Written by Weebo
And now the results! The winner of this competition is…
The winner of this competition is… *drum roll*
Entry #5, which belonged to…
not Weebo, buuuuuuuuuuut it belonged to…
zhantrim! The evil Weebo has been brought down! Suggestion from chaos952 to Weebo: stick to Buenos Aires. zhantrim will get to choose the next city for the next competition. Check out the list of cities that you can choose from here. . You all submitted great designs, and hopefully you will submit great designs again for the competitions to come!
Comments from the Judges
Stubbs' Note: I bash Double housing, some people may wonder why. Chris Uses it in both his Huambo and Doba Designs. But I must say, if Chris is not defending Doba, It can easily be ripped apart.
Winner – Entry #5 (zhantrim)
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Judge Buildings Defense Entrance Total chaos952 5 4 5 14 Dunebug 3.5 4 3.5 11 Stubbs 4 4 3 11 |
Average Total Score: 12
chaos952: Looks like a very solid city, but you have alot of inner defense, which will lead to you losing alot of housing and research buildings on the outside. If I were attacking your city, I would attack from the northeast, as your vital factories are easy to reach from there.
Stubbs: I like it. But I dont like the dead ends to get items. Specifically the Med packs, and Mines. Very hard to get and get back If I am defending. Also bobms could be destroyed, fairly soon. I like the Plasmas Guarding the CC, very solid. You could be shooting the wall on the CC soon, but those plasmas would make it hard to run for the orb, and they are also hard to shoot.
2nd Place – Entry #1 (yoyo)
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Judge Buildings Defense Entrance Total chaos952 5 4 4 13 Dunebug 3 3.5 4.5 11 Stubbs 5 4 3 12 zhantrim 4 4 4 12 |
Average Total Score: 12
chaos952: Wow. I've never seen Andorra-La-Vella built this way before. Kudos to you for creativity. Expect your city to get raped from the west, especially directly west of the CC. One big problem is that your laser, turret, sleeper, wall, and bomb factory are very easy to reach. Other than that, this city is great.
Stubbs: YOYO's, I tried not to think about it, but I have seen him build it a few times. The design looks funky, but seems solid, the only thing I didnt like is that it seems like it might be hard to get around. Esspecially if I am an attacker, Meds, bombs orb, laser Zook, and DFG all in different places.
zhantrim: I really like this design. It is innovative and uses the northern lava strip in a creative fashion. There are also a lot of "double entrances," where if you bomb in, you have two turrets in another difficult location. Another thing I like is that unlike some of the more unusual designs, it seems like it might actually work. If attacking, I would probably target the mine research and use the wall of housing/research as cover while I bomb plasma factory and shoot green in front of walls. Another good point of attack is the green research. You could use the house as cover while shooting the northern wall/cc wall. The plasma probably wouldn't come into play as it would shoot its own protective wall from such a northern angle. You could probably either shoot it quite easily without being struck, or simply rush the cc with a med. A final place of attack would be the med research. I would shoot its guarding plasma, bomb the med res in isolation, then bomb the eastern adjacent house in isolation, then shoot the green/wall without being shot by any turrets. I do like this design. It makes me wish there was a grading category for sound creativity.
Tied for 3rd Place – Entry #4 (wujiamin)
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Judge Buildings Defense Entrance Total chaos952 3 5 4 12 Dunebug 3 3.5 4 10.5 Stubbs 3 4 4 11 zhantrim 3 4 4 11 |
Average Total Score: 11
chaos952: This city is just fine, except that the main problem you'll most likely have is attackers abusing your hospital. Also, I would suggest fixing up the southeastern entrance, as that will be the place where attackers are most likely to attack from.
Stubbs: It works, Orb factory is too easily destroyed though, That matters if you are in a battle with another city. The east is strong, but SE interior could be better. The open space leaves less places to hide from turrets, but also leaves room to dodge them. I do like the Flow of the city.
zhantrim: This is a pretty decent design. Good mobility for commandos, good entrance sites, good turret/defensive placement. Some complaints: The sleeper factory would be fairly easy to bomb without shooting a turret. With this out, it would be simple to navigate the interior, including driving into the wall factory, dropping a ton of bombs, and orbing you. This would of course only occur with a fairly decent understanding of the inner workings of your base. Another weakness relates to a strength. With every design, you have to weigh the benefit of non-connected factories with the weakness of an inability to guard them. Your design illustrates this. If one were to attack south, they could bomb the dfg res without being shot much, shoot the plasma from a southeast-northwest angle without being shot much, use the med fact as a shield and bomb your greens with little difficulty. Good mine placement next to greens as you recognize this weakness. I think that if an attacker were to get inside your base, they could use all the factories as shields against your turrets, helping them considerably. Most experienced attackers can shoot all but the most extreme of angles from behind a wall.
Tied for 3rd Place – Entry #7 (Zeike)
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Judge Buildings Defense Entrance Total chaos952 4 3 4 11 Dunebug 4.5 4.5 4 13 Stubbs 3 4 3 10 zhantrim 3 3 4 10 |
Average Total Score: 11
chaos952: This design seems pretty solid, except that you'll have trouble stopping defenders attacking from the east, and the entrance and defense on that side isn't helping that problem. It's way too easy to access the medkit and mine factories due to the lack of defense there.
Stubbs: Building Placement not thought out (double housing, and Wall RC inside? You would want Turret RC, if anything, since you want those always producing). Looks like defense is layered, but it works. The flow isnt there, example, say your defending SE, and you run back in to get some health and replace that Plasma, if you go for a med pack (for health), or if you wait on hospital, both time you still have to run to north side for the plasma.
zhantrim: This is a decent design. Although it incorporates the middle rocks, which is something I'm not too keen on, it does a nice job with it, using those interior research in a constructive way. I would switch wall res with greens res by the way. Its more important. Attackers will complain about the lack of togetherness of their items, making rapid gather and depart difficult. The weaknesses here are probably south, southeast and east (too many btw). South is probably the weakest, maybe tied with east. I like that the walky and laser res are in the place most frequently bombed. These res suck for the most part and their nature as researches allow for rapid rebuilding. Good foresight. East is pretty easy to bomb into, and you can drive onto the mine fact with no difficulty. From there you can light up the whole interior. Fortunately nothing truly necessary would be lost, but it exposes your walls. I like that plasma on the east cc spot, as it recognizes this weakness as well.
My biggest complaint is that there really isn't a concentration of turrets guarding things. The best designs have upwards of 4-5 turrets guarding pretty much anywhere you want to go. Here, I see a lot of entrances and factories with only 1-3.
I like this city for the most part.
Tied for 3rd Place – Entry #8 (Scile08)
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Judge Buildings Defense Entrance Total chaos952 4 3 3 10 Dunebug 4 4 4 12 Stubbs 4 3 2 9 zhantrim 4 4 5 13 |
Average Total Score: 11
chaos952: Your city covers alot more area than the standard Andorra-La-Vella, so that can give you problems while defending. There is a HUGE weakness east. If I were an attacker, I'd bomb the house east of the zook research, bomb the zook research, and shoot the plasma turret and the sleeper by the CC. 50 points for my city. Also, you'll end up losing alot of buildings southeast, and rebuilding there can be a pain, especially when you're the only one defending there, as enemies will shoot your buildings as soon as you try to rebuild them. You have alot of double entrances also, which is unnecessary.
Stubbs: Eas is very weak, and that is where dorra is usually attacked from. Also NW by sleepers, 2-3 bombs and killing 1 sleeper (4shots?) and I can blow sleepers. 6/7 entrances is a bit much. aside from the east side I would say the defense is ok. But as I've told others, look at going back into the city for a turret, how long would that take.
zhantrim: First off, this city has the best entrances of any I've graded so far. They are well defended, and localized to the corners. For all new mayors out there, if you are ever in doubt, put them in corners. Buildings are square and so cornered entrances will naturally have jagged edges leading in, making turret killing difficult. Entrances along the cardinal directions are gnerally weaker, as they are difficult to shield with buildings. Some people will disagree with this, but this has been my experience.
Earlier I commented that the best designs always seem to have 4-5 turrets guarding pretty much every direction. For the most part, this is a good example of this, especially southeast and northwest.
A huge weakness here is east, which has one green, two buildings and one wall in the way of the orb. For some reason, that northern strip is not covered by a wall or a turret, which is really a huge problem. Most people attack dorra's from here and they will be pleasantly suprised to find they have little to do.
I'd say another weakpoint may be south, as you could bomb the house/wall res initially, back up shoot some turrets or whatever, then charge in and park just before the plasma fact/cougar fact and adjacent to the dfg fact. Unload mad bombs while hitting H (that western plasma will probably hit you here, but not the southern one). With dfg, you could probably take out those three factories, two of which are needed, without shooting a turret. That's somewhat of a problem.
Overall, I like this design.
6th Place – Entry #3 (Stubbs)
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Judge Buildings Defense Entrance Total chaos952 4 3.5 3 10.5 Dunebug 3 4 4 11 zhantrim 3 3 3 9 |
Average Total Score: 10
chaos952: Looks like the standard Andorra-La-Vella, so there's not too much to say. I'll say this:
- Your city will get raped from the east, as there are only two turrets and a house between an attacker and orbage.
- You'll probably end up losing your turret factory several times.
zhantrim: This is a fairly typical dorra design. Again, I don't really like the lack of eastern access. At least in this design (unlike 2) there is a passage along the cc which lets you use the northeastern exit. Basically, from the east, there is one sleeper, two bombs and a green in the way of your orb. So long as the attacker doesn't get greedy and bomb multiple res/housing with his/her bombs, you should be able to use the rest of the line as protection from turret fire. I really like designs that have outer turrets, lines of buildings and then another line of inner turrets. I think it makes it much more difficult for attackers to succeed. This design has this feature and I think it is a strength. The greens and plasma factories are fairly easy to take out, with each being guarded by two turrets and a single building at their weakest points. Because of the way the factory lines are three deep and stacked, it makes it hard for defenders to collect gear, manuever, or defend. I think overall this design is average.
Tied for 7th Place – Entry #2 (~Warlord~)
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Judge Buildings Defense Entrance Total chaos952 3 3 2.5 8.5 Dunebug 3 3 4 10 Stubbs 3 3 3 9 zhantrim 2 2 2 6 |
Average Total Score: 8
chaos952: I think you placed the turrets outside your city too far from your buildings, and that will allow enemies to run past your turrets and drop bombs on your buildings. Also, your city has a major southern weakness. Attackers attacking from the west will give you problems also, but south is more direct. See the plasma turret right below the turret factory? If I were an attacker, I'd the destroy the house south of that plasma turret and the plasma turret itself. Now guess what's separating me from those 50 points? Your turret factory and two walls. That can be removed easily with one bomb, and I wouldn't have to worry about that sleeper nearby.
Stubbs: This city looks decent, but it is missing a few things. NE looks extrememly weak. Also getting from bottom to top isnt that easy since I have to go all the way around the west side. I do like the Hospital entrance, thats a good idea.
zhantrim: I really don't like the absence of easily accessibe eastern entrances. It is very difficult to defend that side. Although there is an entrance to the northeast, that is very difficult to use from within the base because you literally have to drive all the way west to get there–the walky factory closes off the passage along the cc. I think most people would attack here. That being said, I think the west is weak as well. I would bomb the repair, shoot one plasma and maybe that northern green, and then have free access to nearly all your factories. Finally, the large open spaces inside the base makes it very easy for people with high FPS (you know who you are) to dodge turret fire. I think this design needs some work. However, I do like the western plasma directly to the east of the rock formation. That shows me you have considered placing it in a difficult location to shoot.
Tied for 7th Place – Entry #9 (Weebo)
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Judge Buildings Defense Entrance Total chaos952 2 3 2 7 Dunebug 3 4 3.5 10.5 Stubbs 4 2 4 10 zhantrim 2 2 2 6 |
Average Total Score: 8
chaos952: Weaknesses everywhere. There is a HUUUUUUUUUGE weakness from the northwest, and other weaknesses in these directions: northeast and east. From the northwest, attackers would ignore the sleeper up there and bomb their way to your hospital and abuse it after shooting the plasma, wall, and mine guarding it. Then they can waltz over to your sleeper, wall, and turret factory after shooting the mines blocking it, and bomb those. After those three factories are gone, you're pretty much orbed. Another thing is that I think you placed your turrets too far from your buildings, so attackers can pull a "Joemoney" and run along the sides of your cities dropping bombs while your defenders get nailed by your turrets trying to shoot the bombs.
Stubbs: NW looks very very weak, especially if I just blow that housing. In fact, I would have given much higher score except for how weak that is. I can see getting into the city, blowing, bombs-sleepers-turrets-walls w/o even facing a turret. and if I blew them up, it would be wide open. Otherwise the city looks ok.
zhantrim: This design needs a lot of work. East is extremely easy. This is bad because the plasma fact is east, as well as your cc– two things that I would recommend protecting. The two spare walls would serve much better to fill those narrow passages east of the cc as opposed to their current locations. If you are worried about people using your repair, scoot your ss factory west one space and move the plasma by the zooks west one space to cover it. Then you can scavenge the wall. In general, I wouldn't recommend putting your wall factory adjacent to the cc, period. People drive to your cc to orb it. Walls protect the cc so you can't be orbed. Factories in the way will be bombed. I generally put the wall factory some distance away. Fortunately in this design you have elected to put it north, which is the best place for it if it must be adjacent. However, if you shoot the northern plasma, bomb the wall fact, shoot the ss, you will be orbed. Its not guarded nearly well enough.
I would put a lot more work into this one. Good effort though.
Last Place – Entry #6 (sin38)
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Judge Buildings Defense Entrance Total chaos952 3 2 2 7 Dunebug 2 2.5 3.5 8 Stubbs 3 2 1 6 zhantrim 2 2 3 7 |
Average Total Score: 7
chaos952: HUUUUUUUUUUGE weakness northwest. You have enough entrances, but they're not in adequate locations. This city could be alot better.
Stubbs: Hmmm…. First off, Double housing, I see two places where I can blow up 2 housing, thats a NO NO. If I blew them up, i could destroy 4 RC's or FC's with my laser. West is very weak 1 turret and a plasma, not very effective, especially since if they blow those factories they would be blowing the turrets/sleepers/plasmas. The dead ends are good to stop attackers, but I see this city as a pain to get around. It could be alot better with just a few changes.
zhantrim: This design sorely underappreciates what an attacker can do. If I were attacking, I would drive in your southwestern entrance and ignore the outer green. The zook res would cover me from behind. I would then shoot the plasma on the ss fact without being shot. I would then drive into your green factory and bomb practically all your defense, and the wall on your cc.
Orbed.
Experienced attackers could probably drive into that factory without even shooting a single one. Especially with a med.
Most designs that use that rock as a barrier within the base hurt themselves. Remember the weakness of doba. Instead of using the terrain as a benefit the attackers must deal with, you are placing it within your base to hinder your defenders. Additionally, attackers who get inside use it as wonderful cover that cannot be demolished by a savvy mayor. Given the large concentration of excellent factories on the west, I would put much more into the defense on that side.
Overall, I like your entrances except for the fact that it would be impossible to guard your northeast side. That lava up there is quite tall, and most bombs would go off before they were ever seen.
Good effort with this base, but I think it needs some work.