This Is close to a replica of my own base with just a few tweaks to make it better
There are 3 exits which make transportation quick and fluid and plenty of doors for agents to chew on
I dont make any traps inside but ... | |
Evil 2 | Peregwyn | Upper right is just a maze for the agents and tourists. Will be highly trapped. Tried to separate the high heat items away from the entrance. Along the main entrance is attention sapper traps and then innoculous areas... | |
joat plan v1.0 | joatmon | rough layout so far. need a little work before ill be happy with it. | |
Mediocre | JayGee | Extremely boring and slightly impractical map. Don't even bother. | |
The Maze | ChrisM | A new map tryout. Has a maze in the upper right for the tourists and agents to wander around in. Another maze could be added in the upper left. These mazes will be filled with traps, Traps will also be in the entry c... | |
maximilian rulezzzz | Evil Milosh :))) | No comment. Its just brilliant :))))) | |
PenguinLand4a | PenguinMan98 | This is the base (roughly) i used to win the game for the first time! | |
Concept 5 | Tron | blah | |
workinprogress | Yucky | Inspired by many designs i found here 3 dead end halls with lvl3 doors to keep them busy, one looped hall, trapped with recessed trip beams. probably a wind and fire combo series of traps in there.
UPDATE
barracks and m... | |
workinprogress | Yucky | Inspired by many designs i found here 3 dead end halls with lvl3 doors to keep them busy, one looped hall, trapped with recessed trip beams. probably a wind and fire combo series of traps in there.
UPDATE
barracks and m... | |
workinprogressV3 | Yucky | Inspired by many designs i found here 3 dead end halls with lvl3 doors to keep them busy, one looped hall, trapped with recessed trip beams. probably a wind and fire combo series of traps in there.
UPDATE
barracks and m... | |
workinprogressV3 | Yucky | Inspired by many designs i found here. 3 dead end halls with lvl3 doors to keep them busy, one looped hall, trapped with recessed trip beams. probably a wind and fire combo series of traps in there.
UPDATE
barracks and ... | |
Madman's Vice Mk2.2 | Altimadark | UPDATE: collected too much money (seriously) and had to expand the strongroom. Finally made my way onto Island 2, so I need a new map to help me along. Going for a design similar to my Madman's Folly MkIII from the Isl... | |
Sweet Base | CBoz27 | Maze of doors at entrance. Armories in maze are disguised cells. After this a blow back corridor with a staff room and archive to make rescuing minions from outside easier. Also have a prepetual tornado trap trggered ... | |
Sweet Base | CBoz27 | Small trap maze at top right with freezer corridors. Maze of doors at entrance. Armories in mazes are disguised cells. After this a blow back corridor with a staff room and archive to make rescuing minions from outsid... | |
traps entry | ditchman | two trap entrances with freak room for constant agent control. | |
My 1st Island 2 | St.Clair |
I tried to keep things tidy. You'll note I still had a little space left for expansion that I never used.
The 'loop' separating the most secure rooms, to the far right, from the rest of the base was heavily trapped.
(T... | |
Security vs Efficiency | Straith | My goal for this map is for it to be very secure, while at least allowing me to deploy minions easily. Doors protect the two entrances, and the long corridors are meant to be open and potentially protected by your snipe... | |
My Layout | B. Tumato | My basic base design, takes alot of time to get money to the depot though :( | |
Pen and Paper | Peter | Printer Friendly! (or as much as it can get) | |
Testing | Grash | 111 | |
Open and Shut | Will | Open area with entrances to both sides of the island and plenty of low heat stuff to examine. Single, twisted entrance to closed area | |
No man's Land | René | | |
PenguinLand4a | PenguinMan98 | The purpose of this quaint little base is mainly to testbed trap systems. | |
This is MY HOUSE | Spawn | A work in progress... | |
My Island 2 Base | Evil Genius | | |
This is MY HOUSE | Spawn | A work in progress... | |
LairLayoutV1 | BlackBuddha | 2 spinners and a tornado trap. One base entrance. | |
I2 LM Complex | Zero7 | Ubertrap with freak trigger. Yet to be tested. | |
I2 LM Complex | Zero7 | Ubertrap with freak trigger. Yet to be tested. | |
This is MY HOUSE | Spawn | A work in progress... | |
First lair | fathead | My first attempt at a lair. The only prolbem s it is a long run to the strongroom. Can be fixed by adding either another entrance tot he base or connecting the middle barrack to the right side of the base. | |
First lair | fathead | My first attempt at a lair. The only prolbem s it is a long run to the strongroom. Can be fixed by adding either another entrance tot he base or connecting the middle barrack to the right side of the base. | |
Evil, Perfect and "cute" | Evil_ME | A Rock solid defense and all the room to do as you please. here you go Evil master. | |
The Sinister Sanctuary | AgentiSera | | |
Plan diabolique No. 2 | Aoe325 | | |
Test save | aoe325 | Ill delete it right away | |
Base123 | AoeTheGreat | Contains the Uber trap Square Of Insanity!!!!! :O
My plan is just to fill up the trap and let life go on . . . . :) | |
mrdarkhelmet | mrdarkhelmet | Wohoo | |
Cals Evil Base Layout | Cal (aka Dawn) | Havnt placed any items, just done rooms. Armouries with high security doors guard inner sanctum, control rooms and strongroom. | |
uberisland | thorviking | Freezer and prison in the top corner, 3 different training rooms: guard near freezer, social near rear entrance and outside hotel while tech near lab and generators. Barracks, mess hall and lounges at each entrance as t... | |
SlasherZ's Base | SlasherZ | Strongroom is for money only, Loot is placed in training room, staff room, mess hall, archives etc. Powerplant is safe from saboteurs and has possibilities to grow. For Stock objective theres place to put a small control... | |
Small but deadly | mike | My base is very compact. The 3x3 barracks has two lvl 3 doors blocking it; that's because it's my 'henchie closet'. If the choke point doesn't work, my henchies will demolish the agents. The open door is also a very u... | |
test lair | saihtam | lots of windtunnels to blow agents back to the exit. | |
Fortress2 | Conch | This base is an adaptation for island 2 of a layout initially created for my base on the first island. It is designed to support the base's 'impenetrable' defensive strategy.
There are 26 nuclear generators which power ... | |
Map 2 | Ufiti | Comments | |
robotsneedhugs2 | Robit | this is a work in progress... i made the inner sanctum so large on purpose | |
robotsneedhugs2 | Robit | this is a work in progress... i made the inner sanctum so large on purpose | |
House of a thousand faces | /\/\asked/\/\onkey | small armoury is for security desk, biggest one is cellblock, medium one is for guns. (note the part of barrakcs that is an armory, so u have guns near your regenning troops.) Add doors and traps to your own discretion. | |
Island Devilish Kill 7.7 | the long arm of Evil | An Island which allows maximum flexibility for any evil acts your planning. The whole base is powered by dozens of nuclear power generators in a large Power plant. Near the plant is a small barracks for the technical mi... | |
Test | Pav | First try | |
VErsion 1.0 | Pav | Still in progress | |
Barracks as Corridors | Chrispy | This base best strong point is the utilization of Barracks as its main corridors. Minions tend to hang around in the barracks anyhow, and this keeps them well distributed inside the base. This base is designed with ex... | |
Steve's Lair 4.0 (NF) | Steve | Not finished. | |
1st Base | JDB | My first stab at Island 2. | |
JJ Island 2 | JJ Tay | My Island 2 | |
Arks_Ebil_Base | ArKhaN | Very Efficient Base ! Based on hours of playing and pure evil logic ;)
One Entrance in SW, plenty of Room for additional traps or mazes.
Very safe base for very large evil army, the green dots are artefacts, the smaller... | |
Tass's HQ v1.0 | Tassadar | Labirinth corridors with trap systems. Outer base without heat objects. Inner base with critical rooms (plus staff room full of loot). | |
1 | Max |
| |
Map v1.0 | Fratricide | This map sucks compared to the one I had designed... but I dont like making mazes when I can make so much more useful stuff. | |
F-I Base I | faulty_intelligence | Entry hallways are the same setup from either entrance, entrance foyer 4 square wide corridor, covered by 4 cameras, with do not press trap, next in through a door are attention gas traps, with camera and motion sensor s... | |
Uber Haus .91 | Zerstorer | WIP! Built from the ground up, this is my first expedition into the land of trap protected bases. White wall items are blowers, red wall items are suckers. Red trap items are health bee hives. Orange trap items at th... | |
Test | Patricio | Trial and Error | |
Basic Island | Dud | A basic island. With growth available for lab and power supply.b | |
Workinprogress | Sanva | I'll finish it later | |
Tweaked Island | Dud | A Basic Island, with room for the Lab and Power supply to grow. | |
Home Suite Home | Dr. ELV | A bisc island, with room for the lab and power to grow, if needed. Separate training areas for each branch of minion, with a heavily trapped entrance... | |
1 | Sam | | |
Traps | Vanindor | | |
Large Room Design | End | Your an Evil Genius, you dont need to hide you room in little part. Make them big show of your power. The only Wall traps I like to use are wind jet in the front to blow people out. | |
My dungeon | Argaen | Still under construction!
Red trap: Satan's Chimey ... Blue trap: Laser activator ... Wall trap: Wind blower | |
argaen | argaen | test | |
Theoretical | DeadlyKipper | Lots of distraction traps in the entrance corridors (can't be bothered to place them on the map). Wind and piranha traps in the inner corridors. Space for extra rooms as needed in the top left. I hope it works! :) | |
Theoretical | DeadlyKipper | Lots of distraction traps in the entrance corridors (can't be bothered to place them on the map). Wind and piranha traps in the inner corridors. Space for extra rooms as needed in the top left. I hope it works! :) | |
Real lair | Patrickb | Average base alot of room for traps and beyond the 4 security doors is a backup base to retreat to if a part of the base is destroyed | |
testing | Meathook | testing | |
big room1 | Meathook | bigger open rooms | |
big rooms2 | Meathook | bigger open rooms | |
big rooms2 | Meathook | bigger open rooms | |
EvilAndy's Evil Lair v1.0 | EvilAndy | Base layout including InnerOuter bases, Tornado ubertrap, Freak Triggers, delay room, multiple entries, ''pushoff'' agent removers. WIP | |
EvilAndy's Evil Lair v1.0 | EvilAndy | Base layout including InnerOuter bases, Tornado ubertrap, Freak Triggers, delay room, multiple entries, ''pushoff'' agent removers, loot corridor.
Trap Key:
Green: Pressure Pads* (see below)
Yellow: Misc. Gas Traps, ma... | |
EvilAndy's Evil Lair v1.1 | EvilAndy | Base layout including InnerOuter bases, Tornado ubertrap, Freak Triggers, delay room, multiple entries, ''pushoff'' agent removers, loot corridor.
Trap Key:
Green: Pressure Pads* (see below)
Yellow: Misc. Gas Traps, ma... | |
2-exit one entryd | ajon | gtraps at entrance | |
shit | nixon | thisi s map i made cuz i was bored while doin my homework hope its koo | |
CABOOSE22 | NIXON URUCHIMA | ANOTHER MAP I MADE CUZ I DIDNT KNOW WAT HAPPENED TO MY OTHER ONE | |
MyBase v0.1 | Paen | Single entrance. Trap room off of entrance, plus disg. cameras (2), disg. sentry guns (6) and a topside shack keep the entrance secure. needs to be tweaked, no Inner Sanctum, lots of wasted space (was planning traprooms, false entrances. | |
Traps anyone!? | WizardF | Frist map playing with ideas bare with me. armoury closest to the entrance could be used for weapons or whatever the barracks are also do whatever you wish i have things setup on my game where i need two about the size t... | |
will you like it? | WizardF | Just something that might be fun to see if the good guys can handle the presure. | |
will you like it? | WizardF | Just something that might be fun to see if the good guys can handle the presure. | |
Big Base Place | PKH | Heres my first attempt at desiging A base | |
Straight up | Jay | A straight up map with only 1 entrance that has room for confusion. There are barracks between the high heet areas and both entrances. There are very few hallways but most of the rooms connect so your people can take dif... | |
Bestus | Jay | My best attempt at a base yet. | |
The Nice L.E.I. | Marc Hickey | The Nice L.E.I. (Lair of Evil Intentions). Multiple accommadations to meet minion's needs. Minions stay centrally located. Armoury slots in corridors for fast access to weapon racks. Looks good on paper, but will it work... | |
2 Depot Entrances | UnderDOG | A short corridor cuts through the mountain to cut down time between the two depots. They both lead into the base though one chokepoint to allow for more security. The "lab" is a normal lab, plus a small room of each t... | |
Azazel Island | Ronin | Teste | |
Azazel Island | Ronin | Totalmente Seguro | |
Barracks 'o' Fun | Jay | This one is for those of us that modded the population caps. I built barracks around the entire center of the volcano so my military minions would have easy access to everything. With use of cameras and security station... | |
Wide open spaces | Jay | It's amazing how much space you have to work with when you don't worry about walls. It's a bit of a security risk but your minions should be able to respond really quick. | |
Safe and Practical | Full Metal Rabbit | An entrance for each depot with low heat stuff by each entrance, to get to the fun stuff everything goes through the armoury. Weapons lockers scattered around too. Plenty of space for more power which is probably needed... | |
First Island 2 Base | Jaybz | I haven't even played the 2nd Island yet. I'm just about to play the 2nd Island and this is the base I've come up with. The main entrance to my base is through the strongroom. I have multiple zigzagging outward blowing w... | |
pav07-1 | pav07 | new island 2 test | |
pav07-1 | pav07 | new island 2 test | |
PenguinLand5 | PenguinMan98 | Designing my next base... | |
PenguinLand5 | PenguinMan98 | Penguin Base 5 | |
PenguinLand | PenguinMan98 | Here is my wonderful Base of funness and the everstuck Jet Chan. (top right)
Notice the small cooridor to the right of the bee trap; it has fire extinguishers. (John Steele likes to set this room on fire)
My main barr... | |
First Attempt | Redstorm | first go at base design | |
WiP | TJ | Trying to create a more self maintaining base | |
Windy City (untested) | Karma Anor | Long passages Located at beginning with few doors to initially bore agents, Small innocuous rooms designed to boost stats of minions (and distract agents). Doors leading nowhere along with lots of corridors which end in... | |
Space Conscious | Trouble | This is my unnecessarily compact base. The orange dots are nerve gas traps, the yellow dots are popup traps, the blue dot are my intelligence sapping bees (one of the doors to that room is always set to 3, to make my m... | |
The Base | James | The base | |
My Base v1 | Tzarii | This map is still under constrction | |
Hey Steve! | John T | This is the standard base layout I've always used. I stole some good ideas from several people, thanks a lot guys! The Huge Training room gives tons of rocket cavern access, and also doubles as a trophy show room. The ... | |
Steve's Lair | Steve | I came upon an idea earlier today, quickly sketched it out. When I was building, I realized its flaws, but since I was already working, decided to complete this. I like it, but I've always been annoyed at how seperated... | |
LaCasa | TL | As long as you :
1. Edit the config file to allow for 250 minion
2. Use the cheat and give yourself 10,000,000 dollars
You will have success with this map. | |
Inpenetrable | Doctor Eeevil | Good luck getting past this agents... | |
Inpenetrable | Doctor Eeevil | Good luck getting past this agents... | |
plan B .ce | C.Einstein | ha ha ha. my plan will work | |
EEEEEEVEL LAIR | Doctar Eeevel | ... | |
Steve's Lair 4? | Steve | Template: Fluff's Anal Retent Base, still working on it to my liking. WIP | |
The Torturace of Solitude | Doctor Corvorkian | Good luck penetrating this one agents... | |
Base Two | Rabidgoalie | Another attempt to utilize the space as much as possible, and also to open the base up more so that minions can move through it as quickly as possible. It features two true entrances with three locations where false entr... | |
isla2_ | Mystique | prueba de isla 2 | |
Efficiently High Traffic | BigMamaNick | 3 to 4 squares for corridors, large, evenly spaced rooms, lots of room for everything. | |
3-Zone Multi-Micro v0.1 | wmansir | The idea here is a low heat 'safe' zone, a low heat zone to intercept agents and a high heat area deep in. Small, open multifunction areas increase efficiency and minion travel (and trailing agents) plus it allow area l... | |
Testbed v1 | TheDarAve | Generic map used for AI testing. | |
I Made This! | Me! | The altime worst base EVER! Yay! | |
Door'd | UberStank | BEST BASE EVER MAN! KEEPS AGENTS BUSY FOR YEARS TRYING TO FIGURE OUT THE DOORS!!!! | |
Basic | The dog | Basic, Fake dorrs,Dead end(litteraly), nicely sized rooms and all. | |
Spektyr | 05Grey | Copy of Speltyr's competition island | |
Spektyr | 05Grey | Copy of Speltyr's competition island | |
Spektyr | 05Grey | Copy of Speltyr's competition island | |
Bob | 05Grey | Modified version of Spektyr's winning layout | |
kat's Island | DMB | The best way to deal with agents is to give them what they want...away from your base. Most the important parts of the lair, that generate a lot of heat, are deep inside your base. The main corridors don't rely on anyth... | |
Evil Lair A1 | Bert | A Low Maintence map to keep out the agents and provide your minions with a simple way out. Green (traps) symbol a level 3 or 4 door | |
Evil Lair A1 | Bert | A Low Maintence map to keep out the agents and provide your minions with a simple way out. Green (traps) symbol a level 3 or 4 door | |
anti agent area:AAA | tanktunker | paradis d'evil genius
| |
Evil Inc. | kethry | Corporate Front type base. The three trap rooms are actually a hotel complex. The opening rooms on each entrance should not contain any items that generate heat. The inner minion complex should contain all the heat it... | |
Island 2 v1.0 | Argon | This is my base on island 2. One entrance, no traps, one long corridor and every room. The entire mountain is filled and it has almost no more space. A simple base plan for people who don't want dificult planning.
I'll ... | |
Island 2 v1.0 | Argon | This is my base on island 2. One entrance, no traps, one long corridor and every room. The entire mountain is filled and it has almost no more space. A simple base plan for people who don't want dificult planning.
I'll ... | |
indaco | franc | work in progress | |
trial corporate front | crazedmongoose | Doors and Traps should be spread very liberally through the decoy corridor on the top left. Build 2 or 3 security 3 or 4 empty topside shacks besides each entrance for deception. 1st strongroom stores money for use, whi... | |
Mt. Deceit | Dini | Plenty of doors to keep investigators busy with. Power comes from disguised units, even in halls filled with Wind Traps and Magnet Traps to keep agents OUT rather than to keep them permanently in. Stragglers are easily d... | |
Ubertrap location | Rudy Marchant | Pay specific attention to the ubertrap in the upper left corner. Almost all agents will take one of the 3 doors leading to it, rarely making it to the real base which is further down the corridor. All agents (including ... | |
Test Bed 1 | Vanindor | Test Bed 1 | |
Modified FI Base | mainly F-I, variable | Full kudos to faulty intelligence
great work dude, i have only slightly modified your already top effort. I have a larger inner sanctum, with seperate meeting table room and a space to store artifacts, divided up the p... | |
GAKO Starter 1 | GAKO | Initial layout for my first time on Island 2 based on some ideas that got me past Island 1. One real entrance with 2 false doors (a 2nd entrance will be added on opposite side of volcano) leads through barracks and staf... | |
Tornado UberTrap | Havoc3D | A full base layout including the tornado Ubertrap :) leaves lots of room for a nice big trap maze at the back to make sure noone comes your way :) | |
effective | Zedeth | three seperate training rooms, one for each range of minion. several fake entrances to lure agents into traps, and 2 traped main entrances for easy access to both depots. close barracks etc for fast minion movement and a... | |
1st runthrough wip | DakkaUT | First runthrough of island 2 wip | |
Useful | Tudor90 | When an agent try to enter in your lair you have to block the third door and he should go in to the trapped corridor. | |
1st try | sparky213 | this is the first plan laid out as a trial run. Not sure how it works, seems inefficient but should keep tourists and some spys busy. use debuff traps not fatal ones except for deep in the lair, like guarding the power plant | |
Lair of the mastermind | Asured | This is what i have planned. There is all needed rooms and still is left enough free space to make a new room if one gets too small. All important rooms are located to the northeast, and so they are more easier to protec... | |
::::::::::::::::::::::::: | DragonEmporer | OhYeah!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!... | |
edited map for evilgenius | DragonEmporer | This is what i have planned. There is all needed rooms and still is left enough free space to make a new room if one gets too small. All important rooms are located to the northeast, and so they are more easier to protec... | |
Central Core | Pax | Two entrances one to each depot connected by a wide corridor for ease of travel (traffic jams suck). A generous power room and laboratory, with all the basics covered. Seperate Arms Locker, Camera, and Prison areas,... | |
Central Core | Pax | Two entrances one to each depot connected by a wide corridor for ease of travel (traffic jams suck). A generous power room and laboratory, with all the basics covered. Seperate Arms Locker, Camera, and Prison areas,... | |
2 squared | taintedblade | Two entraces with seperate easy access barracks, mess hall, staff room, and infirmarys leading to a square around the cavern. | |
{No Barriers} | Souel | Not using walls gives you more room to place people and makes objects more accessable. I have one row marked in all Door that's an extra row that shouldn't be there, I know because my base didn't fit right. The two trap... | |
Compact base | Frankein_fish | The base has only one entrance wich is hevily by sentry towers and traps | |
wide square | taintedblade | Two square rooms of traps, | |
My Evil Lair | cjv998 | Still need second armory by lab, inner base needs finalization. | |
A manageable base | Roobarb | A map designed purely for keeping agents out and to make sure your secret doomsday plans stay secret and, doomsdayish. Two entrances lead to a single corridor creating a choke point. The corridors leading from the outsid... | |
Distortion | Caspian SK | THe Ultimate Base! Designed with protection and confusion in mind. WHere the corridor ends are often a camera and a motion sensor, combined with two traps to keep the Agents from getting to the sensors and cameras.
I us... | |
Distortion | Caspian SK | THe Ultimate Base! Designed with protection and confusion in mind. WHere the corridor ends are often a camera and a motion sensor, combined with two traps to keep the Agents from getting to the sensors and cameras.
I us... | |
Secure Entrance | Retro | Blue Trap:LazerSenser ; YellowTrap:Vents ; RedTrap:SatinsChimney,ParanaTrap ;
OrangeTrap:ZapCannon
Armoury's Staffed at all time's by timeclock | |
Thio's Base | Thiosk | Just designing my base for my own usage | |
nate's Base | nate | working on my base | |
Hassad | Hassad | WIP map | |
JAFB | Judas | This base will rely heavilly on external items and minions for defense though there is space left for trap building. | |
My Legand Design | ME | Entrance filled with traps and doors and not efecting efficany too much. Also 4 fake entrances with lots of doors and traps. First barracks filled with lockers. Middle amoury has security desk, right armory has guns, l... | |
Public/Private w/ Maze | SlightlyMadman | Entrance by each depot to public base area. Branches off to labyrinthe (with cash traps) and a single main base entrance. | |
Confusion v1 | Professor Catfud | A work in progress. The only traps are wind traps in the door and maze tunnels. Common areas are split in to, hopefully evening staff across base. This is designed for a couple of hundred minions. Small armories along co... | |
Slightly Madlair | SlightlyMadman | Two primary entrances to public base area, multiple other decoy entrances with traps, and a single inner base entrance protected by nonlethal wind traps. Inner base also contains a trapped prison wing. | |
Xelas Fun (Evil) Lair | Xela | Note: This is a spoof and cannot be used on island two. I just did this for fun. | |
test design | tarquin | Trying out some ideas before I move to island 2... | |
Distractions | Elusive | Corridors with green dots represent heavily trapped areas. Orange dots are areas that serve purely as agent distractions (these areas are very randomly shaped on this map and should be made to best fit whatever traps yo... | |
Malevolence | Stu | Only two entrances lead to the main chamber. One entrance is for the only holding cells so the supers can leave easily without distroying the base. 2 entrance are traps. | |
Strong base mark 2 Plan | Snowtroper |
It is Cheap and Secure. I'll add a disguised entrance, and 1 realy big Strongroom
this may change. | |
Steamraven's Island | Steamraven | This is my plan for island 2. Used ideas from a lot of people. The tornado trap in the upper left, with a freak trigger on right, with a delay room of prometheos traps. Low heat rooms connected with two exits. A movie... | |
Draxel02 | Draxel Bethlehem | This base is a little more trap happy then my first one and more minimalist then I'm used to. Truthfully you could do without many of the rooms in the bottom right of the base, except the Power Plant and the Sanctum of c... | |
Circles 2007 | Albatr0ss | First Attempt. Circles of death to keep agents busy. Large central lab in main base. | |
Stronghold | Sniper435 | Work in progress... will end up being two outer bases wih a protected inner, 3 security systems and high heat roomsitems hidden in the middle | |
Hive Fortress | R1024768 | Well I started out with my entrance to the right, but after getting half my base blown up I blew up that corridor and moved my entrance to the trap entrance...so now there's 2 barracks, 2 staff rooms, 2 infirmary, 2 mess... | |
1st one i did | Edwin | this is the lay out of my base the 1st time i got to island but now i have many more and find this one to be good for my 1st time on the island hope you like. | |
ooo | ooo | ooo | |
qwerrt | qwert | qwerrrt | |
Ultimate Island | DJigli | Ultimate Island is a mixture of offencive and defencive strategy.
All rooms in the beginning of base (upper right corner) are sepparated in two parts for two reasons: safety and flexibility (You dont loose a room if deci... | |
Comp Example | Gamer | From a competition | |
Evil Island 2.1 | Bjorn | Evil Island 2.1. Bjorn Kochen. | |
Large Evil Lair 1.1 | Bjorn | Large evil lair 1.1 ( Bjorn ) | |
Madman's Vice MkIII | Altimadark | For MkIII, I'm using the same general setup I used in Madman's Folly MkIV to help me sail through Island 1. Entrances are fronted with mini facades so I have some minions ready to take intruders, but without too many se... | |
My Island | Jesus Christ | This is the one of the best map plans | |
Super Evil Giant Lair | Kochski | This has been tested, it workes just great, everything you need! | |
A work in progress | jc | a work in progress | |
Evel 1 | slim | Slims Evel 1
| |
Practice Base | Moses | Saving a base that won a competition so I can get ideas for the base I'm currently messing with. | |
Not Very Functional | meatsoup | Work in Progress | |
power hungry | Athellion | Just a quick one i thought of but maby a bit more room for improvement. | |
Preponderance v2.0 | Kuroji | And another redesign. The trap was expanded slightly (based on languishing's mod, thanks!), and the treasury also expanded for those loot lovers but still has three doors that open right into briefcase racks. The north s... | |
EVille One | slim | Slim Base | |
A Working Base | Glen | Two real entrance's and one fake. Two smaller barracks for bed etc. and a larger one for lockers. Armoury's around the base for quick access to weapons. Various rest area's, so minion's are ready to combat enemie's. | |
My Uber Base | Kaldaris | At first glance this base doesnt seem all that defencive, how ever if you use lvl 3 locks on the gauntlet and lvl 1 lock on the door just down the hall they will work to get in to the gauntlet. If you position loot in t... | |
Entrance One | Slim | Slim Craqfty Entracnce
| |
Ohohoho | gelignite | I'm about to change islands so I figured I might as well make some sort of plan.... | |
super map | coco | yeaahhh coool | |
First1 | Sleeper | This is my first time designing an Island 2 map. | |
First1 | Sleeper | This is my first time designing an Island 2 map. | |
Passive Resistance | FL Skater | Looked through a lot of the base designs and dabbled on the wiki and decided on something like this. Uses a tornado room (see the wiki) as well as a delay room for prisoners. Freak Trigger area is in the lower right, w... | |
earL | earL | Just experimenting | |
Attempt1 | QuestionDeca | I wish trap triggers were able to be placed. The room for the powerplant will be completely filled with generators and capacitors. 6 gen. 10 capacitors. This is the top room, a second may be created. Yes, that archive is... | |
Design 1 | Suvok | My first premade design. Some of the spaces proved to be smaller, like the lab, but it works pretty well for me. | |
Theoritical Mayhem | Jerry The Great | Totally Theoritical. Space left in case some rooms are too small, or if you need more of each or something. Small armory for security desks, corridor armories for hidden gun racks. Small trapmaze in the upper right, and ... | |
Kiwilair | Evil Kiwi | Unfinished....a work in progress, I have just finished Island one and am onto Island two. I haven't started building this lair yet but will change anything once I have figure what works and what doesn't. I will explai... | |
Remake | Sam | | |
PenguinLand4a | PenguinMan98 | The purpose of this quaint little base is mainly to testbed trap systems. | |
Lair of Darkness | DarkReaver | I've tried to make this a combination of functionality and aesthetics. Worked well for me, and I'm working on an updated version, with the inventive name of Lari of Darkness 2.0. Out soon. | |
Lair of Darkness | DarkReaver | I've tried to make this a combination of functionality and aesthetics. Worked well for me, and I'm working on an updated version, with the inventive name of Lari of Darkness 2.0. Out soon. | |
High Security Map | Number XIV | I designed this map primarily on high security. as you can see, there is only two routes in which the agents of justice can travel down. these routes, of course are heavily loaded with traps. i placed the most valuble ro... | |
Electric Sentry | RAD_X | Don't know whether it's gonna work, but sounds like some fun with tesla traps. | |
Island 2 layout | I am here now | See key for details | |
Super Island 2 with items | I am here now | See key for details | |
Efficient Lair | Auric Goldfinger | This map creates efficient rooms and haf fake entrances to lure people away from the important areas. The important rooms are farther from the entrance to deter sabotuers. There are multiple power plants to keep power ru... | |
The Island | Doctor Evil! | I am at the end of island 1, only wanted to see the mountain of island 2 and played a little bit, thank you all for your usefull input MUHAHAHAHA hehe i am kidding..
please comment this map.. thanks everyone | |
The Bace | Game Freek | This lay out usees almost all the space on the Island and any spare space is used for rooms that need more space with 4 to 5 top side shacks.Get the small power room setup first for trps and the control room. | |
Tao Tao Island | Van Houten | Theroygenius at work here. 3 Entrances. 1 is the never ending Windtrap. the other 2 are designed for lots of misdirection. Using windtraps and llaser sensors on the walls with pressure traps (green) pop up traps (blue) a... | |
BC's Base | B.C. | This is my current layout for Island 2. As it stands it is a good layout at keeping agents from getting in the way of my operations. The only change worth making is moving the long central corridor further to the depot,... | |
Evil Lair | Atragon | This is my lair, the smaller power room by the lab is a temp room for research items, the barracks by the archives above the control room is a locker room for the moment, the one by the staff room is the real barracks.
... | |
NOT BAD DS FOR EVIL PLANS | DungenMind | hhm... In free space you can build what ever you want. Its beter to have 2barraks then you minions vir automatickly patrol. In freezer put the electro shok trap :) it vill vipe out those agents. Be carful never build yuo... | |
Progress | Racerzed36 | The spaces where the rocks are (where the same type of room is on both sides) is still the room, I used a rock remover so theres no extra rocks. | |
Efficient Map (Tested) | Zephyr | This is a very efficient map that I tested myself. All corridors and 2 exits are under severe watch by cameras and protected by several traps. You can make the sanctum even larger, and there's a lot of free space for any room you like. | |
keep it clean | nicodemus | 28 false enterances. minions kept near doors to fight off agents if neccesary. spread your items around to keep minions happy while walking the corridors | |
ENough Room and some xtra | EvilGenius (PS3 name | Heres my base layout that im using on my game, its not excatly alike but i dont memorize by base by how many tiles wide and well.......u know what i mean. Its is very good you have enough room in every room and still hav... | |
Joe's First Island 2 | jabber3 | This is my first try at an Island 2 base. I'm stealing some of the layout from PenguinMan98 because I like his layout a lot, I'm just changing some other things. I think the top left is going to be a Turbo Tube later.
... | |
Joe's First Island 2 | jabber3 | This is my first try at an Island 2 base. I'm stealing some of the layout from PenguinMan98 because I like his layout a lot, I'm just changing some other things. I think the top left is going to be a Turbo Tube later.
... | |
My 1st Island 2 | St.Clair | I tried to keep things tidy. You'll note I still had a little space left for expansion that I never used. The 'loop' separating the most secure rooms, to the far right, from the rest of the base was heavily trapped.
(... | |
Ultimate Evil Lair v1.0 | SpeXys | An evil lair based on the idea of an outer and inner base, NO traps at the entrances then agents can snoop around for a while and get no heat, then return to HQ and lower your heat in that region. With only one corridor ... | |
Ultimate Evil Lair v1.0 | SpeXys | An evil lair based on the idea of an outer and inner base, NO traps at the entrances then agents can snoop around for a while and get no heat, then return to HQ and lower your heat in that region. With only one corridor ... | |
The Dominator | Sykopath | The corridors are all lined with little 3 square alcoves to put loot so your minions keep their stats up. The freezer should have enough area for 9 racks (hopefully that's enough. Both false entrances i have set up with... | |
two bits | a | Note there are only two entrances to this lair. I put two power plants, freezers, and staff rooms because, as the game progresses, you're gonna need 'em. ;)
| |
Isle 2.1 | TLRules | Island 2.023 | |
Leetness | Comrade | Prison Cap: 14, Dead Body Cap: 210, Power Cap:1505
This base is EXTREMELY EXPENSIVE. But also very safe, if you don't mind losing a minion every now and then. There is a small freezer at each entrance, and the main pris... | |
ICUH | Jewbaka | Well testing damn thing | |
ICUH | Jewbaka | Well testing damn thing | |
ICUH | Jewbaka | Well testing damn thing | |
ICUH | Jewbaka | Well testing damn thing | |
ICUH | Jewbaka | Well testing damn thing | |
Island 2 pre-plan | MacBryde | My early planning for island 2 layout. | |
Island 2 pre-plan | MacBryde | My early planning for island 2 layout. Currently unfinished. | |
Distortion II | Caspian SK | THe Ultimate Base! Designed with protection and confusion in mind. WHere the corridor ends are often a camera and a motion sensor, combined with two traps to keep the Agents from getting to the sensors and cameras.
I us... | |
Playtime | Trick666 | Just playing around with a little design for myself. | |
First | ukastu | | |
first attempt | V | FIrst attempt to buil a nice base. Two entrances for efficiency both with secure *ie buglary safe* strongrooms. A sqaure of insanity in the upper left with a freak trigger room nearby. Perhaps a little adjustment has to be made for the room sizes. | |
Modified Anal Layout | Stethnorun | This is a modified take on Teh Fluff's 'Anal Retentive' base layout. Just saving it for my own reference. Kudos Teh Fluff, for making a layout that makes sense to me. | |
second attempt | V | Second attempt to buil a nice base. Two entrances for efficiency both with secure *ie buglary safe* strongrooms. A sqaure of insanity in the upper left with a freak trigger room nearby. A couple of fake entrances as wel... | |
Trap Winner | PermaLost | Adam6or7'sTrapLayout | |
Half Finished | Kezz | Just an experimental base to hopefully keep the baddies at bay without unnecessarily complicating matters. | |
test layout | Sam | preliminary layout stage 1 | |
test layout | Sam | preliminary layout stage 2 disguised entrances for minion paths undisguised entrances to mazes with nonlethal traps or circle of winds. Isolation cells for superagents. | |
Evil Lair 1 | DamianTheAlien | An inner.outer base concept with Evil Genius at blue point in control room through which most traffic will flow. Development will be slow as the main vault is some distance away but this impedes and diverts agent progres... | |
"Dungeon" | jasoon | this is my lair the traps near the endtrance are preferably saws. store all your loot in the inner sanctum and use the stronghold for gold the armory closest to the entrance is used for wepons the largest armory is useed... | |
The Drain | Wiremanart | This design is efficiency, med. security and expansion. There is one entrance, which is followed by replenish rooms and is a winding DRAIN path. it is followed by a curved path leading to a TRAP CIRCLE, with freezers o... | |
my super evil base | Dr Mad | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Island 2 #1 In Progress | Becoming | This is my very first attempt at Island 2. I have done no objectives yet, so this is only a starter design (about half done) to keep a solid bookmark of progress. | |
Corridor | Finn | Long corridors lead to the different rooms, and the wall items are fire extinguishers. | |
Corridor | Finn | Long corridors lead to the different rooms, and the wall items are fire extinguishers. | |
Island 2 | Canov Whoopass | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Theoretical Base 1 | Tantalus | The base has two entrances, one real and the other fake. There are four training rooms, the largest is for combat. The four armories each serve a different function: the top leftmost armory is weapon storage, the one ... | |
Excellence1.0 | JBadone | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Excellence1.1 | JBadone | Good all around Go Getter | |
Efficient Lair | Auric Goldfinger | This map creates efficient rooms and haf fake entrances to lure people away from the important areas. The important rooms are farther from the entrance to deter sabotuers. There are multiple power plants to keep power ru... | |
Ultimate | RJ | Plenty of space! | |
Best forever | Maged | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Best forever | Maged | Best map ever
| |
Design v.1 | Amadeus | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Secure | Hairs | Enter your map comments here. Don't forget to change the map and author names before saving! | |
"This Land" | Dizzy | 'We will rule over all this land, and we will call it... 'This Land''. Quite a bit of influence from Spekter's base here. Somthing more appealing to my gaming style. All the wall traps are wind or magnet traps, the y... | |
My Island (v0.5) | AW | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Protomap | Pfhreak | Just laying out a couple of traproom designs in the second island. | |
Protomap | Pfhreak | Just laying out a basic designs in the second island. Two entrances, each surrounding a brutal trap. A freak trigger, easily accessible storerooms. Most of the minions stay behind the armory | |
Tatolandia | T76 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
The Base That Works | Roberto | This base has plenty of room for other things you may need but i think it works just fine. There's room for a maze if you want one. There's a Corridor Room for the loot you aren't using. I tested it myself. | |
The Biggest Base | slightly | All Squares used!!! | |
Kortalhian Base v1.0 | Kortalh | This base was originally based upon Tantalus' Theoretical Base, but has undergone a number of modifications to suit my own needs. | |
Kortalhian Base v1.0 | Kortalh | This base was originally based upon Tantalus' Theoretical Base, but has undergone a number of modifications to suit my own needs. | |
super beis | dock eval | Enter your map comments here. Don't forget to change the map and author names before saving! | |
ekstra bies | dock eval | Enter your map comments here. Don't forget to change the map and author names before saving! | |
ekstra bies rocks | dock eval | Enter your map comments here. Don't forget to change the map and author names before saving! | |
ekstra bies rocks | dock eval | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Kortalhian Base v1.0 | Kortalh | Hey even an evil genius needs to eat. | |
Solo's Base | Solo Phoenix | A combination of these distracting corridors and plenty of empty topside shacks with high security doors will keep 99 percent of agents out of your base entirely. A central hub room allows you to concentrate most of you... | |
Tass's HQ v2.3 (items) | Tassadar | Base map development in progress... (almost done) | |
Tass's HQ v2.3 (no items) | Tassadar | Base map development in progress... (almost done) | |
evil lair of mazes | joe | Enter your map comments here. Don't forget to change the map and author names before saving! | |
WatchR in the Woods | NetWatchR | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Tatolandia | T76 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Tatolandia | T76 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
WatchR in the Woods | NetWatchR | Just a little something I drew up in the middle of the night. I haven't tried it yet. We'll see how it runs. | |
Passive Resistance2 | FL Skater / mayhem | Map adapted from a map designed by FL Skater (Passive Resistance). Visit his map for more reference citing.
Tornado room (see the wiki) as well as a delay room for prisoners. Seperated three prison chambers to hold su... | |
basic | Satyr | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Good base | Valdez | This was my base, I have used it 3 times now, it is based off of Robertos 'The Base That Works'. I later added a small useles corridor not connected to anything for traps, i used atention and sparts draining traps to kee... | |
basic 0.1 | Satyr | In progress, really works!!! Money spiner, 2 entrances, 5 false. Room for exp.
Very Safe!!!
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basic 0.1b | Satyr | In progress, really works!!! Money spiner, 2 entrances, 5 false; set them to level 3. Room for exp. Very Safe!!! Northcontrol for watchdog. XLtrainroom for 500 minions. Open for suggestions!!!
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Decoy entrance scheme | urmother | I have filled up all available space with decoys. Simply delete whatever you need to in order to fit your entrances wherever you want. The point is that these decoys should be in those places that the agents are fixating... | |
Good base | Valdez | This was my base, I have used it 3 times now, it is based off of Robertos 'The Base That Works'. I later added a small useles corridor not connected to anything for traps, i used atention and sparts draining traps to kee... | |
Maerlinmap | Maerlin | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Lair Plan A | Chaps | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Hall Of Corridors | Evil Genius Miraan | The Maze of Hallways and Doors should be enough to occupy the time of most of the agents and tourist's that enter, and the four square rooms are nice for the wind machine traps. If they get past that then you have your s... | |
Lair #2 v.2 | Flexicat | Corporate decoy style lair. Low heat rooms interconnected for slowing down agents. Lab and dedicated training rooms further in. Motion sensors connected to wind machines to push agents out. | |
Discordian Island | Irisis | This base have a freak trigger, ubertrap, a lot of trapmszes, hides for weaponry, but rather small barracks, two empty rooms, very big training facilities, big armoury, sufficient control room, etc. etc. | |
Beta | Bjaelde | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Design | baldurk | initial design | |
Design | baldurk | initial design of my new base | |
Solid Multipurpose Base | Poirot | Very useful for anyone attempting to build first time. 3 seperate armourys to hold prisoners. Two entrences to two depots. Also a stongroom easily accesible from both directions. Armoury with 3 holding areas for prisoner... | |
blafagfvazs fzcbdxszbvank | dddfht | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Island 1 | Tyler | Enter your map comments here. Don't forget to change the map and author names before saving! | |
super ekstra bies | amizing dock | Enter your map comments here. Don't forget to change the map and author names before saving | |
super ekstra bies | amizing dock | Enter your map comments here. | |
my inkredabuil island | maxilmal desiter | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Work in Progress | Spiritbw | Slightly diffrent idea, working from evilwikipedia to get some idea of the size of items and the space needed. High security items still way at the bakc and still trying to route rooms to allow for the Ai. | |
Alternate Layout I | tranq | Just trying to create a new, better, layout for my base.. Any suggestions | |
test01 | tester | Enter your map comments here. Don't forget to change the map and author names before saving! | |
test01 | tester | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Island2-Layout4 | Aegir | Final | |
first attempt | dordanov | All important stuff tucked away deep inside the base, power supply spread over base to prevent an easy sabotage stunt. Long confusing entrances to keep agents busy as much as possible, with lots of room for traps. one ma... | |
Island2-Layout4 | Aegir | halb fertig | |
Woot | Nate | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Island2-Final | Aegir | with rock removal tool | |
Island2-Final | Aegir | with rock removal tool | |
Evil Genius | M@ | HARRRRRRR | |
Testing Ideas | Zophiel | Just playing around with possible base designs. Nothing novel here. Note: I am going to use the green dot 'trap' button to indicate loot placement. | |
second attempt | dordanov | All important stuff tucked away deep inside the base, power supply spread over base to prevent an easy sabotage stunt. Long confusing entrances to keep agents busy as much as possible, with lots of room for traps. one ma... | |
Evil Living | Craphole | Just a map | |
A New Map | Thufir | Just a map | |
Test Island | Cilice | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Test Island | Cilice | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Test Island | Cilice | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Fake entrances | Humpty Dumpty | 2 real entrences and 2 fake ones | |
Test Island | Cilice | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Test Island | Cilice | This is a map that I am about to try out for the first time. The wall items are cameras and speakers, the wall traps are Ventilators, and blue trap dots are laser tripwires, and the red trap dots can be whatever you want... | |
Correct Entrances | Sat on a wall | blabby blab | |
Working Model | BillPom | Working model, Currently building security zones. 4 Entrances, 2 fake with one chokepoint. Power plant Way out of the way, will be building backup power generator room into model. Need to finish trap maze and corridor mapping. | |
Working Model | BillPom | Working model, Currently building security zones. 4 Entrances, 2 fake with one chokepoint. Power plant Way out of the way, will be building backup power generator room into model. Need to finish trap maze and corridor mapping. | |
Working Model - Updated | BillPom | Working model, Currently building security zones. 4 Entrances, 2 fake with one chokepoint. Power plant Way out of the way, will be building backup power generator room into model. Need to finish trap maze and corridor mapping. | |
Final Draft - Review | BillPom | Completed Model. 7 Entrances, 6 fake. Massive maze with a smaller one just south of the main base. Multiple doors for stop gaps in case agents enter. Operations center has access to all points of base. Only entrance... | |
pasto lair | pastoman | My first try! Love this game and DK2. Can't believe I still play them. | |
Jaffo's Lair | JaffoGLIDE | Comments go here. | |
Efficient Design v4 | Aggiestudd07 | Redesigned traps in top left, increased armory protection, revised power plants, general efficiency | |
Second 2.0 | Jack | Enter your map comments here. Don't forget to change the map and author names before saving! | |
squares | fatso | Yet another map | |
Trap Trappity Trap trap | Billpom | Trying a variation of my original base with Rudys Typhoon of Death trap in the NW Corner of the base. Only one entrance in, the rest are fakes that go directly to the main trap chamber. | |
new design | mat74 | New design with large rooms. | |
Trial | jack | I was thinking about how I would build a base if it real. So there are armouries and barracks at the entrances. Its not a perfect map and reflects my obsession with space and perfection of form. | |
Doors | Olga | lots of doors | |
Evil Base Too | Jaffo | Just another base layout. | |
I swear we are legit! | Your Shadow Dani | A simple base I plan on building when I get to Island 2 for the second time, yes i know there should be the powerplant or something as important where the inner sanctum is, but i like the, IM an evil genius I can rebuild... | |
A one path base | the7th | Two entrances to the base but really only one path to the centre. Large rooms to max out all the space but you can start out using smaller ones. Add traps to your liking along the two outer corridors to slow invaders dow... | |
TT + FR | marco262 | This is my take on the ubertrap plus freak trigger combo described on the Evil Genius wiki. I would have moved either the Freak Room or Tornado Trap up farther into that unused area, but the TT needs a 20x20 long space a... | |
Base 1.0 Completed | Billpom | This layout seems to work well for me. The main trap area consists of wind traps and nerve gas traps. Use motion sensors for triggers. The rest of the base is pretty straight forward, I recommend prometheus' revenge a... | |
jesper | sydis | jesper | |
SoI + FR | marco262 | Another Ubertrap slash Freakroom combo, this time using the Square of Insanity method. I altered the design a little to make it more compact; only testing will tell whether it will actually work. The Wall Item icons show... | |
Stuck Forever c1.0 | Warmachine | Basically there is no need for traps... Intruders will stuck in the maze. Dont forget to put doors wherever it is possible. Misliding doors to be level 2 doors, correct way level 1 | |
Stuck Forever 1.1 | Warmachine | Basically there is no need for traps... Intruders will stuck in the maze. Dont forget to put doors wherever it is possible. Misliding doors to be level 2 doors, correct way level 1 | |
Stuck Forever 1.1 | Warmachine | Basically there is no need for traps... Intruders will stuck in the maze. Dont forget to put doors wherever it is possible. Misliding doors to be level 2 doors, correct way level 1 | |
Stuck Forever 1.1 | Warmachine | Basically there is no need for traps... Intruders will stuck in the maze. Dont forget to put doors wherever it is possible. Misliding doors to be level 2 doors, correct way level 1 | |
Fluff's Anal Retent Base | TehFluff | My anal retentive maximum space usage base design. | |
Lithor1 | Lithor | Pre Island2 BuildTryout | |
Plenty of space | SuperZorro | Mostly using doors to keep agents out, and a bunch of empty outside shacks to keep them busy.. | |
Lithor2 | Lithor | Pre Island2 BuildTryout hh
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PenguinLand4a | PenguinMan98 | The purpose of this quaint little base is mainly to testbed trap systems. | |
super minion base | genious2007 | just a very simple minion map | |
super minion base | genious2007 | just a very simple minion map | |
Take two | Spiritbw | New design for a base. the first one worked well. too well to be honest. This one doesn't have quite the compact design which makes it a bit easier to place items, specially loot which I didn't consider in my first de... | |
Wide Halls | Skarslaad | The wide corridor map, including security checkpoints and distinct high and low heat areas. A useless loop draws attention from the real powerplant to the south, and provides a nice area for trappage.
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Island 2 uber v1.0 | marco262 | My first Island 2 layout, using the Square of Insanity method. No idea if the altered square will actually work. The Wall Item icons show where extra space for a delayroom can be alloted, and the Item icons are pressure ... | |
Windy Entrance | Backstab | One entry, that is basically a lot of windtraps that each blows the enemy agents down to a combined poison gas and electricity trap, to get back they will also have to get through 3 firetraps mounted in the wall. The win... | |
Maze Entrance | Zak-D | Lots of room for power. Gun turrets in the inner sanctum (all red dots are gun turrets, green dots are the inferno trap, or anything else you want. blue are good places for traps). You can change security level of doors,... | |
Maze EntranceV2 | Zak-D | Green blocks are high security doors. Lots of room for power. Gun turrets in the inner sanctum (all red dots are gun turrets, green dots are the inferno trap, or anything else you want. blue are good places for traps). Y... | |
Maze EntranceV2-Fixed | Zak-D | MADE MISTAKE IN PREV. It had no Stronghold. Green blocks are high security doors. Lots of room for power. Gun turrets in the inner sanctum (all red dots are gun turrets, green dots are the inferno trap, or anything else ... | |
easy | jacko72 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
easy | jacko72 | this is a simple desin and would hopefuly be easy to copy to the game. i have truble copying anyone elses becouse there desins are so tangled a stuff | |
easy | jacko72 | this is a simple desin and would hopefuly be easy to copy to the game. i have truble copying anyone elses becouse there desins are so tangled a stuff.and i dont no why they dont have a island 1 base layout tool if you no... | |
i see ded man | winr | Enter your map comments here. Don't forget to change the map and author names before saving! | |
i see dead pepole | winr / jacko72 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
island 2 | jacko 72 | THIS IS A SIMPLE DESIGHN SO ENJOY | |
island 2 | jacko 72 | THIS IS A SIMPLE DESIGHN SO ENJOY | |
i see dead pepole | winr / jacko72 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
My base | FatMummy | Try this with your own risk :) | |
A one path base | the7th | Two entrances to the base but really only one path to the centre. Large rooms to max out all the space but you can start out using smaller ones. Add traps to your liking along the two outer corridors to slow invaders dow... | |
? | Hendrix | Enter your map comments here. Don't forget to change the map and author names before saving! | |
battlehunters map | ND(B)attlehunter | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Freezer Halls of Death | Leprichaun | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Freezer Halls of Death | Leprichaun | 2 seperate bases in 1 mountian. the right bas has 1 entry to trap filled freezer halls, every room branches off of th control room from the entry point. on the left side there are 2 entrys leading to round abouts, dead e... | |
secret lair | kotxe | Enter your map comments here. Don't forget to change the map and author names before saving!
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battlehunters map | ND(B)attlehunter | a base with only one entrance but with no suspicius rooms before after the traps.
a good idea to keep inspectors busy with small rooms and saboteurs with an insignificant powerstation. the king (or queen) is seated in an... | |
Devious Plan K | kabobness | Large fake entrance with lots of traps, armory full of cameras, cameras all over the base, loudspeakers in my training and staff complex as well as the control room and the barracks. Large power plant and labratory for l... | |
howeird | howeird | Lots of room for power for all those outdoor traps and other fun stuff. I don't put items on the map. Placement of those within each room is up to you. Bright green dots are Uberloot and such. Doors can be added between ... | |
howeird2 | howeird | Enter your map comments here. Don't forget to change the map and author names before saving! | |
2-Zone Security (modified | Gavitron | Essentially a copy of 2 Zone Security, with one big difference: The freezer was moved closer to the Inner Sanctum, so it won't be dicovered by snoopy agents...
Grey X's are level 4 doors, for guards | |
first attempt | Fluff1234 | God i hope this time it saves properly
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Dual / Single Intrance | THawk | Just an idea for a map ... | |
island 2 V2.1 | mat_74 | just an idea for island 2 | |
Rawr | Mike | WIP | |
Speedodin | Speedodin | Speedodins map. | |
Speedodin | Speedodin | Just the roads. | |
work in progress | nwaw | I'm still working on this one... to be continued when I get home from work. | |
mylayout | kettch | Enter your map comments here. Don't forget to change the map and author names before saving!
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work in progress | nwaw | I'm still working on this one... to be continued when I get home from work. | |
Max Distraction | nwaw | 2 real base entrances, 1 near each depot. Must go through long distracting hall to get anywhere important. 19 false base entrances leading either into a maze of corridors (distraction traps) or a freezer (deadly traps)... | |
Sample Island | Jeremiah | Sample Map | |
No Need More Then That! | AloNs | Separated barracks for Gym. no need more then that! | |
5% done map | bolton | Work in progress, only starter corridor and traproom | |
DrEwolDungeon v.1b | DrEwolPwns | Two entrance base with loads of rooms for traps and secure west side with huge open space for my loot. NW powerplant is backup generators and SW powerplant is made of compartments to contain a blast, thats the thought at... | |
max | doc | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Evil Base | Newton | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Evil Base | Newton | Esta base ainda nao esta em uso. | |
Enigma Trapper | Chaosenigma | Highly expandible Based around making sure guys dont get into your base
Uses nuclear power, but safely put away in a far corner.
Use the extra armory spaces and corridors to place fire extinguishers and 'hidden' weapons as neccecary | |
Evil Base | Newton | Esta base ainda nao esta em uso. | |
bart's base | bart | Centerpiece is the large training area surrounded by 2 sets of minion support rooms. With one real entrance branching into several dead ends, not too many agents should reach the hot stuff. The big freezer in the upper l... | |
Loving Traps | DocLove | This is a map that was modified from PenguinMan98, I only like one main entrance into the Critical portion of the base, I also love the wind tunnel, As you can see. Agents like to open the first door they see, so I like ... | |
MastaBlueprint 1.0 | Heki | First idea to a possible layout. Uses two entrances.
Benefits of expandable Training Room. I for one had a load of trouble with it on the first island. Secondly, the powerplant and lab is hidden nicely so you won't get a... | |
Simply effective | AlmightyFjord | Entry filled with cameras, doors, and antismarts traps to deter intruders. Large freezer off sealed hallway filled with deathtraps. It's near the entrance so that bodies from the outside can be taken care of quickly. ... | |
Rocki's Lair | Rocki | Temp Version | |
NEw | vic | gfdgdfgdffdgdfgfd | |
Nemisis Island | Menser | Wall traps are wind gen's with mot sensors. Yellow dots are confusion traps with PPlates in front. Blue dots is for Sent guns with Camera behind if you got patch. Red dots indicate Guarded doors. Entrances by depots use concealed entrances. | |
Nemisis Island | Menser | Wall traps are wind gen's with mot sensors, keeps them spinning . Yellow dots are smart traps with PPlates in front. Blue dots is for Sent guns with Camera behind if you got patch. Red dots indicate Guarded doors. Entran... | |
cmh Map #1 v1.2 | cmh | We all have our own ideas of what the best layout is, and I'm not saying this is the best, but I belive it's a really good one, only one entrence to the base, with a highsecurity door right inside should minimize the num... | |
Versuch Nummero Unno | Lex | test version | |
cmh Map #1 v1.3 | cmh | We all have our own ideas of what the best layout is, and I'm not saying this is the best, but I belive it's a really good one, only one entrence to the base, with a highsecurity door right inside should minimize the num... | |
cmh Map #2 v1.0 | cmh | my second map, it's got 4 fake entrences and space enough for all you could want | |
Roger2.0 | Bob Smith | This is my map | |
Spektyr | 05Grey | Copy of Speltyr's competition island | |
copypasta | Turtle | slight modfication of spektyr's competition base. Slower base access but more secure. Added a third entrance through the windtunnel that can be used when both autoclaves are in use. can be demolished if agents are get... | |
copypasta 1.2 | Turtle | slight modfication of spektyr's competition base. Slower base access but more secure. Added a third entrance through the windtunnel that can be used when both autoclaves are in use. can be demolished if agents are get... | |
basic | djinn | Lots of extra space, I know. | |
fORTRRESS | pARIS | Enter your map comments here. Don't forget to change the map and author names before saving! | |
First Try | HellBento | My first try. Bottom and Right corridors (connected to outside world) are the outer base, no heat generating items that can be avoided, the rest is the inner base, protected by some trapped twisting corridors and with several trapped dead ends. | |
TsjoeIsland | Tsjoepie | 2 level map layout with 2 entrances, and square of insanity, freak trigger and delay room. Yellow and blue dots are both nerve gas cages. Red dots are a lethal gas case in case clearing the trap is necessary.
Cells are s... | |
Basis 2 | Max | Perfect!!! | |
Stuck Forever 1.2 | Warmachine | Basically there is no need for traps... Intruders will stuck in the maze. Dont forget to put doors wherever it is possible. Misliding doors to be level 2 doors, correct way level 1 | |
1st base plan | Coren | beginning plan | |
Irritation Island | MWJ | The best way to deal with agents is to give them what they want...away from your base. Most the important parts of the lair, that generate a lot of heat, are deep inside your base. The main corridors don't rely on anyth... | |
Robo's map | Robo | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Robo's map | Robo | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Danger's Design v1.0 | Danger | First design, will have many topside shacks. Armory in bottom right is for captures. Training room on the left is for high heat and large training devices. Agents need to travel fairly far inside to find anything interes... | |
Danger's Design v1.1 | Danger | Second design, will have many topside shacks. Armories in bottom right and top middle are for captures. Training room on the left is for high heat and large training devices. Agents need to travel fairly far inside to fi... | |
2nd floorplan | Coren | Work in progress. With planning for future expansion of halls and traps. | |
Danger's Design v1.2 | Danger | Third design, will have many topside shacks. Armories in bottom right and top middle are for captures. Training room on the left is for high heat and large training devices. Agents need to travel fairly far inside to fin... | |
Blueprint A | Gergg | A simple base structure with long corridors and a handful of distracting traps for intruders. Space used wisely in case of necessary expansion. | |
Mini-mall | FuManChu | Basic Layout | |
MicroMall | FuManChu | Modified layout to allow for accountant and more flexibility for prisoners. | |
Try 4 evil lair 01 | Internetmeiky | This is the first try of an evil lair, with some Traps and a labyrinth. It's not finished yet. | |
Try 4 evil lair 02 | Internetmeiky | This is the first try of an evil lair, with some Traps and a labyrinth. I think its finished :) | |
Danger's Design v2.0 | Danger | Complete revamp. Moving away from killing agents to simply dumbing them down. Still lots of fake entrances for them to play with and of course topside shacks. Moved the east entrance to the north side away from the start... | |
Danger's Design v2.1 | Danger | Complete revamp. Moving away from killing agents to simply dumbing them down. Still lots of fake entrances for them to play with and of course topside shacks. Moved the east entrance to the north side away from the start... | |
hardwire Evil Lair 1.0 | hardwire | Fairly straight forward. Low heat rooms at the entrances with traps at high heat rooms. East side may need some tweaking to be more like west (i.e. going through low heat to find other rooms). Built modular for easy modi... | |
Magnus | Magnus | Enter your map comments here. Don't forget to change the map and author names before saving! | |
hardwire Evil Lair 1.1 | hardwire | Fairly straight forward. Low heat rooms at the entrances with traps at high heat rooms. East side may need some tweaking to be more like west (i.e. going through low heat to find other rooms). Built modular for easy modi... | |
First test | Linus | My first test map | |
Island Base 2 | Christian | My Base | |
For The Win | Maelwas | Strongroom: One gold case
Barracks: Solid line of beds, two heavy duty speakers, two workout stations
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For The Win: Complete | Maelwas | I hate unused space, and I'm a bit OCD about the way rooms are shaped, so here's what I got to take up every square I could and still like the rooms. | |
DaRRoXX | Syko | A simple base design, designed to be cheap at first, bu build up into something more impressive, while leaving space for later rooms and traps as my be needed. | |
first pass | coby | top entrance, low heat rooms near entrance, traps | |
Hell Hole | Syko | Leaving few blank spaces, the msjority of these for extra trap systems, this beautifully designed base when combined with secret information, which may be disclosed at a later date, allows for an incredibly efficient bas... | |
map1 | boogienuts | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Island Fortress 2 | Panzerwagoneer | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Planning | Kahrn | Still in the process, no trap systems up yet... will need monitoring of agents in base | |
daves evil island 0.1 | dave | Enter your map comments here. Don't forget to change the map and author names before saving! | |
daves evil island 1.0 | dave | Enter your map comments here. Don't forget to change the map and author names before saving! | |
F-I Base I | faulty_intelligence | Entry hallways are the same setup from either entrance, entrance foyer 4 square wide corridor, covered by 4 cameras, with do not press trap, next in through a door are attention gas traps, with camera and motion sensor s... | |
Efficient Lair | Auric Goldfinger | This map creates efficient rooms and haf fake entrances to lure people away from the important areas. The important rooms are farther from the entrance to deter sabotuers. There are multiple power plants to keep power ru... | |
Capin George | George van Hout | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Capin George | George van Hout | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Base plan 001 | Dumorimasoddaa | my current plan of action for my new iland 2 base delidrately leaving quite a lot of space for addapting as needed plan on using area abover the frezzer as a trap maze maze | |
Dr Teirmose's Lair | Teirmose | Enter your map comments here. Don't forget to change the map and author names before saving! | |
The Base | Unknown | Enter your map comments here. Don't forget to change the map and author names before saving! | |
The Base | Unknown | Two Entrances, but main base is well guarded. | |
Ted's 1st | snaza | Enter your map comments here. Don't forget to change the map and author names before saving! | |
1 | bob | | |
EvilSchool | EvilLink | Lets get ready to rumble... | |
Island Stronghold | Taokan | Designed with efficiency in mind. In the top left is the science area, including training and recovery. Powerplant is adjacent to the lab and has a capacity for 30 nuclear power plants. The other training area is for soc... | |
Corporate facade | Mischiff | This base is centered around fooling agents into thinking the base is just a simple corporation. or company The front by the entrance has rooms with no heat items, followed by trap infested corridors leading to higher he... | |
Simple Base | Vicious | Simple base with one enterance and 2 fake enterances. never tried the actual design in the game yet, so i dunno how well it'll work. | |
volcsea island | aaron | good | |
Best basic | Evil Guy | Some people say that this bse looks like a fish, but thres no better basic base. Inner sanctum is safe, large training room, a hotel for money making and i have placed all the items and traps in the right and best places. | |
Sanctuary v0.1 | Anon | Key info: (1) walltrap is wind gen (2) blue dor traps are nonlethal gas (3) yellow trap is an optional corridor, build it for more efficiency, leave it out for more security. (4) wall item is motion sensor (5) first armo... | |
Le evil base | kyleo92@hotmail.com | This is the base i used last time i played and it worked great! You have to forgive me, i don't quite remember the size or perimeter of all of the objects, but they're more or less correct. Please enjoy! | |
premade | peter | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Agent Scrambler v1.0 | Xiombarg | Large sqarre is Fire Traps with Killer Bees and Motion Sensors in thr center, small squares are wind traps for confusing and delaying agents. Stock Market Machine goes near the Right Hand Depot, and the Tech Support Stat... | |
Hotel | Kromas | Essentially I tried to seclude key areas and try to make any enemies who get opast the 1st area to run through areas with a lot of minion traffic.Also there are a few key Armoury (gunlockers rooms) placed in areas with h... | |
doom32 | not you | | |
independent sides L | biclopse | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Bloody Evil Base | Forgeron | Detention and interrogation sections on south, south east.
Main training and quarters on east.
Intelligence west. | |
Thousand doors v0.1 | Juzmach | This is my first Island 2 base layout design. This is far from completion as you can see. Just working with a few entrance ideas. | |
Herr Kommandant's Map, n1 | Herr Kommandant | Probably one of the best settings if you're moderatly rich. You can Always build the rooms smaller and enlarge them later on...
With High security prison cells for Special agents, if you ever want to keep them 'till you find the ''cure.'' | |
Thousand doors v1.0 | Juzmach | This is my first Island 2 base layout design. This should be the completed design. I decided to make two armories near the entrances to act as 'conflict zones'. Replenishing areas after the armories to heal minions and f... | |
Low Heat | Cryptoknight | Going on the idea that agents will cause fewer problems if they have to wander through alot of low heat areas before they get to the important stuff | |
Low Heat | Cryptoknight | Lots of low heat rooms to wander through on one entrance, and lots of dead end traps on the other | |
Secure Base | damien | Both entrances close as poss. to the depots, surrounding each are low heat rooms, smaller armouries security based, larger cell based. split power over 3 rooms, inner sanctum and strongroom in centre of base. Freezers at... | |
double jeapardy | hogosha | entry trap gauntlets with lvl4 tag loops at end. doors into entryway trap offshoots set to lvl3. | |
rib cut | Hogosha | two enterances into single chokepoint | |
Danger Island v1 | IntX | Work in progress. I have just reached island 2 so this is untested. This design utilizes two entrances to corporate fronts. The control room to the SW is used for the stock watchdog mission. The room will be converted to... | |
Kind of nice | RichoDemus | It may not be the best but it works. notes, the entrance corridor houses some traps and the outside has around 19 camo sentry guns
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big bace | evil mony | big place you need to add the thigs your self | |
2 Depot Entrances | UnderDOG | A short corridor cuts through the mountain to cut down time between the two depots. They both lead into the base though one chokepoint to allow for more security. The "lab" is a normal lab, plus a small room of each t... | |
DJS's Island 2 | DJS | Enter your map comments here. Don't forget to change the map and author names before saving! | |
4 chris | ben | check it out! | |
Wakoo-a-doo | Wakoo | A short corridor cuts through the mountain to cut down time between the two depots. They both lead into the base though one chokepoint to allow for more security. The "lab" is a normal lab, plus a small room of each t... | |
WHOO WHOO | Wakoo | Use the bottom entrance to get ride of most the agents, red crosses are wind generaters and grey crosses are magnets. The 1st armary is for sercity desk only! Low heat items in the first half. Second half is lvl4 door on armory. | |
bibs | Leif | Enter your map comments here. Don't forget to change the map and author names before saving! | |
bibs | Leif | Enter your map comments here. Don't forget to change the map and author names before saving! | |
first try | CRG | Enter your map comments here. Don't forget to change the map and author names before saving! | |
codeblower1 | codeblower | Enter your map comments here. Don't forget to change the map and author names before saving! | |
codeblower1 | codeblower | Enter your map comments here. Don't forget to change the map and author names before saving! | |
unfinished lair | tired llama | Enter your map comments here. Don't forget to change the map and author names before saving! | |
codeblower3 | codeblower | Theoretical.
Trying to steal the best of the ideas and strategies I've seen and that I think wll fit my playing style. | |
2mazed: upgraded | Warlord | two mazes at the entrances keep the agents bored. And a lot more traps and defence. And a freak trap room. | |
Planning :Completed | Warlord | Still in the process, no trap systems up yet... will need monitoring of agents in base. This now has trap systems, more security and doors everywhere. | |
codeblower3.1 | codeblower | Plans for improvements after a little testing. I think this will work better. Still quasi'theorectical. Green dots next to 'item' markers are for deliniating between adjacent items (body bag racks, generators, lockers... | |
codeblower3.2 | codeblower | Plans for improvements after a little testing. I think this will work better. Still quasi*theorectical. Green dots next to 'item' markers are for deliniating between adjacent items (body bag racks, generators, lockers... | |
Chimera entrace | meep | Primary corridor layout for a 2 (real) entrace lair. Many fake entraces waste agent time. Both real entraces lead to a single defendable corridor. All entraces are fitted with wind traps to further waste time (an not... | |
Plain Vanilla Map | Fat Lotus | A really basic map. It is designed to simply survive and nothing more. It is pretty vanilla. | |
HQ | Zwaryczuk | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Efficient Map (Tested) | MCFantasia | Another great map that makes use of the Square of Insanity trap. There is a corridor leading off the lab to guide your freaks to the three freaktrap rooms. Once you get your freaks in the the rooms the orange corner co... | |
!a@b#c | MaskedMonkey | Add corridor maze, and voila!
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!a@b#c | MaskedMonkey | Add corridor maze, and voila!
| |
My Evil Base | Tullio | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Unfinished 1.0 | fatlotus | A rudimentary base. It's not finished though... | |
base 2 idea | john s | Enter your map comments here. Don't forget to change the map and author names before saving! | |
base 2 idea | john s | Enter your map comments here. Don't forget to change the map and author names before saving! | |
split in two | Drappke | Here's a base layout I've tested a lot of times, there are different training rooms for different minions, so that your science staff stays close to the lab and military minions are close to your armory,prison. Also two ... | |
SDB Island2 v1 | SDB | Inspired a lot by IntX's Danger Island. Tnx ;)
Also untested, but corridors and smaller rooms allow for easy destruction and rebuild. | |
Hypercube | arbeitstier | | |
Quick map | Trying to be Evil | Lord Voldemore's Lair
Simple, yet economical... as long as you have the money cheat. I use the mod for the sentry guns (indoors) in each of the two entry ways... one towards the depot, the other towards the dock. BIG po... | |
Fluff's Anal Retent Base | TehFluff | My anal retentive maximum space usage base design. | |
split in two | Drappke update Zalle | A slight different version of Split in two, there are different training rooms for different minions, so that your science staff stays close to the lab and military minions are close to your armory,prison. Also two armor... | |
mehkiebase | mehkie | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Finale' Design | SlayingSoul | Just a map I made to test my design perceptions of what I thought that my second island base should look like. | |
split in two | Drappke update Zalle | A slight different version of Split in two Version 2, there are different training rooms for different minions, so that your science staff stays close to the lab and military minions are close to your armory,prison. Also... | |
Split Section Maze | Freak | Two entrances leading to a maze full of trapped sections of corridor. Main base starts with low heat rooms working outwards to the higher heat sections. Combined with psychological weakening tags it's very effective for... | |
Attempt 1 | Johnny B. Goode | Attempting to maximize effeciency and security based off the lessons learned from playing through the first level. | |
A one path base | the7th | Two entrances to the base but really only one path to the centre. Large rooms to max out all the space but you can start out using smaller ones. Add traps to your liking along the two outer corridors to slow invaders dow... | |
a Evil Paradise | the7th |
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Unfinished 1.1 | fatlotus | A rudimentary base. It's not finished though... | |
Unfinished 1.1 | fatlotus | A rudimentary base. It's not finished though... | |
Unfinished 1.2 | fatlotus | A rudimentary base. It's not finished though... | |
a Evil Paradise | battle_onion 1.64 |
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a Evil Paradise | battle_onion 1.64 |
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Dop | dave | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Dop | dave | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Dop | dave | East side is low heat outer base. One hallway leads through armory into the inner base on the west side. 2 enterances for quick depot access. Small trap hallway in the north. The inner sanctum attached to the lab is ... | |
a Evil Paradise | battle_onion 1.64 |
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Makeup | Mike | Corridor Style Map One never ending trap set off, company front one main entrance to base, not very effecient but safe | |
Ultimatum | SlayingSoul | Design yo' | |
Ultimatum | SlayingSoul | Design yo' | |
Ultimatum2 | SlayingSoul | Design yo' | |
1st try | Chiel | 2 entry, low heat at front, small staffrooms w high security doors to store henchmen, 2 armouries near exits w weapons controldesks, 1 armory near freezer w cells, small trainingrooms in center of barracks for mousemazes | |
Yet Another Evil Base | Kaolinite | This is my third base on Island 2. I mainly focused it on efficiency but I have to admid that I could have done some parts better (especially the part on the left). Since I used the 'hotels in base' mod, I used the orang... | |
island gecko | gecko | Enter your map comments here. Don't forget to change the map and author names before saving! | |
SuperAgent Combatting | SS | Superagent Corridor. | |
Long Run | Nkat | Corridor style base. Low effeciency. High security. There are many corridors with dead ends to ensure agents do not make it to heated areas. Two entrances, only one path to the inner base. Provide topside shacks at ... | |
A one path base | davo | | |
island gecko | gecko | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Davo's cool island | Davo | | |
EG Lair | sol_niger | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Joe/David | Joe | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Joe/David2 | David | Enter your map comments here. Don't forget to change the map and author names before saving! | |
EG Lair | sol_niger | Enter your map comments here. Don't forget to change the map and author names before saving! | |
EG Lair | sol_niger | Enter your map comments here. Don't forget to change the map and author names before saving! | |
EG Lair | sol_niger | Enter your map comments here. Don't forget to change the map and author names before saving! | |
MyIsland | Joseph | Enter your map comments here. Don't forget to change the map and author names before saving! | |
MyIsland2 | Joseph2 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
genius base | sam | my map is very spacious one of the wind tunnel blows people into the freezer so people only have to be put on the rack.this map is very clever. | |
GD Island Fortress v0.1 | Greatest Dog | Enter your map comments here. Don't forget to change the map and author names before saving! | |
GD Island Fortress v0.75 | Greatest Dog | Enter your map comments here. Don't forget to change the map and author names before saving! | |
GD Island Fortress v0.76 | Greatest Dog | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Creeping's Base | creeping | Wonder if anyone but me is still playing this game This is just a basic map I thought Id try after looking at other submissons on this site. Nothing fancy going on really just thought Id try hiding some entrances in roo... | |
No Halls Base #2 | Protoborg | No hallways! Hallways are GOOD. We are EVIL! | |
mistaobvious | mistaobvious | testing | |
mistaobvious | mistaobvious | testing | |
Hive Fortress | R1024768 | Well I started out with my entrance to the right, but after getting half my base blown up I blew up that corridor and moved my entrance to the trap entrance...so now there's 2 barracks, 2 staff rooms, 2 infirmary, 2 mess... | |
New base | FireStar | Not ready yet | |
The Basic Az Evil Lair | The Triads | A simple compact base, it's got all the minion stat regeneration rooms at the Front of the base (Two entrances) with the Inner Sanctum right at the back. The barrack's size depends on how many minions you have, the barra... | |
Simply Satisfying | Konraden | I wanted to go for something simlpe that still fulfilled my needs for security, flow, and heat reduction. I designed a two entrance base, both with wide corridor entrances, for the optimal placement of traps. I placed an... | |
Island no 2 | Zara | The island layout for the second island, complete with A shaped inner sanctum for Alexis. | |
reworked | mistaobvious | testing | |
First | Lucas | My First Idea, no Idea how its going to turn out. | |
First | Lucas | My First Idea, no Idea how its going to turn out. | |
balanced map | Joe | I tend to like my bases to be somewhat organized or geometric like. | |
balanced map 2 | Joe | I tend to like my bases to be somewhat organized or geometric like.
Made some changes from my original floorplan. Its pretty much the same as it was though. | |
Compact with Decoys | Krimzon | A compact map, with amenities centralised around the control room. There are three decoy entrances, and the freezer decoy, although rarely penetrated, swallows agents permanently due to traps. The south west decoy sees m... | |
Compact with Decoys | Krimzon | A compact map, with amenities centralised around the control room. There are three decoy entrances, and the freezer decoy, although rarely penetrated, swallows agents permanently due to traps. The south west decoy sees m... | |
ja | ja | ja | |
ja | ja | ja | |
ja | ja | ja | |
ja | ja | ja | |
ja | ja | ja | |
ja | ja | ja | |
| Tim | Just playing with some ideas. Thanks for a great EG tool! | |
Evil 2 | Evil Chris | Base 2. | |
RassaR's first | RassaR | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Uber-base | Gunsolo | No base is complete without at least one UberTrap. This base has two.
By the way, from this angle the island looks a lot like Iceland. ;)
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Evil Base 1 | Morp | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Base Plan 1 | Professor Cyanide | Enter your map comments here. Don't forget to change the map and author names before saving! | |
PenguinLand4a | PenguinMan98 | The purpose of this quaint little base is mainly to testbed trap systems. | |
z1 | Zorn | Enter your map comments here. Don't forget to change the map and author names before saving! | |
The Facade of Confusion. | Refuge | An outer corridor with regular entrances, and no actual connectio with the base and plenty of places for traps. A inner corridor with a single disguised entrance. All low heat rooms near the main entrance, and all the ... | |
z1 | Zorn | Enter your map comments here. Don't forget to change the map and author names before saving! | |
what's up doc | epiphany | testing uno dos tres
... | |
The Idiot's Delight | The Idiot | | |
Twisty | RabidStoat | Long entrance hall to lose agents, internal security doors, major heat generating rooms far down halls, decoy entrance. Not sure on exact tile cover of items, so proportions may be off. | |
Whistle Down The Wind | Malligant | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Babies | Cernel Joson | I, Vladiat0r, am wearing a pink cape | |
Babies | Cernel Joson | I, Vladiat0r, am wearing a pink cape | |
Screamer's Paradise | ChrisyG | I won't begin by telling you how long it has taken for me to get to island two, although that luscious green landscape is a sight to behold! Now that I'm about to build my new base, I figure the best thing to do is plan ... | |
Simple | Purg | Enter your map comments here. Don't forget to change the map and author names before saving! | |
new | siman | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Max Space Min Trouble | Gl1tch | I've tried to maximize space while minimizing admin trouble. Work in Progress. | |
Masterplan Machination II | tranquilite | Basic layout. Trying something new with the corridor setup. Still using seperate rooms much for the aesthetics of it :p Not placing any traps on the layout map, becuase a poorly designed trap will end up killing half of... | |
Evil Lair of Max | Declan | This is my lair, the smaller power room by the lab is a temp room for research items, the barracks by the archives above the control room is a locker room for the moment, the one by the staff room is the real barracks.
... | |
Evil Lair of Max | Declan | This is a base for all max lovers
With some free space
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Phils Map | Phillie G | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Home Sweet Home | Golos | My first ideas for Island 2. | |
Yet Another Evil Base | Kaolinite | This is my third base on Island 2. I mainly focused it on efficiency but I have to admid that I could have done some parts better (especially the part on the left). Since I used the 'hotels in base' mod, I used the orang... | |
Sectioned Base | Archy | Meh... might use the rock patch to get rid of the holes | |
Cheating B______ | Tall_Person | Okay, so, now what... | |
Double base | chaz | Green traps indicate areas where I am considering placing traps. The red trap zone indicates an optional peice of coridor. This base is designed to waste minimum space on corridors, while keeping agents away from importa... | |
My Evil Plan A ]:-> | Prince | Maze and some traps. Not cheap but very efective. | |
Evile Base 4.0 | Admiral Kutuzov | More details could be added (such as item, trap, and door placement), but I'll add those refinements after I test this out a bit. This base is designed for efficient minion flow and high security. The entrances should ... | |
Revised Base | Chaz | This is a complete overhaul of my previous design, based on a new way of thinking about the game: traps, security and minions mean the agents rarely enter the deeper parts of the base, so they can be designed more freely... | |
Vic | Vic | Simple base design, intended to confuse more than anything else. | |
adb1 | adb | test | |
Security | Hinoa | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Security | Hinoa | Note that items currently marked as wall traps are actually Fire Extinguishers. This is to differentiate them from security cameras. | |
Checkpoints v0.3 alpha | Hinoa | Now with 100 percent more anal retentive item placement!
Note that I have never played this game before, and thus, this may actually suck (or require more power than I provide here) It probably does, anyway. Note: You'r... | |
Checkpoints v0.3.5 alpha | Hinoa | Now with 100 percent more anal retentive item placement!
Note that I have never played this game before, and thus, this may actually suck (or require more power than I provide here) It probably does, anyway. Note: You'r... | |
Checkpoints v0.3.6 alpha | Hinoa | This design has one thing in mind, and one thing only: Maximizing space usage. I hate wasted space. There's security checkpoints in this base, consisting of a mini armory and a field door. They seperate sensitive areas. ... | |
Facade | Yaotzin | Enter your map comments here. Don't forget to change the map and author names before saving! | |
An Actual Plan | Rattyorie | Work in Progress | |
An Actual Plan | Rattyorie | Work in Progress | |
Supreme Universe Squadron | Link_J | This is my standard layout for the second island thanks to all you guys for suggestions. Every nine by two corridor is a wind trap, every false entrance is supposed to be inner sanctum, | |
Supreme Universe Squadron | Link_J | This is my standard layout for the second island thanks to all you guys for suggestions. Every nine by two corridor is a wind trap, every false entrance is supposed to be inner sanctum, with motion sensor and pop up tra... | |
Supreme Universe Squadron | Link_J | This is my standard layout for the second island thanks to all you guys for suggestions. Every nine by two corridor is a wind trap, every false entrance has a motion sensor and pop up trap and force feild four security ... | |
Checkpoints v0.4 alpha | Hinoa | This design has one thing in mind, and one thing only: Maximizing space usage. I hate wasted space. There's security checkpoints in this base, consisting of a mini armory and a field door. They seperate sensitive areas. ... | |
2 entrance | liberabit | 2 entrances with 2 wings off central corridor. room for expansion if needed and dummy entrances and trap maze | |
Corridores map | Andrew Macdonald | this map is designed so that everything you buy has a place and plenty of space, also it leaves a large area for your own expansion | |
emiel1 | Emiel | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Alexis's Palace | Coron Aronshear | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Alexis's Palace | Coron Aronshear | I designed this map for personal use, but anyone can use it. I named it after my Avatar of choice. I hope someone finds it useful but i'm not expectant. | |
EBK 1.0 | Kelso | Enter your map comments here. Don't forget to change the map and author names before saving! | |
proof | alexrobot | Enter your map comments here. Don't forget to change the map and author names before saving! | |
proof | alex | work in progress | |
try-out 1 | maquiavel | Enter your map comments here. Don't forget to change the map and author names before saving! | |
EBK 1.1 | Kelso | | |
4DMax | Fat Lotus | Don't ask. | |
Power to The Massesk | Kelso the Great | Let's just say i like both kinds of power... | |
4DMax 1.2 | Fat Lotus | Stll don't ask. | |
Chef's Labrynth | Hadesplague | List of Ingredients:
2 real base entrances
11 false entrances
1 easily accessed mazelike section
1 orderly difficult to find section
Multiple large rooms
Directions:
Add many corridors and rooms with negligible heat to ... | |
Tom H's Lair | Tom H | My slowly developing plan for the second island. Please don't edit. I know it not be the best design, bear with me. | |
Tom H's Lair | Tom H | My slowly developing plans for the 2nd island. Please don't edit. I know it may not be the best design, but it's mine. | |
Tom H's Lair | Tom H | My slowly developing plans for the 2nd island. I know it may not be the best design, but I like it. | |
Tom H's Lair | Tom H | My slowly developing plans for the 2nd island. I know it may not be the best design, but I like it. | |
Tom H's Lair | Tom H | My slowly developing plans for the 2nd island. I know it may not be the best design, but I like it. | |
Tom H's Lair v1.1 | Tom H | My slowly developing plans for the 2nd island. I know it may not be the best design, but I like it. Sorry I reuploaded it so many times, I added to it bit by bit over time. This time with improved barracks, and much backup power plant. | |
Tom H's Lair v1.2 | Tom H | My slowly developing plans for the 2nd island. I know it may not be the best design, but I like it. Sorry I reuploaded it so many times, I added to it bit by bit over time. I just added a Square of Insanity because I enj... | |
Tom H's Lair v1.3 | Tom H | My slowly developing plans for the 2nd island. I know it may not be the best design, but I like it. Sorry I reuploaded it so many times, I added to it bit by bit over time. This time with improved power plant and a more ... | |
Tom H's Lair v1.4 | Tom H | My slowly developing plans for the 2nd island. I know it may not be the best design, but I like it. Sorry I reuploaded it so many times, I added to it bit by bit over time. This time with a backup power plant, improved b... | |
EGB 2.1 | Kelso | Enter your map comments here. Don't forget to change the map and author names before saving! | |
EGB 2.2 | Kelso | | |
Passive Resistance 3or4 | Fl Skater | Has maze of barracs and other low heat rooms at both entrances. The goal is that agents get bored and leave before getting to anything with heat. Small upper armories have only security desk. On the right is a tornado... | |
3-level security island | Bart | Bart's evil layout. Has three levels, outer has no heat generating items, second has, third level is for vital rooms only. Also has a freak trigger and a money generating agent trap. Separate armouries for gun storage, prison and security desks (2x) | |
spiral security | radarman | room traps are objects. trap corridors lead to nothing. calculate cost and power. orange doors are level four
1)corridor 2) strongroom 3) barracks 4) power 5) control room ((don't forget hotel)) | |
Classic Comedy | Noted Literally | Trying to work out a map that seems to fit the feel of the game, if you take my meaning. | |
Name1 | Blitz | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Evil Lair Version 2.1 | Nicholas | Enter your map comments here. Don't forget to change the map and author names before saving! | |
PenguinLand4a | PenguinMan98 | The purpose of this quaint little base is mainly to testbed trap systems. | |
Vulcana | Itara | New experiment, door maze and a windtunnelcircuit. | |
Nero's Base | Krasto | A base for all you neat freak evil geniuses out there...like me! The corridors, though not maze like, provide ample trap setting positions, and I have not had a problem with infiltration yet! There is space for addition... | |
Hive Fortress | R1024768 | Well I started out with my entrance to the right, but after getting half my base blown up I blew up that corridor and moved my entrance to the trap entrance...so now there's 2 barracks, 2 staff rooms, 2 infirmary, 2 mess... | |
fire safety first | necro405 | it is not finished yet | |
Maze and Trap Corridor | Kevin | It's mostly a maze, but with a trap corridor for those who get far or unlucky enough.
UNFINISHED | |
A-Maze-ing | CaHoot | Many doors when enemy agents enter, no traps cause they kill your dudes but a maze of doors which your guys can easily pass through but the enemy agents will have to return to HQ by the time they get halfway throuth the ... | |
Solid Multipurpose Base | Poirot | Very useful for anyone attempting to build first time. 3 seperate armourys to hold prisoners. Two entrences to two depots. Also a stongroom easily accesible from both directions. Armoury with 3 holding areas for prisoner... | |
RepreBenT | Decoy | this is a secure and efficient design i thought up. the main base is hidden behind a single, heavily trapped corridor, while two other decoy corridors resemble a corporate facade, complete with fake rooms with low heat. ... | |
2 Ways | Ron | My future base... | |
Advanced v2 | Shabah | Redundancy is the theme of my map. I'm using 3 tiers 2 are redundant incase of penetration and disablement. 1st tier you have basic henchmen guards etc. 2nd tier you have the lab for research also training for scientists... | |
Hidden Lair | Dinictus | A two way lair WIP that features large enough rooms for agents to loiter in and plenty of means to waste their time with while more devious rooms are guarded by sheer distance. Wind traps at the entrances are bound to be... | |
Spektyr | 05Grey | Copy of Speltyr's competition island | |
Mt. Fujiko | Opticon | Basic layout
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test | noone | Enter your map comments here. Don't forget to change the map and author names before saving! | |
2 Depot Entrances | UnderDOG | A short corridor cuts through the mountain to cut down time between the two depots. They both lead into the base though one chokepoint to allow for more security. The "lab" is a normal lab, plus a small room of each t... | |
oh no iam pregnant | nob cheese | This takes a lot of cash. Maze of traps in the NW. Many crooked halls to allow for better security. Traps along the corridors. Freezers used for large trap areas.
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this design blows | Ron i hate evil genu | My future base...its smells | |
test | noone nob head | hahahaha this is from noone and it is the biggest peice of bullshit i have ever seen!!!!!!!!!!!!!!!!!!!!!!!!!!!!! | |
Tom H's Lair | Tom H | My slowly developing plans for the 2nd island. I know it may not be the best design, but I like it. not it is crap just like your mum in bed last night | |
My base | Waaaagh360 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Spektyr | 05Grey | Copy of Speltyr's competition island | |
Spektyr | 05Grey | Copy of Speltyr's competition island | |
Island 2 Second Try | Spike | My second attempt at island 2. We'll see how this goes, but right now I'm just beginning. The question now is where to put the mess hall. And let's see if I can delete the old entries... | |
Knechtaur | AndrewK | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Knechtaur | AndrewK | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Island 2 Second Try | Spike | My second attempt at island 2. We'll see how this goes, but right now I'm just beginning. The question now is where to put the inner sanctum... | |
Knechtaur | AndrewK | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Secure Base ;) | Gaboman | Security base. | |
Efficient Map (Tested) II | ELightshow | This is a very efficient map that I tested myself. All corridors and 2 exits are under severe watch by cameras and protected by several traps. You can make the sanctum even larger, and there's a lot of free space for any... | |
Evil lair model nr. 56673 | StooPid | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Seviil's Island | Seviil | A Tornado Trap (with Freak Trigger), fed by three external entrances, keeps agents busy and brings in cash. A single entrance leads from the trap to the main armory. Base is divided in twain to keep prisoners away from p... | |
Dark Logistic v1.1 | Dark Logistic | Work in progress.... Tornado Trap (with freak trigger) for cash on right of map. Prison cells somewhat isolated from areas of severe damage potential. Training tiles in certain areas to place Mouse Maze (increase loyalt... | |
Evil Base of Evilness! | benm505 | Secure, Efficient and Asthetically Pleasing! What more could you want. | |
glo_01 | gloowa | Pure theory, i'll test it soon. | |
Evil lair #2! | Maximillian | Congrats! You have finaly moved to island two! | |
EI | Target | Enter your map comments here. Don't forget to change the map and author names before saving! | |
ATM Machine | Magic175 | made for quick building by seperating the corridors into groups when building, that way you don't spend any extra money getting setup. The main goal is to get power, lab and death trap going so you can fund the rest of ... | |
try ubertrap 1 | Flux | Enter your map comments here. Don't forget to change the map and author names before saving! | |
try ubertrap 1 | Flux | Trying to find a good location for the ubertrap...
Im going to try this one. | |
A one path base | the7th | Two entrances to the base but really only one path to the centre. Large rooms to max out all the space but you can start out using smaller ones. Add traps to your liking along the two outer corridors to slow invaders dow... | |
A one path base | spazatron | i searched for day but man this is the best map ive seen not to complicated not to crap
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wooooooooooooo | wooooooooooooooooooo | wooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
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Room layouts for base | BM | My best room designs to be put together in any which way | |
Base in progress | BM | using the rooms | |
Big trap entrance not fin | BM | The best base design I've come up with. There's one big trap protecting the entrance. I have not finished it yet. | |
My Base | Me | Security: Medium
Efficiency: Medium
Coolness: Medium | |
tripping | hytan | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Maximilian's Evil Lair | Gavin | Basic design of the base. The power plant varies in size depending on how many items are in the base. The training room south of the laboratory is also optional. The items within the northwest armoury are cells and tortu... | |
tripping | hytan | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Lair | The Evil One | | |
Lair | The Evil One | its not finished yet... | |
Lair | The Evil One | I'm not really shure what else to add so i guess it's finished... | |
tripping | hytan | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Scorpion's Lair | Scorpion | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Lair | FatLoutis | Here is my new map it's not really finished yet but i think there are some pretty cool ideas (the protective ring and ''ATM's'') | |
Lair | FatLoutis | Here is my new map it's not really finished yet but i think there are some pretty cool ideas (the protective ring and ''ATM's'') | |
Lair | FatLoutis | Here is my new map it's not really finished yet, (touchups) but i think there are some pretty cool ideas (the protective ring and ''ATM's'') | |
Scorpion's Lair | Scorpion | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Bad to the Bone | EVF | | |
Bad to the Bone | EVF | | |
Base 2 Temp Layout | Torridevil | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Sanctuary v0.1 | Anon | This is just a test layout. Double orange doors can be doors, or they can be rock, depending on how secure you want the base to be. The rooms with the green dots in the middle are wind traps (marked with red wall trap i... | |
MP_2BPR01 | DarkNinja | I'm trying the design of an hassle free outer base and an innerbase | |
MP_2BPR01 | DarkNinja | I'm trying the design of an hassle free outer base and an innerbase | |
First Try 2 Island | GRD | My first try with this tool for the second island. | |
Trap'o'rama | Total mastery | I like this layout and will probably use it the next time I get to the second island, lots of wall traps, and large minion facilities up front with all the important stuff hidden in the back somewhere. a short corridor ... | |
Luxor | Dr Mabuse | Enter your map comments here. Don't forget to change the map and author names before saving! | |
First Try 2 Island | GRD | My first try with this tool for the second island. | |
QFNBC | DarkNinja | testbase | |
q1w2e3 | hrrmmm | Enter your map comments here. Don't forget to change the map and author names before saving! | |
EG_Map_pretty | EG_map_pretty | Ryan and Ollie's map | |
Primary | Shen Yu | Trial and Error | |
AC1 | andcarne | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Second Island Try 2 | GRD | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Mein uber map | DarKnight | Just a little key so you see how evil this is, Entrances are double wide, the grouped red dots are electric cannons, green are motion sensors, I tried to use as much of the space as possible while keeping efficient, it w... | |
False Starts | GRD | Plenty of flase entrances for agents to waste their time on and a central corridor for everything else to branch off from. | |
Psy's World | Psychopsy | Loads of false entry points, Armory 1st room to access. Ensure max amount of people are present for quick response to intruders | |
Second Island Nuttree | Nuttree | This is my alteration of 'Second Island Try 2'. The only thing I've changed were the long corridors in the middle. I've made lots of curves to fix camera's and other stuff. | |
corridor madness | heffer | It's madness!! | |
BaseOfJustice | DanTheMan | In progress... | |
Learning | LowIQ | Base redsign | |
mymap | conor | Enter your map comments here. Don't forget to change the map and author names before saving! | |
mymap | conor | Enter your map comments here. Don't forget to change the map and author names before saving! | |
blerg | Aroduc | Enter your map comments here. Don't forget to change the map and author names before saving! | |
BaseOfJustice | DanTheMan | In progress... | |
VoxIsle2 | Voxius | My island 2 map. | |
Maximum Security | CB | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Maximum Security | CB | A Base designed to try to keep the more important buildings as far from the entrances as is possible. Area around the Sanctum is Security Zone 4, Lab, Control Room, Large Plant room and associated corridors is to be Sec... | |
working progress | Brandon | Enter your map comments here. Don't forget to change the map and author names before saving! | |
working progress | Brandon | Enter your map comments here. Don't forget to change the map and author names before saving! | |
My first time | Dobber | This is my first time play in the 2 island, you still have a lot of free space | |
working progress | Brandon | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Compacto | HomoUniversalis | Plenty of room for additional Training Rooms or other facilities. The barracks, Archives, Staff room and infirmary are put in the front to stall agents. The real stuff is, well protected behind door number '2' and '3'. ... | |
Conjunction Junction Main | Paraphelion | This is my first Evil Genius 2nd island base.
Most of the rooms have at least two exits. I find it keeps your minions moving and enables you to route traffic if needed. I like to connect my trap areas to the base so t... | |
New (spektyr entrance) | Thiosk | I love spektyr's basic design for the entrance doors and 'exit systems' but always screw them up when I try to make them myself. Oh well! He also did a nice job keeping the volcano crater entranceexit points controlled... | |
The Plan | Brandon | I've gone for a central design. Barracks and Human Resources off main corridor followed by incriminating areas. Fake corridors to left and bottom to have a few traps. Maze and trap combinations to be designed for top and... | |
The Plan | Brandon | I've gone for a central design. Barracks and Human Resources off main corridor followed by incriminating areas. Fake corridors to left and bottom to have a few traps. Maze and trap combinations to be designed for top and... | |
corridor madness | heffer | It's madness!! | |
corridor madness | heffer | It's madness!! | |
The Plan | Brandon | (updated fake and entrance corridors) Barracks and Human Resources off main corridor followed by incriminating areas. Fake corridors to have a few traps. Area left open for uber traps! still to be designed though | |
corridor madness | heffer | It's madness!! | |
ÜbertrapOwnz0r | DANTHEMAN | Two entrances to the base but really only one path to the centre. Ubertrap to the right! Large rooms to max out all the space but you can start out using smaller ones. Add traps to your liking along the two outer corrido... | |
The Plan | Brandon | (Square of doom and wind corridor added) Barracks and Human Resources off main corridor followed by incriminating areas. Fake corridors with traps. I've tried to have armoury points scattered for easy accessibility. | |
Eyes in everywhere | Hilman, Mr_BiLLion | As you can see, the x mark is the security cameras. You can't enter this base without being detected by securitu cameras. And i make such a large barracks for recruit more of minions, especially guard minion to guard my base | |
Lot's O' Doors-1 | VirtualCLD | The basic idea wsa one main corridor between the two depots (for workers' easy access), with lots of traps and doors. There is only one access to the more sensitive areas of teh base, again, more traps in 2x1 tile alcoves along the hall. | |
Lot's O' Doors-2 | VirtualCLD | The basic idea wsa one main corridor between the two depots (for workers' easy access), with lots of traps and doors. There is only one access to the more sensitive areas of teh base, again, more traps in 2x1 tile alcoves along the hall. | |
The Plan | Brandon | (Square of doom and wind corridor added) Barracks and Human Resources off main corridor followed by incriminating areas. Fake corridors with traps. I've tried to have armoury points scattered for easy accessibility. | |
ja | ja | ja | |
The Plan | Brandon | (Minor tweaks after finally building it) Barracks and Human Resources off main corridor followed by incriminating areas. Fake corridors with traps. I've tried to have armoury points scattered for easy accessibility. | |
The Plan | Brandon | (Freak trigger room added, entrance updated plantroom increased) Barracks and Human Resources off main corridor followed by incriminating areas. Fake corridors with traps. I've tried to have armoury points scattered for easy gun accessibility. | |
AW-01Base | Anthony | Just testing some random base designs | |
AW-02Base | Anthony | Just testing some random base designs | |
Dungeon1 | Randomx | Work in progress | |
Test design | Pav | Enter your map comments here. Don't forget to change the map and author names before saving! | |
AW-02Base | Anthony | Just testing some random base designs | |
Basic Island 2 unfinished | Benny | Basic map nothing special, however most high heat rooms ARE set back away from prying eyes, long travel times however should be fine with a minion limit of 200 or higher, wouldn't recommend for stock level of 100 minions... | |
AW-02Base | Anthony | Just testing some random base designs | |
Island 2 uber v1.0 | marco262 | My first Island 2 layout, using the Square of Insanity method. No idea if the altered square will actually work. The Wall Item icons show where extra space for a delayroom can be alloted, and the Item icons are pressure ... | |
AW-03Base | Anthony | Just testing some random base designs. I like things neat and tidy...
Trying to keep things secure with a wind trap cash generator. Plenty of power and space for everything needed... | |
Should be good | Swatt | Two efficient entrances, compact base. UberTrap to. | |
work in progress | Anarcrim | not done | |
Lot's O' Doors-1 | VirtualCLD | The basic idea wsa one main corridor between the two depots (for workers' easy access), with lots of traps and doors. There is only one access to the more sensitive areas of teh base, again, more traps in 2x1 tile alcoves along the hall. | |
Lot's O' Doors-1 | VirtualCLD | The basic idea wsa one main corridor between the two depots (for workers' easy access), with lots of traps and doors. There is only one access to the more sensitive areas of teh base, again, more traps in 2x1 tile alcoves along the hall. | |
work in progress | Anarcrim | not done | |
check out/must see | Anarcrim | heat in back, (noheat)rooms up front, evenly spaced barracks | |
check out/must see | Anarcrim | heat in back, (noheat)rooms up front, evenly spaced barracks | |
AW-10Base | Anthony | New neat layout | |
Base | n000b | | |
Map For Max | formax | Meh. | |
Map1 | Kaizen | Catface! | |
Wolfe's Den | M J P Walsh | Wolfe's Den
I need this because I haven't finished building it into my game! | |
Evil Efficiency | Spex | Vital stuff further back and an area out front for agents to be lured into. Also a small strongroom for quick object purchase and distraction for thieves. haven't finished item placement. | |
Evil Efficiency | Spex | Vital stuff further back and an area out front for agents to be lured into. Also a small strongroom for quick object purchase and distraction for thieves. haven't finished item placement. | |
Annas | Anna | Lots of Twists and turns slow down nosy agents and allow for traps. Putting a mouse maze in the small training room alcoves will allow minions to replenish stats as they go by. Leave room for expansion, especially the freezer and power plant. | |
A Combination-Plan | EnjoyEveryMinute | I have an explanation of this map on n1nj4.com, simply search EnjoyEveryMinute's posts for ''Wondering a bit about my base design.'' All ''Wall Trap'' lines that extend into the rock are laser wires. If they don't, actua... | |
Devious Lair Alpha | Dr Beeblebrox | | |
Devious Lair Alpha | Dr Beeblebrox | | |
Ted's New Island | Widescreen47 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Ubertrap location | Rudy Marchant | Pay specific attention to the ubertrap in the upper left corner. Almost all agents will take one of the 3 doors leading to it, rarely making it to the real base which is further down the corridor. All agents (including ... | |
mMapp | GieReK | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Summer Vacation | Nappatak | This takes a lot of cash. Maze of traps in the NW. Many crooked halls to allow for better security. Traps along the corridors. Freezers used for large trap areas.
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mMapp | GieReK | Enter your map comments here. Don't forget to change the map and author names before saving! | |
A Combination-Plan | EnjoyEveryMinute | I have an explanation of this map on n1nj4.com, simply search EnjoyEveryMinute's posts for ''Wondering a bit about my base design.'' All ''Wall Trap'' lines that extend into the rock are laser wires. If they don't, actua... | |
dec08 | york | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Perfect efficiency | Okami | designed with freak trigger and ubertrap with extra room to expand as needed.
wind traps, laser trips, and longzoom cameras in main corridor.
storeroom up front for efficiency and expansion rooms for the power station.... | |
Dr. Eval's Eval Laiiiir.. | The |
Basicaly, this is my dream base, and as you can see, all of the Important stuff is in the back, along with my Sanctum.
Edit: Ooops, noticed i had a little bit of room in the back, well, im useing that for my BackUp genoraters..just in case..
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Agent Grinder | JSM | This entrance is made to automaticly capture agents and move them to the freezer armory for automatic disposal. two rows of death cubicles facing outwards are used so disosal can be sped up if the need arises. also inclu... | |
complex | pessimist | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Square of Insanity | TacoFace | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Doom Tunnels | Pazz 08 | Effective base design. Multiple false enterances layered with traps to thin out the agents. Has two real entrances opening into rooms that have plenty of guards (training and armoury). Spare doors to be guarded are f... | |
Simple | phoenix24 | Two entrances and an efficient set up with some twists and turns and doors to segregate sections. | |
Maze | ^BB^ | From how I remember. Only one poorly selected entrance, but not a single agent ever passed the zigzag area :) Three armouries made sure weapons were always close by. Power produced was over 1000 units. There were more tr... | |
Doom Tunnels | Pazz 08 | Effective base design. Multiple false enterances layered with traps to thin out the agents. Has two real entrances opening into rooms that have plenty of guards (training and armoury). Spare doors to be guarded are f... | |
island1.0 | Darken | 2 entries: freaks prison near laboratory, SA trap and prison, big and protected training room, 2barrack in order to trap ennemies an the 2importants barrracks protected, Multiple fake doors(in the strongroom there is in ... | |
Base2.0 | soldyne | First design of Base 2 Version 1 (WIP) | |
Base2.1 | soldyne | First design of Base 2 Version 1.1. I am using a combo of corporate facade, door maze, and freak trigger (blue dots) for the whirlwind trap to the left. plenty of room for expansion to the right and a corridor maze to the left. | |
New Base (Island 2) | FireStar | Not ready yet | |
Genius' Genius | Cheffylong | An Evil Genius' Favorite base w Gold Lined Sanctum... In working for the next few days | |
Megalamaniac | Cheffylong | A very Evil Genius esc' map.. with Golden Sanctum...Maze Corridors..Deep Power Room... Trophy Hallway.. a few Cells..Freezer Traps..Lots of False Doors with Henchman Guards.. 2 Entrances..Open Training Facilities for loudspeakers..Mini Strongroom.. | |
Devious | Dr. Devious | This lair features one true enterance and one false. Each enterance corridor is in a weaving serpentine shape, utilizing multiple doors, overlapping sensors, and traps to slow intruder progress. The enterance is design... | |
Devious | Dr. Devious | This lair features one true enterance and one false. Each enterance corridor is in a weaving serpentine shape, utilizing multiple doors, overlapping sensors, and traps to slow intruder progress. The enterance is design... | |
test | gido | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Cool | Timmy | Enter your map comments here. Don't forget to change the map and author names before saving! | |
explbase | explosion | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Tryout | Mahaf | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Tryout | Mahaf | Enter your map comments here. Don't forget to change the map and author names before saving! | |
simple base | tibbs | Enothing speacil really | |
pheeph's random map | pheeph | A map layout I made so I can plan where to build... I'll add in details later. | |
2 Ringe, 1. Versuch | Dampfbremsfolie | Innerer und aeusserer Ring mit vier Eingaengen, davon 2 Fake und 2 Real.
1. Versuch auf Insel 2 | |
Evil is as Evil does... | gene_galiano | WIND TRAPS in FREEZER will wipe out most curious agents and leave their body bags on the Freezer floor...PLUS, consecutive bashing of the agents will earn you money and 'genius' comment bubble..Many entrances for my own... | |
My Home | Allan | Enter your map comments here. Don't forget to change the map and author names before saving! | |
explbase | explosion | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Fortress of Solitude | EarthMage | Quick access to both depots; nice choke point; separate training areas for fighter,socials and scientists; lab;power remote; control room and workers close; large power area for all the goodies; central security; usele... | |
Evil Lair With Support | RETRO | dunno if this is good but it geuss it works. the reason for i but many barracks and mess halls and that surt of stuf is to have refill stations near all the areas, also the 3 training rooms are for the defrint types so ... | |
Mental Institute | Mentat | Square of Insanity powered by Freaks as main defence. Room for suitcase racks near the exits and plenty of room for all the gold the ubertrap is generating. Seperated powerplants and containment cells. | |
Link snare | Tasty Mango | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Lektroland | Lektrolover | 2 outdoors but only 1 main entrance to the base, better for concentrated defense. | |
all your base | J$ | | |
Mount Confusion EDIT | Jay | I build this map before going to the second Island, I wanted to prebuild so I would have a floor plan ready to go without having to just throw it all together at a moments notice. I built a corridor with doors in the ... | |
evil laire | matz | this is the plan i would follow when i make my base on the second island. i hope i have enough money to create this but if i can i would do it:)
so we got the main entrance , wich contains lots of fake doors and traps to... | |
2 entrance labyrinth | Exs | Only 2 entrances. Lots of labyrinths to get to the inner base, which only has one accesspoint (blue dots). The orange dots are level 3 doors, for agent use only. The area around the control room is for high traffic and h... | |
Island 2 | Protoborg | This is my Island 2 layout. I like to maximize my use of the available space by using every single square inch. It allows for more stuff to be crammed into the base. It also means I do not have to redesign the base. | |
1st try | Onslaught | Enter your map comments here. Don't forget to change the map and author names before saving! | |
1st try | Onslaught1 | Just trying out something | |
1st try | Onslaught | Just trying out something! | |
1st try | Onslaught | Just trying out something! | |
Dramatic Irony | Capt. Skippy | Fourteen false entrances lead into two door mazes. The one main entrance (split in two) is defended by enough doors to deter or bore almost any agent. Military stat rooms and armory up front, high heat and science in the... | |
A manageable base | Ratones | A map designed purely for keeping agents out and to make sure your secret doomsday plans stay secret and, doomsdayish. Two entrances lead to a single corridor creating a choke point. The corridors leading from the outsid... | |
2mazed | Bass | two mazes at the entrances keep the agents bored. | |
map1 | Sloth456 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
map1 | Sloth456 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
map1 | Sloth456 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
map1 | Sloth456 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Maxis Lives Here | Maxis010 | I admit I've been lazy and modified B.C's design as it was the first design I looked at and truely liked (no offence to the rest of ya), also sorry B.C if you didn't want anyone to modify your plans | |
explbase | explosion | Enter your map comments here. Don't forget to change the map and author names before saving! | |
explbase | explosion | Blue traps mean cameras.
Most of the 'Wall Trap' usually denote windmachines in circular rooms, and prometheuses in long entry freezerrooms (agents die right in!). Wall traps in squares adjacent to doors mean the door is level 4 'dragnet.' | |
Base 101 | MFRAZIE | This base includes well sized rooms in a design that is compatible with the main story. Essential rooms are near the front, making the start easy and efficient. This design is very aesthetically pleasing since all rooms ... | |
The Labyrinth | SupertoneD | Enter your map comments here. Don't forget to change the map and author names before saving! | |
The Labyrinth | SupertoneD | The base is small, compact and efficient. The labyrinth is hideous, and all devouring. | |
The Labyrinth | SupertoneD | The base is small, compact and efficient. The labyrinth is hideous, and all devouring. | |
Optical Cardioengine | Link_J | This is my standard layout for the second island thanks to all you guys for suggestions. Every nine by two corridor is a wind trap, every false entrance has a motion sensor and pop up trap and force feild four security ... | |
See ut iven back | blue is true | Enter your map comments here. Don't forget to change the map and author names before saving! | |
The Gremlin's Lair | The GreenGremlin | Gremlin's Lair! | |
The Gremlin's Lair | The GreenGremlin | Gremlin's Lair! | |
The Gremlin's Lair v0.3 | The GreenGremlin | Gremlin's Lair! | |
The Gremlin's Lair v0.4 | The GreenGremlin | Gremlin's Lair! | |
The Gremlin's Lair v0.4 | The GreenGremlin | Gremlin's Lair! | |
The Gremlin's Lair v1.0 | The GreenGremlin | Gremlin's Lair! It's Done! | |
Small is beautiful | MaxiCapacity | Many small rooms connected make sure there are always enough people around.
Intruders entering through my two entrances will be blown outside.
Alarm is only sounded after intruders pass the camera ( green point) behind ... | |
Will's Island 2 | Will | Working on efficient use of space and entry security. | |
Josh's Layout | Joshua Livingstone | Basically this is just my layout that i use. I think that it is efficient and pretty cool. | |
mi isla | oevilone | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Base101 | Myles | | |
Gridlock | Dexter | | |
Gridlock | Dexter | | |
Gridlock | Dexter | | |
Labyrinthentwurf | beagel | First step, work in progress. Weg in die Basis kann dann gelegt werden wie mal will, man sollte nicht den kuerzesten nehmen. Man kann ihn auch umlegen damit Agenten nicht den Minions folgen. Rest der Basis ohne Waende, Gaenge nur fuer Feuerloescher. | |
Labyrinthentwurf2 | beagel | First step, work in progress. Weg in die Basis kann dann gelegt werden wie mal will, man sollte nicht den kuerzesten nehmen. Man kann ihn auch umlegen damit Agenten nicht den Minions folgen. Rest der Basis ohne Waende, Gaenge nur fuer Feuerloescher. | |
Cold-Freak 2K9 | hk-hunter | Guide :
Main entrance (bottom), Small Lab with Biotank (near the entrance), A little strongroom ... just store a set of briefcase (all gold stack stored in the room right hand side) Freak can be produced and put in ... | |
Cold-Freak 2K9 | hk-hunter | Guide :
Main entrance (bottom), Small Lab with Biotank (near the entrance), A little strongroom ... just store a set of briefcase (all gold stack stored in the room right hand side) Freak can be produced and put in ... | |
Efficiency First | Goofy | Test Base.....
1.) Freak Trigger room west of the Laboratory.
2.) Wide corridors near the Control Room so Loot can be displayed without disrupting traffic.
3.) Beehive trap room in the East side of the base with Wind tra... | |
foobar | buzzn | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Superbase | Bort | Blue balls of joy. | |
Efficient Map (Tested) | Zephyr | This is a very efficient map that I tested myself. All corridors and 2 exits are under severe watch by cameras and protected by several traps. You can make the sanctum even larger, and there's a lot of free space for any room you like. | |
Moose | Al | Two stage lair. Low heat areas and mazes in front (to keep agents doing such useless things as open doors leading to nowhere or investigating lockers), vital and exiting rooms far in the mountain. Outside briefcase racks... | |
Work In Progress | Rogue | Work in progress, will add comment when complete | |
F-I Base I | faulty_intelligence | Entry hallways are the same setup from either entrance, entrance foyer 4 square wide corridor, covered by 4 cameras, with do not press trap, next in through a door are attention gas traps, with camera and motion sensor s... | |
F-I Base I | faulty_intelligence | Entry hallways are the same setup from either entrance, entrance foyer 4 square wide corridor, covered by 4 cameras, with do not press trap, next in through a door are attention gas traps, with camera and motion sensor s... | |
F-I Base I | faulty_intelligence | Entry hallways are the same setup from either entrance, entrance foyer 4 square wide corridor, covered by 4 cameras, with do not press trap, next in through a door are attention gas traps, with camera and motion sensor s... | |
PenguinLand4a | PenguinMan98 | The purpose of this quaint little base is mainly to testbed trap systems. | |
Intruder Avoidance | Shamikebab | Plan for the second island, based on a similar premise to my first island design of different areas of security starting with 0 heat and progressing to the more secret rooms. | |
Ideas | LampPost | Enter your map comments here. Don't forget to change the map and author names before saving! | |
F-I Base I | faulty_intelligence | Entry hallways are the same setup from either entrance, entrance foyer 4 square wide corridor, covered by 4 cameras, with do not press trap, next in through a door are attention gas traps, with camera and motion sensor s... | |
trap base | LampPost | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Fortress | oko239 | This is a work in progress. Don't judge it yet! | |
copied base | LampPost | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Fortress | oko239 | This is a work in progress. Not yet tested.
Two entrances, one near each depot, each with a small maze of corridors to confuse invading agents. Small barracks and personnel rooms near NE entrance, main barracks and larg... | |
Nothing here boys | DoubleCross | Work in Progress. Low heat, bored agents, no worries | |
entrance | LampPost | Enter your map comments here. Don't forget to change the map and author names before saving! | |
another entrance | LampPost | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Nothing here boys | DoubleCross | Work in Progress. Low heat, bored agents, no worries | |
blanky | forkholder | just a blank map with a corridor. great if you're too lazy to finish missions and just want to base build. | |
BobDoleLand | FunkyMunky | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Nothing here boys | DoubleCross | Work in Progress. Low heat, bored agents, no worries | |
LOST | Nick | Twin entrance maze to be filled with pop up traps, open plan low heat with stronghold for uberloot blocked by briefcase racks, guarded corridor with security camera, easy access to freezer with death chambers, then to th... | |
basic ubertrap design WIP | Wildcard | playing around with ubertraps. to the right of the ubertrap are only convenience entrances. They will be destroyed whenever the trap isn't full. I use Inner Sanctum tiles as placeholders for now. If the design works corr... | |
basic ubertrap design WIP | Wildcard | playing around with ubertraps. to the right of the ubertrap are only convenience entrances. They will be destroyed whenever the trap isn't full. I use Inner Sanctum tiles as placeholders for now. If the design works corr... | |
Hive Fortress | R1024768 | Well I started out with my entrance to the right, but after getting half my base blown up I blew up that corridor and moved my entrance to the trap entrance...so now there's 2 barracks, 2 staff rooms, 2 infirmary, 2 mess... | |
Secure and functional | PR0tegenic | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Hive Fortress | R1024768 | Well I started out with my entrance to the right, but after getting half my base blown up I blew up that corridor and moved my entrance to the trap entrance...so now there's 2 barracks, 2 staff rooms, 2 infirmary, 2 mess... | |
Umbrela Corp. Hive | Umbrela Corp. | i took the Hive Fortress Desing and modified it a little but not significantly to say that i did most of the work all i did was fill in the spaces tho when i originally did i forgot to save :( but i found out if u have t... | |
Pentagram'O'lair v.1 | Pentagram | Efficient map for training and labaratory research without taking space. Two entrences near both depots for fast axcess. Corridor entrences guarded by deadend sub corridors with stats traps (but no life or loyalty, you w... | |
Trial 1 | FunkyMunky321 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Trial 1 | FunkyMunky321 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Basis 1.2 | arbeitstier | | |
another entrance | LampPost | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Hive Fortress | R1024768 | Well I started out with my entrance to the right, but after getting half my base blown up I blew up that corridor and moved my entrance to the trap entrance...so now there's 2 barracks, 2 staff rooms, 2 infirmary, 2 mess... | |
Labarinthian | Doctor Evil! | Top left corner dedicated to trapping agents in a maze. Lots of L3 locked doors, with branching coridors to take wanderers back to the beginning. Only 1 direct route to the inner sanctum. 2 main entrances disguised, with... | |
x base 1 | ALEX | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Pentagram'O'lair v.1 | Pentagram | Efficient map for training and labaratory research without taking space. Two entrences near both depots for fast axcess. Corridor entrences guarded by deadend sub corridors with stats traps (but no life or loyalty, you w... | |
another entrance | LampPost | Entrance on the right with lots of camras and fake lvl 4 doors also freezers on sub coradoors close to entrance to reduce sats loss for minions. Going further into the base Small control room for wathch dog sub mission a... | |
my evil place | me | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Conservation Corporation | ClarkM | Traps shall be set as necessary and to free up the look of this design. | |
2-Zone Security | Gavitron | Ample facilities for Staff up front, with Important stuff tucked away in back.
21 entrance per depot, and 2 fake entrances up north.
most traps are unspecified, as red dots.
Grey X's are level 4 doors, for guards | |
copied base | LampPost | Enter your map comments here. Don't forget to change the map and author names before saving! | |
my base | vici | Enter your map comments here. Don't forget to change the map and author names before saving! | |
my base | vici | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Sweet Sophistication | ClarkM | The only comment here is the base allows for two points of entry. The red dotted traps are the sensors, while the green ones are their corresponding traps of which you can guess. The green in the left corner is the opti... | |
Sweet Sophistication | ClarkM | The only comment here is the base allows for two points of entry. The red dotted traps are the sensors, while the green ones are their corresponding traps of which you can guess. The green in most places are the optiona... | |
Nifty One | cinryc | Layout with the Square Of Insanity.
After the real entrance there comes the strongroom for 2 briefcase racks and a gold enhancer. After that there is one 2 cell prison with freezer floor for the death cubicles; it's foll... | |
on9kim testing | on9kim | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Base Alpha Omega | Steelraccoon | Enter your map comments here. Don't forget to change the map and author names before saving! | |
on9kim | on9kim | Enter your map comments here. Don't forget to change the map and author names before saving! | |
on9kim2 | on9kim | Enter your map comments here. Don't forget to change the map and author names before saving! | |
2 Depot Entrances | UnderDOG | A short corridor cuts through the mountain to cut down time between the two depots. They both lead into the base though one chokepoint to allow for more security. The "lab" is a normal lab, plus a small room of each t... | |
Alpha Omega Base 2 | SteelRaccoon | Simple design really.... low heat rooms in the front and the more secure areas in the back of the base. Simplistic but effective. | |
Operation: Can't Fail | Bermudatri | First of all, both entrances are located near the depots, but surrounded by enough forest to lay traps. Also, each entrance has a short hallway, for calm situations and stockbrokers, and a long hallway, used for redalert... | |
Depot Access | Killomainia | A designed map for defensive and easy depot access. | |
Depot Access | Killomainia | A designed map for defensive and easy depot access. | |
Black Hawk | Hypernyte | A versatile base with a large minion area complete with barracks, messhall, infirmary plus a staffroom down the hall. The large control room also has an armoury right behind it which also has a security room. Deeper into... | |
1st try | PJMP | 1st try, no traps at all | |
28-5-09 | Mirkat | Enter your map comments here. Don't forget to change the map and author names before saving! | |
F's German Version | Francesco | Relativ einfache Basis ohne viele Umschweife und im Normalfall reichen die Tueren mit ein paar Fallen auch aus, um die ganzen Agenten abzuwaehren.
Im Kraftwerk habe ich eine Anordnung der Atomreaktoren vorgeschlagen (2x... | |
Cjs First Attempt | Connor J | First Attempt :) | |
ICUH | Jewbaka | 2 Enterances with Traps, 3 Trap Enterances, Laboratory with Freak Trigger | |
ICUH | Jewbaka | 2 Enterances with Traps, 3 Trap Enterances, Laboratory with Freak Trigger, Two Armouries, (Strongroom, control, inner sanctum, staff room, mass hall, archives, barracks) | |
ICUH | Jewbaka | 2 Enterances with Traps, 3 Trap Enterances, Laboratory with Freak Trigger, Two Armour (rongroom, control, inner sanctum, staff room, mass hall, | |
Simple Island2 | Giedal | Just a basic island 2 setup. Two entrances with enough room for a wind tunnel and extra hallways to confuse and mislead agents. | |
try ubertrap 1 | Flux | Trying to find a good location for the ubertrap...
Im going to try this one. | |
2nd Lair | Cold Zer0 | Work in progres. It will be finished soon. | |
2nd Lair | Cold Zer0 | Work in progres. It will be finished soon. | |
LowResistance | Evil-Eye | Trial version (1st): 2 entrances only and a lot of doors (level 2) to discourage tourists from entering. Don't know yet how agents behave: normally they enter the entrances closest to the Depots. For this reason the lots... | |
An Evil Lair | LtDeathCat | Well, once I get zero money, this is how i'll set up my second evil lair. Of particular note are the 5 of 6 trap entrances. The final actual entrance's door is kept at level 1, allowing tourists, agents, and minions alik... | |
2nd Lair | Cold Zer0 | Work in progres. It will be finished soon. | |
First Try | Motor | Lots of attractive doors and plenty of space. | |
First Try | Motor | Lots of attractive doors and plenty of space. | |
First Try #2 | Motor | Lots of attractive doors that lead you to nowhere and plenty of space. | |
First Try #3 | Motor | Lots of attractive doors that lead you to nowhere and plenty of space. The barracs at the centre are for attracting saboteur activities. Added some misleading entrances. Also reduced the distance between entrance and inn... | |
First Try #4 | Motor | Lots of attractive doors that lead you to nowhere and plenty of space. The barracs at the centre are for attracting saboteur activities. Added some misleading entrances. Also reduced the distance between entrance and inn... | |
First Try #5 | Motor | Lots of attractive doors that lead you to nowhere and plenty of space. The barracs at the centre are for attracting saboteur activities. Added some misleading entrances. Also reduced the distance between entrance and inn... | |
ervin | jst | my map | |
ervin | jst | my map | |
ervin | jst | my map | |
ervin | jst | my map | |
Evil Inside | PerlDiver | Based on Mentat's Mental Institute. More robust Square of Insanity with killer bees instead of a poison trap. Airlock system on square to keep socials minions from entering when one door is cracked. Fake heat free base a... | |
... | calu | ... | |
map 1 | laudrim | Not supposed to be informative, for own personal use. | |
battlehunters map | ND(B)attlehunter | a base with only one entrance but with no suspicius rooms before after the traps.
a good idea to keep inspectors busy with small rooms and saboteurs with an insignificant powerstation. the king (or queen) is seated in an... | |
battlehunters map | ND(B)attlehunter | a base with only one entrance but with no suspicius rooms before after the traps.
a good idea to keep inspectors busy with small rooms and saboteurs with an insignificant powerstation. the king (or queen) is seated in an... | |
battlehunters map | ND(B)attlehunter | a base with only one entrance but with no suspicius rooms before after the traps.
a good idea to keep inspectors busy with small rooms and saboteurs with an insignificant powerstation. the king (or queen) is seated in an... | |
nonlethal | ndbattlehunter | nonlethal | |
Don't lose you head! | Dumke | Domination is at hand! | |
Invisible Lair 1000 | Lonewolf | Worlds can be conquered with ease when your foes cannot find your evil lair. The invisible lair 1000 can be established on any volcanic island, even the personal retreats of the super agents. Plot world domination, rob u... | |
Centrifuge | Adam | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Centrifuge | Adam | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Centrifuge | Adam | Enter your map comments here. Don't forget to change the map and author names before saving! | |
my lair | sefiroth | as you can see nearly any traps inside my base. beside that basic setup | |
Binkenlair v1.2 | Dr Binkenstien | The access into the upper section of the base is via the barracks/silo walkways at the lower side. There's a 6 square barracks that will be demolished when the walkways are up.
The entrance ways have freezer-wind machi... | |
Master base design | anon | I found this map on Youtube so i take no credit for it. It is listed as MASTER BASE DESIGN if anybody wants to view it, the creator gives a good talk through of it. Basically I wanted to recreate it for myself so i used this tool! | |
nooberrific | chunga | Try this one for the next run. Don't forget to add mazes. Add traps for fun. | |
nooberrific | chunga | Try this one for the next run. Don't forget to add mazes. Add traps for fun. | |
Central Sqaure | anon | This base is structured around a square central corridor. The thicker parts will have loot on display which will affect minions in the small rooms dotted along the corridor. The internal base isn't very secure so i have ... | |
cmh Map #3 v1.0 | cmh | didn't bother with traps this time, got tired of having to replace them all the time, so I made an entrence that'll stall the goodies long enough, and one timewaster thing, and as with all my maps, lots of space | |
GrimReloaded | Grimtooth | Back in the game again, some ideas copied from around. Top left will be a free form trap area. Left training for science, upper training area for social, lower right for military. Use the level 4 door system for entrance security. | |
n51 | n51 | Enter your map comments here. Don't forget to change the map and author names before saving! | |
GrimReloaded | Grimtooth | Back in the game again, some ideas copied from around. Top left will be a free form trap area. Left training for science, upper training area for social, lower right for military. Use the level 4 door system for entrance... | |
Test Base | Steve | Rough Idea of the Base | |
Complex Mk1 | Gid | Orignial Design by humqmap at http:www.youtube.comwatchv85KoGz82Zrw This is my attempt to map his design so I could get a feel for it. | |
Coiler | RiotMaker | Long tunnle to keep agents busy with doors on setting 2 to allow miniors fast access in and out next to the strong room. 6 fake entrances at setting 4 to lure all agents and investigators like bees to honey! Rooms used a... | |
Simple base design | Torrasque | A simple base but i find it works well. I add traps as i see fit | |
under cover | Shadow Devil | I've entered the basics of my map here, its hard to gues how big a room should be so I left room for if you have to make it bigger. I also left a lot of space for the things I like to call " dead end corridors of death ... | |
Volcano Fortress! | Will | I just made this for personal use; form over function. | |
nono | Necrobob | no no 1.1 | |
nono | Necrobob | no no 1.2 | |
Theory 1 | FlatlineKingpin | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Verrcano | Verr | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Verrcano | Verr | Enter your map comments here. Don't forget to change the map and author names before saving! | |
vc | fds | dsf | |
My First Evil Island | The Evilone | My first attempt at the 2nd island. 2 entrances for access to both depots, which have plenty of traps. Armouries placed so minions can get to easily. | |
Kick Ass!! | tRAFFIC | this is how it should be done boys!! | |
More of the same | murentar | Nothing new or brilliant. Typical low heat front, departmental power, etc... | |
Hidden In The Freezer | Evil-Azn-Boi | modified map by The Evil One cause i was too lazy to start from scratch and just improved some things to make the base more efficient, used up more possible space, increased the base for more body bag storage and modiefi... | |
yesyes | Necrobob | one enterance, square fan traps. 1.0 | |
v1.1 | esoterrik | Uber Trap. Orange dot room is freak trigger... I just keep all three in there and they are held back by wind traps. Spare room in case you want a trap delay room. The power plant could be reduced in size by quite a bit. I'm still working on this... | |
v1.2 | esoterrik | Uber Trap. Orange 2x9 dot room off of lab is freak trigger (care to keep out minions)k... I just keep all three in there and they are held back by wind traps at the north end. Triggering sequence is freaks to freak room... | |
v1.3 | esoterrik | 3 entrances lead to uber trap and nothing more, and 3 of 4 choices in main tunnel lead to death: 2 to Uber Trap(i left out detfails... check the wiki) and one to freak trigger: Orange 2x9 dot room off of lab is freak tri... | |
My Map | Nick Fury | Enter your map comments here. Don't forget to change the map and author names before saving! | |
The Lair of the Monarch | Murdats | This is my first island 2 so we will see how it goes. minions getting to the inner lair will have to go through a treasure laden staff room, kI want a lot of training equipment to quickly replace my high level minions th... | |
concept | redsoul | basic thought | |
concept | redsoul | basic thought | |
First layout | Gadgeteer | Corridor layout, lots of fake doors with traps and still plenty of room for the necessities. | |
First layout | Gadgeteer | General layout, lots of fake doors with traps and still plenty of room for the necessities. Tries to balance efficiancy and security. | |
Experimental Trap | NOU | Start of an idea I had. Circle of Insaity Trap with no entrances plus a variation of the freak trigger, which I have dubbed 'The Tourist Trap.' So, agents will notice an unreachable room, tunnel in, and never tunnel o... | |
test base | NOU | whatever | |
Dr. Eval's Eval Laiiiir.. | Dr. Eval |
Basicaly, this is my dream base, and as you can see, all of the Important stuff is in the back, along with my Sanctum.
Edit: Ooops, noticed i had a little bit of room in the back, well, im useing that for my BackUp genoraters..just in case..
| |
Evil place thats evil | Guysmibs | The name says it all. | |
Evil place thats evil | Guysmibs | The name says it all. | |
Binkenlair v1.2 | Dr Binkenstien | The access into the upper section of the base is via the barracks/silo walkways at the lower side. There's a 6 square barracks that will be demolished when the walkways are up.
The entrance ways have freezer-wind machi... | |
Pre-XG | XavierDLH | A preliminary version of what I hope to build on the second island. | |
Fernrir's Höhle V1 | Fenrir42 | 2 Entrances, outer and inner Base, moi schaun... | |
MyFirst try.5 | Jasper | My final version, think I'll give this a try ;pk | |
MyFirst try | Jasper | My final version, think I'll give this a try ;pk | |
Perfect | David | Enter your map comments here. Don't forget to change the map and author names before saving! | |
one of the best bases eva | cancan395 | this is the design for my base that i built. the entrance is fully automated by way of guards and henchmen by one of the 2 doors and all the doors built for guarding purposes only. i have put a staf room nearby to ensure... | |
Armory corridor | Athan | This untested layout is based on three tiles wide armory corridor. The idea is to lay some weaponry handy in case of alarms. And some loot recovered placed in the corridor boosts nicely morale when people are running abo... | |
1 o da best bases eva 1.1 | cancan395 | this is the design for my base that i built. the entrance is fully automated by way of guards and henchmen by one of the 2 doors and all the doors built for guarding purposes only. i have put a staf room nearby to ensure... | |
circumference corridor | megalomaniac | based on a web faq I read, the corridor around the exterior is to be filled with doors and traps to tie up agents. | |
circumference corridor | megalomaniac | based on a web faq I read, the corridor around the exterior is to be filled with doors and traps to tie up agents. | |
circumference corridor | megalomaniac | based on a web faq I read, the corridor around the exterior is to be filled with doors and traps to tie up agents. | |
idk | cancan395 | this is a bsic trap entrance idea. | |
Genius | EvilH | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Genius | EvilH | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Genius3 | EvilLH | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Twin Turbo Trap | Vipz | This is my first attempt at making a base 2 layout. General base inspiration comes from the Spektyr layout by 05Grey with my own additions based on how I play. The zigzag wind trap on the left is inspired by and adapted... | |
New4 | BOA | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Spooky II | X-Spook | The Spooky II complete with freezer traps mazes in NW and SW corners using primarily blowers to throw enemies around (found very effective on island 1). Off shoot on bottom of NW freezer is for electroshock trap. Placi... | |
Aeolus' Wrath v0.86 | Idgy | Send suggestions or questions to binlogic at gmail.
'Trap only' areas set to lvl 3 so minions stay out.
14 part hall in NW with Wind traps; 5500 bucks if agent combos all 14. Attn gas traps at start inc. chance of hit... | |
Madman's Vice MkIII | Altimadark | For MkIII, I'm using the same general setup I used in Madman's Folly MkIV to help me sail through Island 1. Entrances are fronted with mini facades so I have some minions ready to take intruders, but without too many se... | |
Mk 1 | MP | Enter your map comments here. Don't forget to change the map and author names before saving! | |
basic | Auberon | A basic layout, it keeps the sensitive portions away from prying eyes and allows for expansion of almost all the rooms and plenty of extra space. Armouries near the two entrances to the main base, along with staffed and... | |
Mk 1 | MP | Enter your map comments here. Don't forget to change the map and author names before saving! | |
400 Minion Base Mk. 1 | Rynth | Social minions across from barracks, military above primary armory, science by the labs. Whole lotta power clustered up, because every evil base needs a convenient way for Mr. Bond to shut it down. | |
Draft Evil Lair 1.1 | Vyper03 | Version 1.1 of what I hope will be a good lair. | |
alright setup | gdsjalh | Enter your map comments here. Don't forget to change the map and author names before saving! | |
I2-Mod-0.1 | Malkavet | WIP | |
Krelian01 | Krelian | laberinto | |
Krelian02 | Krelian | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Krelian02 | Krelian | Enter your map comments here. Don't forget to change the map and author names before saving! | |
yesyes 2.0 | Necrobob | one enterance,s 2.0 | |
Malgera base 1 | Malgera | Just an evil base. pretty basic | |
Base Base One | popncoffee | Enter your map comments here. Don't forget to change the map and author names before saving! | |
I love evil | sMe | Art, pure art | |
Hive Fortress | R1024768 | Well I started out with my entrance to the right, but after getting half my base blown up I blew up that corridor and moved my entrance to the trap entrance...so now there's 2 barracks, 2 staff rooms, 2 infirmary, 2 mess... | |
Minimal Central - Test | Gage | Enter your map comments here. Don't forget to change the map and author names before saving! | |
base mk I | shadowfire | just a first draft. Multiple fake entrances to distract agents. | |
New4 | BOA | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Everything you got $$$$ | Tookieman | Very money consuming. This is an almost gaurantee anti inspector and agent base ecept it they dig holes
but yah inspectors wont find anything bad if u just have doors with 2 level thing and no need for traps cause if the... | |
base mk II | shadowfire | Second draft; Has a low heat front, multiple fake entrances and large barracks, training room and power plant. | |
moo | o | Enter your map comments here. Don't forget to change the map and author names before saving! | |
basic design | algae | A basic design for island 2. Probably not great. | |
bg_map | sizlut | Enter your map comments here. Don't forget to change the map and author names before saving!asa | |
bg_map | sizlut | Enter your map comments here. Don't forget to change the map and author names before saving!asa | |
Double Entrance Confusion | Tam | Ample facilities for Staff up front, with Important stuff tucked away in back.
21 entrance per depot, and 2 fake entrances up north.
most traps are unspecified, as red dots.
Grey X's are level 4 doors, for guards | |
Stronghold 2009 | Ron | Maze to confuse and trap agents, armoury bottleneck with centry guns to hold of infantry... | |
Secure and Ergonomic | JPN | I encountered problems when trying to assure the accountants can leave without heat. They kept encountering my loot. This should be better so long as the loot is kept in the areas behind the control room. It is a map in progress, so no promises. | |
MAZE 101 | JPN | After reviewing some of the shitload of maps here...I modelled this one with some of the maze ideas in mind; thanx Slight. I know doors slow down agents considerably, plus I left outlets in the corridors for traps. Plu... | |
2-Zone Security | Gavitron | Ample facilities for Staff up front, with Important stuff tucked away in back.
21 entrance per depot, and 2 fake entrances up north.
most traps are unspecified, as red dots.
Grey X's are level 4 doors, for guards | |
cmh Map #4 v1.0 | cmh | trap free, guarded entrence, lots of space for big items and loot, I don't remember the size of all items, and I'm sure there are some items I forgot | |
Efficient Lair v1 | Katarn232 | Some Variations from Gavitron's map. Red dots are indoor sentry guns(mod). Enough room for stock market watchdog secondary objective. | |
Destructoid Lair | Nick | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Lair2b | Lex |
My base to be (have yet to go to the 2nd Island).
Using fake entrances (with and without popup traps) and corridors loaded with security doors works for me on the first Island, so I'll try and go that way again.
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base42 | silverdragon | | |
Barnesi doom | barnesi | Draft still working on. Leaving space for a true maze. 100 pop used. | |
Everything you got $$$$ | Tookieman | Very money consuming. This is an almost gaurantee anti inspector and agent base ecept it they dig holes
but yah inspectors wont find anything bad if u just have doors with 2 level thing and no need for traps cause if the... | |
Double entrance Hub | aPoolStick117 | Double entrance base with several fake entrances and dead end corridors. Hub at the front to slow agents down. | |
Maze of Distraction | Balorn | Big maze with some low heat rooms keeps agents busy until they leave, one entrance to the main base where everything really is. Doors not shown, and the 4 spots where the Strongroom is against the hall hold two briefcase... | |
BC's Base | B.C. | This is my current layout for Island 2. As it stands it is a good layout at keeping agents from getting in the way of my operations. The only change worth making is moving the long central corridor further to the depot,... | |
future base | Her Puddinsky | This is compact effeciency... Green blocks are items obviously, green dots are triggers, red dots are gas traps, red and black are fans and finally blue dots are fire extinguishers.
Plus there is loads of space left for expansion. | |
Double Entrance | Lamp Post | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Lemon | Lemon | Enter your map comments here. Don't forget to change the map and author names before saving! | |
The place to be | Haggis | Building something fun | |
MP's new base | MP | New base incoporating features from other players bases. This is supposed to be efficient for minions to move around. I like two base entrances, therefore barracks, mess hall etc. near each entrance. Generally tryi... | |
Double Entrance | Lamp Post | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Double Entrance | Lamp Post | Enter your map comments here. Don't forget to change the map and author names before saving! | |
test | lukas | Lukas first plan: not ready yet | |
poke 14,0 | Starkiller | Enter your map comments here. Don't forget to change the map and author names before saving! | |
test | lukas | Lukas first plan: not ready yet | |
My first 2nd Base | Orgrim | This is a rough idea of what the base will contain. the corridor with all the traps is a distraction. | |
Lair of awesomeness | The Ownage | Enter your map comments here. Don't forget to change the map and author names before saving! | |
LemonLand | Lemon | | |
Outline | simple | A 2 wide corridor around the central area, useful as a template to design the rest of the base around. | |
balorn's wip | Balorn | Work in progress | |
balorn's wip | Balorn | Work in progress | |
Mr. Proper | zagibu | Main principles:
1. No rock in corridors or rooms
2. Group rooms that belong together (e.g. training and archives)
3. Only doors visible from entrances are those leading to cyclotron trap
4. Cyclotron trap to make money ... | |
W.I.P. | TehEG | 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! | |
Yin Yang... sorta | Lemon | freezer in armory for speedy body disposal | |
Nuno | NUNO | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Nuno v0.2 | NUNO | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Nuno v0.3 | NUNO | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Pet V1.0 | Lagartixa | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Schmoe | Schmoe | Test | |
Unnamed | bl4nk | WIP | |
Unnamed | bl4nk | WIP | |
Unnamed | bl4nk | WIP | |
base 2 | grebs | base | |
base 2 | grebs | base | |
TF2Lava | Krango | Map for Mr Sanchez. | |
TF2Lava | Krango | Map for Mr Sanchez. | |
TF2Lava | Krango | Map for Mr Sanchez. | |
Supreme Universe Squadron | Link_J | This is my standard layout for the second island thanks to all you guys for suggestions. Every nine by two corridor is a wind trap, every false entrance has a motion sensor and pop up trap and force feild doors, none of... | |
Simple | Me | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Simple | Me | Simple base just for me | |
base 2 | grebs | base | |
Nuno v4 | Nuno | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Room to Spare | Madman_Andre | With room to spare too, sort of. I tried to squeeze as many things in as possible, in as little room as possible. With the Unofficial addon you can build any room inside the hotel buildings so there is room to expand if need be. | |
Room to Spare | Madman_Andre | With room to spare too, sort of. I tried to squeeze as many things in as possible, in as little room as possible. With the Unofficial addon you can build any room inside the hotel buildings so there is room to expand if need be. | |
Room to Spare V.3.0 | Madman_Andre | Final Version. Designed to be efficient while controling damage and to slow enemies. Multiple security stations, large nuclear power station, freezer in the armory, two heavily guarded entrances designed to hinder agents... | |
rawr | rawr | Enter your map comments here. Don't forget to change the map and author names before saving! | |
atlseal v.2 | atlseal | Iv.3 | |
el map numero uno | bobo | A good start. | |
Test Island 2 | Jim | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Room to Spare V.3.1 | Madman_Andre | Final Version. Designed to be efficient while controling damage and to slow enemies. Multiple security stations, large nuclear power station, freezer in the armory, two heavily guarded entrances designed to hinder agents... | |
Lair of awesomeness | The Ownage | OMG!!! my lair is built to exclude the important areas from investigators. This is done by building doors in such a way as to exploit their programming!!! various snaking corridors lead into the base with several powerpl... | |
Awesome Base V2 | The Ownage | My second design, using only one entrance. The rocket cavern is easily acsessed by minions to allow for easy travel. I plan to use a 50 50 mix of traps and security. The freezers are easily acsessed from the prison cells... | |
zombieisle | zombie | Enter your map comments here. Don't forget to change the map and author names before saving!
| |
1)Base 2)???? 3)Profit! | Krimzon | An extravagent base for the richer than average genius.
The only permanent entrances to the base are the two in the far west: the north entrance is to get the power plant built quickly and the laboratory exit is to set ... | |
Neberoo | Neb | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Kappi Is2-3 | Capitalist | Capitalist 3 | |
Concept: Efficeint Base | The Ownage | new idea to increace efficientcy, using a small corridor minions can travel to both depots quickly, whilst keeping a high lvel of security. Also experimenting with putting the desk in the control room to keep the minions... | |
qwertyx | qwerty | Enter your map comments here. Don't forget to change the map and author names before saving! | |
East Entrance | codeblower | Purple 'doors' are L4's (for auto*capturing wayward agents). Brain*drain 'em and send them home. All lockers are stored in huts (outside the main base). Panels on the walls and loot down the middle of Control Room 'ha... | |
Antis 1st try | Anti | My first level 2 base design, never played it but just reached island 2 after building an imba base at island 1 ( which I can just leave alone without anyting going wrong), so i dont know if itll work on lvl2
Then to the... | |
Tops' Test I | Tops | ere's my n00bie take on this.
Legend:
I play without powerplants. So Power Plant is my colour for business front.
The PowerPlant InnerSanctuary checkered room is a bait room.
Green traps: cameras, Yellow Orange traps: g... | |
Antis 1st try | Anti | My first level 2 base design, never played it but just reached island 2 after building an imba base at island 1 ( which I can just leave alone without anyting going wrong), so i dont know if itll work on lvl2
Then to the... | |
Kouldor test | Kouldor | Will test this map. | |
powerfull | ECS | Good base. | |
Amkor | JPULU | Incorporated na panlabas | |
first | enzo | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Ike | Ric | A test map | |
Room to Spare V.3.2 | Madman_Andre | Final Version. Designed to be efficient while controling damage and to slow enemies. Multiple security stations, large nuclear power station, freezer in the armory, two heavily guarded entrances designed to hinder agents... | |
Simplistic | Tepoztecal | Just a basic design | |
2-Stage | TJD | Enter your map comments here. Don't forget to change the map and author names before saving! | |
testis | mirko | testing
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Secure Core | James | Use a central security lobby to prevent agent intrusion or lots of cameras to detect and prevent enemies from entering. VERY modifiable from confusing maze trap to defendable main lobby. | |
Secure Core 2 | James | Use a central security lobby to prevent agent intrusion or lots of cameras to detect and prevent enemies from entering. VERY modifiable from confusing maze trap to defendable main lobby. | |
Secure Core 2 | James | Use a central security lobby to prevent agent intrusion or lots of cameras to detect and prevent enemies from entering. VERY modifiable from confusing maze trap to defendable main lobby. Should be the final version. | |
just_another_map | Hawk | just thiughts about another map with 2 cycles | |
Dr. Eval's Eval Laiiiir.. | Dr. Eval |
Basicaly, this is my dream base, and as you can see, all of the Important stuff is in the back, along with my Sanctum.
Edit: Ooops, noticed i had a little bit of room in the back, well, im useing that for my BackUp genoraters..just in case..
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Planning1 | med | Enter your map comments here. Don't forget to change the map and author names before saving! | |
Burnings87 Plan | Burnings87 | Trial map for when we arrive at Island 2 | |
Labyrinth 1 | Peregrinus | Enter your map comments here. Don't forget to change the map and author names before saving! | |
marc 001 | marc | Erster Entwurf der Basis auf Insel 2 | |
Work in progress | Tanin'iver | Work in progress design, not yet finished, built or tested. | |