notes, the entrance corridor houses some traps and the outside has around 19 camo sentry guns My anal retentive maximum space usage base design. Corridor entrences guarded by deadend sub corridors with stats traps (but no life or loyalty, you w. Two entrences near both depots for fast axcess. The "lab" is a normal lab, plus a small room of each t.Įfficient map for training and labaratory research without taking space. They both lead into the base though one chokepoint to allow for more security. The entrance ways have freezer-wind machi.Ī short corridor cuts through the mountain to cut down time between the two depots. There's a 6 square barracks that will be demolished when the walkways are up. The access into the upper section of the base is via the barracks/silo walkways at the lower side. Armouries near the two entrances to the main base, along with staffed and. There are multiple power plants to keep power ru.Ī 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. The important rooms are farther from the entrance to deter sabotuers. This map creates efficient rooms and haf fake entrances to lure people away from the important areas. The only change worth making is moving the long central corridor further to the depot. As it stands it is a good layout at keeping agents from getting in the way of my operations. Don't forget to change the map and author names before saving!asaĮntry 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. I also left a lot of space for the things I like to call " dead end corridors of death. 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 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 The real stuff is, well protected behind door number '2' and '3'. The barracks, Archives, Staff room and infirmary are put in the front to stall agents. Plenty of room for additional Training Rooms or other facilities. The major mistake I would say was the fact that. It's worked out pretty well as a base with doors at major chokeholds. It's about as close to what I do have going from memory. This is my current evil lair on Island 2. 6 holdi.Īmple facilities for Staff up front, with Important stuff tucked away in back.Ģ1 entrance per depot, and 2 fake entrances up north. 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. Load this to create a new map from scratch.
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