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{{Sitenav|[[Maps]] > emp_cyclopean }}
{{Sitenav|[[Maps]] > emp_cyclopean }}
[[Image:Emp cyclopean minimap.jpg|thumb|right|250px|Minimap of Emp_cyclopean]]
[[Image:Emp_cyclopean_minimap.jpg|thumb|right|250px|Minimap of emp_cyclopean]]


== General Map Information ==
== Overview ==
Cylcopean is a large and detailed map which contains two opposing forts, a small city, and a hilly wilderness. The NF forces start in the south-west base with a barracks and several level 3 turrets protecting them. The BE start in the North-west and is similarly armed. The small city to the south-east is detailed, containing many alleys, streets, nooks, and crannies. The city was powered by the two resource nodes that can be found at street level, and the majority of it's buildings are centered around these. However, faced with full-on factional conflict, it's citizens quickly abandoned the city leaving only empty buildings and the now-untapped nodes. The wilderness to the north-west has a great deal of terrain to scale and much tree cover, but was important to the region due to it's large mining facility. Damaged through several artillery strikes by approaching military forces, all that remains of the once flourishing complex are a few mining towers pumping fuel from a couple of resource nodes. The map's central lake was once an ecological gem in the region and what attracted the city's settlers in the first place. Yet it is now devoid of life and in danger of drying up completely, thanks to the city's years of exploitation and the nearby dam. The resource nodes near it, which once required small shoreline processing plants, are now accessible by land.
Cylcopean is a large and detailed map which contains two opposing forts, a small city, and a hilly wilderness. The NF forces start in the south-west base with a barracks and several level 3 turrets protecting them. The BE start in the north-east, and are similarly armed.


== Commander Tactics ==
The city to the south-east contains many alleys, streets, nooks, and crannies. It was once powered by the two street-level resource nodes, which the majority of its buildings are centered around. Faced with full-on factional conflict its citizens quickly abandoned the city, leaving only empty buildings and the now-untapped nodes.
'''Don't Ignore the Lake:''' While it is true that you're not going to see any assaults through this area--tanks will drown and infantry have no cover whatsoever--it is foolish to disregard the lake entirely. True, most of your effort should be concentrated on securing one of the corners to prevent you from being completely surrounded, but bear in mind, your enemy is thinking the same thing. That means the lake isn't going to see a whole lot of action, and should be fairly easy to capture. There are four refineries accessible via the center, and if your enemy lets you cap these without putting up a fight, you will have the resources to win the match. Focus on holding the corners as opposed to the center lake, of course, but if you lose the lake, make sure the enemy can't set up refs on it, either.


'''The City:''' There are many, many, many locations to set up a barracks or an APC in the city outside of an enemy's Line of Site, and as such, these can be easily defended. A barracks or an armory on the roof of one of the infantry-accessible skyscrapers can mean the difference between keeping or losing the city. Take full advantage of the fact that there are only two ways into and out of the city for tanks-- cover the bridge with turrets and make ''absolutely sure'' that one of your grenadiers places as many mines as possible on it. If properly fortified, the city can be quite difficult to assault.
The wilderness to the north-west has a great deal of terrain to scale and much tree cover, and was once of great importance to the region due to its large mining facility. Damaged through several artillery strikes by approaching military forces, all that remains of the once flourishing complex are a few mining towers pumping fuel from a couple of resource nodes.


'''The Northwest Hills:''' The refinery in the north-east corner of this location is as easy to defend as the refinery in the south-west corner is difficult to defend. When your infantry units start capping these refs, be sure to place an mg near the NE ref and put walls around it. A dedicated infantry assault will be just about the only thing that could capture that ref now. This position is more difficult to set up as a permanent base then the city because there's only one place to build, but the refineries are generally easier to defend, especially the NE ref, which if properly fortified is practically invulnerable to anything but grenadiers. On the plus side, these Hills can be easier to re-capture if you lose them. If at all possible, have a grenadier place mines on the chokepoint at the damn or somewhere south of the hills.
Cyclopean's central lake was once an ecological gem in the region, and was one of the main positive factors contributing to the expansion of the city. Now devoid of life, it is but a shadow of its former self. Thanks to the city's years of exploitation and the nearby hydro-electric dam, it is now in danger of drying up completely. The resource nodes near it, which once required shoreline processing plants, are now accessible by land.


== Squad Level Tactics ==
'''Starting Refineries:''' 2x1


== Unit and Infantry Tactics ==
'''Starting Resources:''' 300
'''Sniper City:''' The city is a sniper's paradise. Using the skyscrapers, one can dominate the area. This doesn't mean you have to be a scout-- a grenadier can lay mines on ladders to prevent any reproach while devastating a forward base, a rifleman can spray the area with destruction, and a scout can relocate firing positions with ease. No matter what you do, a properly positioned infantryman can make the city a nightmare for enemy grunts.


== Points of Interest ==
'''Refineries:''' 13x1
'''The City:''' Not only does the city look absolutely amazing, but it's also easily fortified and carries two resource nodes.


'''The Damn:'''
'''Total Amount of Resources:''' 13


'''The North Hills:'''
'''Tickets:''' 201


== Download Links ==
== Commander Tactics ==
* [http://empires.m00.de/details.php?file=25 empires.m00.de]
'''Don't Ignore the Lake:''' While it is true that you're not going to see any assaults through this area - tanks will drown and infantry have no cover whatsoever - it is foolish to disregard the lake entirely. True, most of your effort should be concentrated on securing the corners, but bear in mind that your enemy is thinking the same thing. This means that the lake often doesn't see a whole lot of action, and should be fairly easy to capture. There are four refineries accessible from this position, and if your enemy lets you capture them without putting up a fight, you will certainly never be short of resources. Focus on the corners, of course, but keep in mind that the lake can also be a valuable region to hold.
* [http://www.megaupload.com/?d=9CY5F3BB MegaUpload]


== Concept Art ==
'''Spawns in the City:''' There are many, many, many locations to set up a barracks or an APC in the city outside of an enemy's line of sight. A barracks or an armory on the roof of one of the infantry-accessible skyscrapers can mean the difference between keeping or losing the city. Take full advantage of the fact that there are only two ways for armor to enter or leave the city - cover the bridges with turrets and make ''absolutely sure'' that your grenadiers lay extensive mine-fields. If properly fortified, the city has the potential to repel even the most determined armoured assaults.
[http://img114.imageshack.us/my.php?image=empwasteland00009mv.jpg http://img114.imageshack.us/img114/4030/empwasteland00009mv.th.jpg]


== Screenshots ==
'''The Wild Refineries:''' This position is more difficult to set up as a permanent base than the city, owing to the fact that there's only one place to build. The resource nodes are, however, placed in more easily defended, elevated positions. Set up an outpost here by all means, but don't depend on this becoming your main base: this is the most difficult corner to defend against tank assaults, and many battles have been lost by commanders who heavily rely on holding this area.
[http://img314.imageshack.us/img314/6402/empwasteland00002zz.jpg http://img314.imageshack.us/img314/6402/empwasteland00002zz.th.jpg] [http://img182.imageshack.us/img182/995/empwasteland00508yx.jpg http://img182.imageshack.us/img182/995/empwasteland00508yx.th.jpg] [http://img398.imageshack.us/img398/1202/empwasteland00456px.jpg http://img398.imageshack.us/img398/1202/empwasteland00456px.th.jpg]


[http://img182.imageshack.us/img182/6823/empwasteland00415ud.jpg http://img182.imageshack.us/img182/6823/empwasteland00415ud.th.jpg]
== Squad Level Tactics ==
[http://img65.imageshack.us/my.php?image=empwasteland00533kg.jpg http://img65.imageshack.us/img65/1784/empwasteland00533kg.th.jpg] [http://img76.imageshack.us/my.php?image=empwasteland00600rn.jpg http://img76.imageshack.us/img76/4616/empwasteland00600rn.th.jpg]
'''Stealth APC:''' It's quite easy to park an APC underneath the massive bridges of the city, or tucked away in a corner against the city walls, where no one will detect it. The same could be attempted in the Wilds, but it is far more difficult to conceal a vehicle in the trees.


[http://img64.imageshack.us/my.php?image=empwasteland00561fa.jpg http://img64.imageshack.us/img64/1298/empwasteland00561fa.th.jpg] [http://img227.imageshack.us/img227/3328/empwasteland00515dv.jpg http://img227.imageshack.us/img227/3328/empwasteland00515dv.th.jpg] [http://img90.imageshack.us/img90/9175/empwasteland00748mc.jpg http://img90.imageshack.us/img90/9175/empwasteland00748mc.th.jpg]
== Unit and Infantry Tactics ==
'''Urban Combat:''' The city is a infantryman's paradise; using the skyscrapers to fire down upon your enemies, one can quickly dominate the area. Many dark corners allow one to disappear into the shadows relatively easily, making relocating between firing positions simple (especially when using the hide skill). No matter what you do, a properly positioned [[Scout]] or [[Grenadier]] can make the city a nightmare for enemy troops and armor. Mines placed at the base of ladders will usually serve as sufficient deterrent to enemy infantry looking to rain terror upon you.
 
== Points of Interest ==
'''The City:''' Not only does the city look absolutely amazing, but it's also easily fortified and carries two resource nodes.


[http://img124.imageshack.us/img124/6060/empwasteland00718hk.jpg http://img124.imageshack.us/img124/6060/empwasteland00718hk.th.jpg] [http://img89.imageshack.us/img89/3674/empwasteland00696yk.jpg http://img89.imageshack.us/img89/3674/empwasteland00696yk.th.jpg] [http://img49.imageshack.us/img49/7312/empwasteland00729ap.jpg http://img49.imageshack.us/img49/7312/empwasteland00729ap.th.jpg]
'''The Dam:''' There is a resource node located at the foot of the dam which generates resources at a faster rate.


[http://img104.imageshack.us/img104/1649/empwasteland00767bk.jpg http://img104.imageshack.us/img104/1649/empwasteland00767bk.th.jpg] [http://img104.imageshack.us/img104/4862/empwasteland00786eb.jpg http://img104.imageshack.us/img104/4862/empwasteland00786eb.th.jpg] [http://img517.imageshack.us/img517/5199/empwasteland00049hb.jpg http://img517.imageshack.us/img517/5199/empwasteland00049hb.th.jpg]
'''The North Hills:''' The hills contain two elevated resource nodes that can be easily fortified.


[[Category:Maps|emp_cyclopean]]
[[Category:Maps|cyclopean]]
[[Category:Commander_maps|cyclopean]]

Latest revision as of 06:36, 21 August 2021

Home > Map:emp cyclopean

Minimap of emp_cyclopean

Overview

Cylcopean is a large and detailed map which contains two opposing forts, a small city, and a hilly wilderness. The NF forces start in the south-west base with a barracks and several level 3 turrets protecting them. The BE start in the north-east, and are similarly armed.

The city to the south-east contains many alleys, streets, nooks, and crannies. It was once powered by the two street-level resource nodes, which the majority of its buildings are centered around. Faced with full-on factional conflict its citizens quickly abandoned the city, leaving only empty buildings and the now-untapped nodes.

The wilderness to the north-west has a great deal of terrain to scale and much tree cover, and was once of great importance to the region due to its large mining facility. Damaged through several artillery strikes by approaching military forces, all that remains of the once flourishing complex are a few mining towers pumping fuel from a couple of resource nodes.

Cyclopean's central lake was once an ecological gem in the region, and was one of the main positive factors contributing to the expansion of the city. Now devoid of life, it is but a shadow of its former self. Thanks to the city's years of exploitation and the nearby hydro-electric dam, it is now in danger of drying up completely. The resource nodes near it, which once required shoreline processing plants, are now accessible by land.

Starting Refineries: 2x1

Starting Resources: 300

Refineries: 13x1

Total Amount of Resources: 13

Tickets: 201

Commander Tactics

Don't Ignore the Lake: While it is true that you're not going to see any assaults through this area - tanks will drown and infantry have no cover whatsoever - it is foolish to disregard the lake entirely. True, most of your effort should be concentrated on securing the corners, but bear in mind that your enemy is thinking the same thing. This means that the lake often doesn't see a whole lot of action, and should be fairly easy to capture. There are four refineries accessible from this position, and if your enemy lets you capture them without putting up a fight, you will certainly never be short of resources. Focus on the corners, of course, but keep in mind that the lake can also be a valuable region to hold.

Spawns in the City: There are many, many, many locations to set up a barracks or an APC in the city outside of an enemy's line of sight. A barracks or an armory on the roof of one of the infantry-accessible skyscrapers can mean the difference between keeping or losing the city. Take full advantage of the fact that there are only two ways for armor to enter or leave the city - cover the bridges with turrets and make absolutely sure that your grenadiers lay extensive mine-fields. If properly fortified, the city has the potential to repel even the most determined armoured assaults.

The Wild Refineries: This position is more difficult to set up as a permanent base than the city, owing to the fact that there's only one place to build. The resource nodes are, however, placed in more easily defended, elevated positions. Set up an outpost here by all means, but don't depend on this becoming your main base: this is the most difficult corner to defend against tank assaults, and many battles have been lost by commanders who heavily rely on holding this area.

Squad Level Tactics

Stealth APC: It's quite easy to park an APC underneath the massive bridges of the city, or tucked away in a corner against the city walls, where no one will detect it. The same could be attempted in the Wilds, but it is far more difficult to conceal a vehicle in the trees.

Unit and Infantry Tactics

Urban Combat: The city is a infantryman's paradise; using the skyscrapers to fire down upon your enemies, one can quickly dominate the area. Many dark corners allow one to disappear into the shadows relatively easily, making relocating between firing positions simple (especially when using the hide skill). No matter what you do, a properly positioned Scout or Grenadier can make the city a nightmare for enemy troops and armor. Mines placed at the base of ladders will usually serve as sufficient deterrent to enemy infantry looking to rain terror upon you.

Points of Interest

The City: Not only does the city look absolutely amazing, but it's also easily fortified and carries two resource nodes.

The Dam: There is a resource node located at the foot of the dam which generates resources at a faster rate.

The North Hills: The hills contain two elevated resource nodes that can be easily fortified.