Written by zhantrim
And the winner is….
~Warlord~ by a nose, beating design #1 by a single point!
Comments by graders (anonymous):
I really liked this city but there is no southern defence making it easy to make your way up fast Otherwise I like that the majority of factories are South since the North is tight when factories are added.
If the SW entrance was better, I would have voted it #1. Not a fan of the path to CC from north west either.
Only except my own that even bothered to box in the CC. Looks very balanced with no real week points to exploit for attackers.
Positives: Nice multiple layers of turrents on the way to CC and pretty good building design. I also like the sniper like turrent angles in a couple spots where an attacker might get shot without realizing he was in the line of fire.
Negatives: Although there are alot of turrents covering most approaches to the cc, the right upper middle approach is not very difficult. The wall doesn't really do anything for that corner by itself since the bombs blow 360 degrees one would take out the wall and the hospital. Shoot out the regular turrent without bombing the walkie or med factory and you've pretty much got the cc since those two factories give you coverage to shoot out the wall on cc. I'd also like to see whatever type of turrent factory, in anticipation of it being blown up, surrounded by another type of turret. I noticed that if someone blew the plasma factory from the top it would open the cc and get rid of the southern guarding plasma. The other parts of the city don't have this problem.
Followed by:
#1
#4
#3
Some other comments were written on the others, but I will include yoyo's because his were the lengthiest and I don't want all his hard work going to waste. Plus, he won last time.
1.) Entry #4
Positives: Very good turrent protection with only a couple of bad turret angles apparent which may have been forced by other considerations. Turrents are well placed to guard against the destruction of a turret factory, meaning plamas and hidden turrets guard regular turrent factory and vice versa.
Negatives: The north middle approach is pretty weak and I'm not a fan of giving up your wall factory so easily. Especially when after taking out the hidden turret a quick bomb dropped to the left of the cc would take out regular turrents which would leave the right side (since your already inside) practically unguarded. That's the only draw back to using supporting turret designs, if you have the turrent factories too close together you can just destroy one and zip over to the now defensively barren side.
2.) Entry #2.
Positives: Nice multiple layers of turrents on the way to CC and pretty good building design. I also like the sniper like turrent angles in a couple spots where an attacker might get shot without realizing he was in the line of fire.
Negatives: Although there are alot of turrents covering most approaches to the cc, the right upper middle approach is not very difficult. The wall doesn't really do anything for that corner by itself since the bombs blow 360 degrees one would take out the wall and the hospital. Shoot out the regular turrent without bombing the walkie or med factory and you've pretty much got the cc since those two factories give you coverage to shoot out the wall on cc. I'd also like to see whatever type of turrent factory, in anticipation of it being blown up, surrounded by another type of turret. I noticed that if someone blew the plasma factory from the top it would open the cc and get rid of the southern guarding plasma. The other parts of the city don't have this problem.
3.) Entry #3
Positives: I like that you got a couple spaces of moving room inside the city to keep from getting killed by friendly fire and you can't even start to attack the city without taking out at least one regular turrent. I also like the unique look of the city and again a couple spots where someone might get shot without realizing they were in a spot to get hit by turret fire.
Negatives: Well you've got two approaches that are pretty much walk in and orbing instances. The top left corner once past those walls you can just zip over and blow the hidden turrent factory then walk down and orb. The other easy approach is the southeast, you can optionally kill the regular turrent or just run past it, run in and shoot down the hidden turret as long as you have a med (can't rock back and forth shooting it unless you take out the turrets to either side) and blow up the factories by the cc and open it up at the same time.<>