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== General Map Information ==
== General Map Information ==
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-west, 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.


== Commander Tactics ==
== 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 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.
'''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.


'''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.
'''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 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.
'''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 ==
== Squad Level Tactics ==


== Unit and Infantry Tactics ==
== Unit and Infantry Tactics ==
'''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.
'''Sniper City:''' The city is a scout'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 infantryman can make the city a nightmare for enemy troops.


== Points of Interest ==
== Points of Interest ==

Revision as of 18:30, 16 September 2007

Home > Map:emp cyclopean

Minimap of Emp_cyclopean

General Map Information

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 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.

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

Unit and Infantry Tactics

Sniper City: The city is a scout'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 infantryman can make the city a nightmare for enemy troops.

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 Damn:

The North Hills:

Download Links

Concept Art

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Screenshots

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