Surge was the winner for Luanda!
And err.. that's all the information available! If anybody has the designs from this competition, please email them to Weebo so that he can post them.
Build a city. Hire a team. Orb the enemy.
Surge was the winner for Luanda!
And err.. that's all the information available! If anybody has the designs from this competition, please email them to Weebo so that he can post them.
Written by Zhantrim
Well, I (and yoyo) got tired of waiting for more judges, so I went with the three that I had.
And the winner is:…………….
Yoyo!!!!
The others were all roughly the same, but number 2 was a standout according to the judges. Here are some comments from yoyo. In future competitions, I would hope that more people judge (including those that submitting their cities for grading). Interestingly, many of the judges have highly disparate opinions on what constitutes a good city.
#4 I like this design the best of the 5 I think. It's spread out, but not too much I think and the turrets seem well positioned. However, it does kind of seem like your giving up the exterior buildings as bomb bait which their not as important as factories but they can hurt your defensive strategy if they start blowing up research for stuff your going to need to keep up an active defense. The easiest path the cc in this design appears to be straight from the south, using the factories to block turret fire as you rush in to blow turret factories (hidden and regular turret). You would have to blow up the bomb research first of course. The only other suggestion I would make is switching the orb factory out with the walkie or DFG factory. Great design overall!
#1 This would have gotten a higher ranking if the northwest approach was a little more guarded once you got inside. I really like the entrance setup on this design perhaps best of all. Also a couple turrets have their turret fire span cut off by building corners. As it stands you can shoot the one regular turret at the northwest and kind of bomb hop all the way to the cc.
Yoyo's Corrientes
Weebo's Corrientes
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.<>
Written by zhantrim
Congratulations to YoYo, the game's oldest designer! He's like a dinosaur or something!
2nd Place: Entry #8 (Zeike) – 21 points
Tied for 3rd Place: Entries #6 and #7 (Nightwish and Surge, respectively) – 13 points
5th Place: Entry #3 (chaos952) – 11 points
6th Place: Entry #5 (dtjb) – 4 points
Tied for Last Place: Entries #1 and #4 (Weebo and RBG, respectively) – 3 points
Written by chaos952
Sorry I took so long to get the results up, but I was a bit busy the last few days.
Anyways, the results are finally here! The winner of this competition is…
~Warlord~! ~Warlord~ will get to choose the next city for the next competition. However, there is an issue that needs to be taken care of first before the next competition can start. Check out the list of cities 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 chaos952
Winner – Entry #5 – ~Warlord~
Code: |
Judge Buildings Defense Entrance Total chaos952 8 9 7 24 |
chaos952: South problems, as your turret factory is easy to reach from there. Double housing is bad. Everything else doesn't seem too bad though.
2nd Place – Entry #1 – Nightwish
Code: |
Judge Buildings Defense Entrance Total chaos952 7 8 8 23 |
chaos952: East is flimsy. You'll definitely have problems southwest, as your turret factory can be reached from there the easiest. With attackers keeping you busy southwest, you'll get tunneled on from the east by the DFG research. Smart attackers would not bomb the sleeper factory though, as they won't have to worry about shooting the turrets above it.
Tied for 3rd Place – Entry #2 – she_spawny
Code: |
Judge Buildings Defense Entrance Total chaos952 6 8 7 21 |
chaos952: West is very weak. Shoot northernmost turret on that side, bomb the orb research, shoot the plasma next to the orb reasearch, run in, and your sleeper and turret factories (as well as the left wall on the CC) will be gone, and you will be orbed. Putting a double-layer of buildings up north is pointless, so shift some buildings to the west side. The turrets you have placed at entrances are too easy to shoot down, and defenders can't go out to stop the attackers while they shoot down those turrets.
Tied for 3rd Place – Entry #4 – Surge
Code: |
Judge Buildings Defense Entrance Total chaos952 7 7 7 21 |
chaos952: Attackers can waltz into your city from the northeastern entrance, and that will be the downfall of your city. You'll also have problems with the southwest due to the lack of an entrance there. Your turret factory is easy to reach via west. Inner defense isn't too bad though.
Last Place – Entry #3 – Weebo
Code: |
Judge Buildings Defense Entrance Total chaos952 6 6 8 20 |
chaos952: Waaaaay too open. This makes all inside defense easy to shoot down. Your turret factory is easy to reach via northeast. However, west is a bigger threat, as it is an almost direct path to the CC. Shoot the turret, bomb the house above the bomb research, shoot the next turret, shoot down the mines (as everybody knows that you always place mines there), bomb the plasma turret, medkit research, and the left wall on the CC; and you are orbed. Double housing is bad too.