Written by chaos952
Well, RBG broke his own winning streak by choice, even though I was sure that he wouldn't stand a chance against -IGGY-. Of course, the winner of this competition is… -IGGY-. Surprisingly, he didn't win by much. Check out the scores below. Also, 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 the Judges
Winner – Entry #3 – -IGGY-
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Judge Buildings Defense Entrance Total chaos952 10 8 9 27 zhantrim 8 9 9 26 Dunebug 8 9 8 25 RBG 10 9 9 28 |
Average Total Score: 27
chaos952: I'm sure everybody has seen this city in action, and it is quite a force to be reckoned with. Watch out for attackers from the north, as they'll probably try to run in and take out your plasma turret, turret, and missile factories at once after shooting down all obstacles. If any attacker tunnels all the way east from your DFG research, consider yourself screwed. Other than that, everything else is fine.
zhantrim: This is an excellent design– I know this because the designer ripped off the idea from me and then improved it. It has few weaknesses, with the major one being a combined attack from the east. Less competant mayors will have a very difficult time managing this weakness. I have found that attacks from the east are most effective when only the northern two buildings are blown. This shields three of the turrets from damaging you as you move in for the orb. In my version of this design, the eastern buildings are several spaces out to prevent this–but this leaves them vulnerable to shots across the lava strip.
As an aside, people who say that cordoba cannot be built well simply don't have a good design. If in need of one, steal one of these.
Dunebug: Well obviously you thought this design out
Lowpoints are:
-Your factories are clustered together and have lots of spaces where an attacker could hide without getting shot.
-The NW and NE are going to need constant maintenance or else.
Highpoints are:
-blowing up any given important factory does not guarantee an open CC.
1st choice is NorthWest. It’d be hard to orb without blowing any factories up, but if you can manage to kill the green east of the plasma factory, youre in like flint.
2nd choice is straight south. Kill that southern plasma somehow, run up the middle aisle using medpacks. The sleeper on the sleeper factory is trouble but I have seen people get around those. (without shooting it)
RBG: In my opinion this is the best Cordoba design I‘ve seen. Unlike most other designs, I feel like it utilizes and flows with the terrain instead of fighting against it. You have good entrances on all sides of the city, your essential factories are central and tough for attackers to get to (again, excellent use of the terrain), and the cc has so many turrets around it that an attacker would have to be left alone for a long time to have a good chance of orbing it. Excellent design.
2nd Place – Entry #5 – merloch
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Judge Buildings Defense Entrance Total chaos952 9 9 8 26 zhantrim 8 8 9 25 Dunebug 8 9 8 25 RBG 9 9 9 27 |
Average Total Score: 26
chaos952: South is a bit flimsy, so expect problems there. You'll have problems defending west, as they'll drop a bunch of DFGs at that corner there while tunneling on you.
zhantrim: Concerned about attacks from the southeast?? haha. Anyway, I don't like the position of the med factory. This is an underrated and very valuable thing, even if you are pressed to turtle. It can be bombed with impunity. From study, I do find that the southeast has a particular weakness- if the house and ss research just south of the cc were to be bombed, both turrets could be shot and the cc could be entered while bypassing the ss over the rocks. I do note the plasma to the very southeast of the city that could likely affect your angles. It may be best to take this out first.
Dunebug: 1st choice South. I think what I would want to do is, blow up the housing under the sleeper research.
2nd choice is SW. the key turret to kill is the plasma west of the orb factory, after that you have tons of options. But the mines are quite a hinderance.
-If you can orb a city with a plasma shooting you point blank, then the NE is a good route to try, I Can’t do that.
Your city also has a bunch of places to hide on the factories, you got 2 mines in between sleeper and plasma factory though, that’s a good idea. But why not dump a sleeper near your green factory, I’d rather guard that then 2 houses on the outskirts of my base.
RBG: First off, your essential defensive factories are well protected (good use of the terrain for that, much like entry #3). You also have good entrances and I liked your positioning of buildings and turrets on the north side. Overall solid design…I wouldn’t want to be the one attacking it.
3rd Place – Entry #4
– Nightwish
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Judge Buildings Defense Entrance Total chaos952 8 6 7 21 zhantrim 8 8 9 25 Dunebug 9 9 9 27 RBG 9 8 8 25 |
Average Total Score: 25
chaos952: Not enough entrances. Good luck defending south and east. You'll most definitely get tunneled on from the east, especially with the lack of defense there.
zhantrim: Another sound design. I would attack from the northeast, bombing the bombs with my second bomb. This would leave one plasma in the way between me, a lot of good factories and the orb. This involves two bombs and two turrets. Defenders would come out of the northern entrance, not too far away. Given that this is a very likely source of attack, I would exchange the valuable bomb factory for another one. Not only does it allow your team to put pressure, but bombs are very expensive. As a note to people who often exclaim that I never run out of money– first, destroy your repair, shortly after, destroy the bomb research (just don't forget to rebuild it when your attackers start moving again ).
Another avenue of attack would be from the south, where the plasmas are in a line. Good coverage with ancillary turrets, but eventually, attackers would shoot the first vertical plasma from across the lava and then work their way north. This involves no bombing– just turret shooting.
Dunebug: 1st choice is NE. blow up the TB’s and shoot the walls then bomb the plasma factory. You would take damage from the plasma but it is still possible. If that’s successful you can orb it. If not…
2nd choice is East. Some stuff to blow through but the defense isn’t too terrible, and if you can kill the plasma below the TB factory you have orbed the city.
3rd choice is to have teammates blow up housing and hope an important factory goes unpopulated.
4th choice probably northwest. Not a hard route, just not very plausible w/ defenders.
Someone might be able to run in from the northwest using a ton of medpacks and hide between the rock and the sentry factory while shooting CC walls. I wouldn’t be able to, and its such a minor possibility I’m not marking you down just mentioning it. I’d also recommend moving defense from the southwest perimeter to the east.
RBG: For the most part, this is a solid city. Your one potential problem area is the Westside. If an attacker is left alone, two bombs and two (or three) turrets later they can be sitting on the plasma factory and shooting the wall on the cc. At the very least you should put a mine or two on the plasma factory. Another wall or a sleeper would be even better (the sleeper just north of the hospital would be a possibility). Overall though, this is a quality design, and even with a slight weakness on the Westside it isn’t an easy orb.
4th Place – Entry #2 – yoyo
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Judge Buildings Defense Entrance Total chaos952 8 9 6 23 zhantrim 6 6 7 19 Dunebug 10 8 9 27 RBG 9 9 8 26 |
Average Total Score: 24
chaos952: I'm sure that many people will try to attack you from the north even though those three walls there will slow them down. However, south is pretty weak. Good luck getting your commandos back to base when your walkie-talkie factory is gone. Your commandos won't like it when your missile factory gets destroyed several times as well. Lack of entrances as well.
zhantrim: A tunneling attack from the northwest would be difficult to defend. I appreciate the use of walls and buildings as slowing measures, but if more than one attacker came from this direction I think there could be trouble–mainly because one person could shoot the walls from across the lava while the other one made his way through (shooting as well). The plasma along that line is well placed by the way–but unfortunately I don't think many would contine southward. Attackers would probably prefer to head along the tunnel just north of the cc to get your ss factory, and then your greens and walls. These attacks would be very difficult to defend, as the defenders would essentially have to backtrack all the way along the attacker's route to affect him. This is a major problem, especially because with all the narrow corridors, defenders could easily be dfg'ed.
Other issues: I would move your med factory one space to the right to prevent its destruction with a second bomb from the south. Additionally, it would protect that plasma from a southern attack. Many of the turret angles in this design are not optimal, especially from the southwestern approach which is fairly easy to navigate. One of these days I should make a mayor building guide focusing on turret angles. As a final note, I think your zooks and bombs are too vulnerable.
Dunebug: My first choice to attack is the Northwest. 2 buildings to bomb is no fun, but you could drop a bomb.. shoot the sleeper, and bomb again before a Defender came around. 2 walls to shoot through, but then you can bomb the sleeper factory and that bomb will be tough to shoot. If you bomb that you could try bombing the green factory or maybe orb it but I never had much luck with plasmas on the center CC square.
I would not attack the Southwest, too much defense and not enough gain.
I wouldn’t attack the NE or East unless I had 2 teammates helping me. It’s too easily defended but much to gain there.
The southwest would be a crab bucket, but that would be my 2nd choice, because obviously if you get the plasma factory the city is el orbido.
RBG: Another good design. It was interesting that you used no walls on the cc; this is one of the few cases where I think it works without weakening the city. There are no major problems with the design. Your southwest entrance isn’t my favorite, but you have to shoot though so many turrets to get to essential factories that it’s not a big deal. Good job.
5th Place – Entry #1 – Surge
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Judge Buildings Defense Entrance Total chaos952 7 7 8 22 zhantrim 9 7 9 25 Dunebug 7 8 7 22 RBG 7 7 7 21 |
Average Total Score: 23
chaos952: You'll have problems from the northern entrance, as the turrets inside there can be shot down easily. Also, the south and southwest sections seem a bit flimsy. I'd suggest putting the double layer down southwest instead of north.
zhantrim: This is an excellent and well thought out design. It is both innovative and efffective. Entrances are well built fro the most part and turret placement is sound. Good use of walls. One thought I had for enhancement would be to move the green that is left of the cc one space to the left. This makes a northern approach more difficult as the angle is goofy for the attacker. Secondly, I've found that having the plasma on the cc one space down is more effective and prevents a down/up manuever from the north for the orb.
I'd say that the biggest weakness of this design is south east, where the walls can be blown without bombing a building or shooting a turret, as can the ss factory. I would shoot the dfg and drive on top of those rocks, bomb the walls, maneuver away and back again on the fifth second, then bomb the ss factory. Once the ss factory was destroyed, my second attack run would be from the northeast, where you could basically drive right up to the green turret res and threaten the orb.
Dunebug: -I’m fairly certain I could orb you from the northwest by hiding behind the wall from the northern turret while shooting the sleeper. Then moving into the city and shooting the green SW of the CC.
-The other obvious fault is that your wall and sleeper factories are pretty vulnerable. It’d be too hard for a defender to shoot bombs in that alley, but on the bright side bombing those doesn’t open up the city.
-Entrances gets a low grade because they just aren’t that safe. Need more turrets or mines maybe? Except SW. SW seems good.
RBG: Not the worst design, but not the best either. You used so many buildings (and turrets) defending the cc from the north and east that a lot of your factories are not as well protected as they could be (the wall and sleeper factories are inviting targets). It’s as good as any design I’ve come up with for Doba (I hate building there)…it’s just not as good as some of the other entries.
Last Place – Entry #6 – penguinizi
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Judge Buildings Defense Entrance Total chaos952 6 5 7 18 zhantrim 6 6 6 18 Dunebug 6 8 6 20 RBG 6 7 6 19 |
Average Total Score: 19
chaos952: Huge southwestern weakness. You had better guard your turret factory with your life.
zhantrim: This city is extremely weak from the southwest as it is nearly impossible to defend. Southeast is pretty easy as well, but easier to access and thus easier to turret-replace. Why is this weaker than design three? Mainly access I would say. And it is a major difference. It is extremely important for the team to be able to replace turrets in this kind of design (where the cc is guarded by buildings abutting it). It is very difficult for the home team to do this in this city and this necessitates me giving it a lower score. That being said, I appreciate the creativity.
Dunebug: I would like to give you all 30’s since you built a Nordoba. But I think Chaos might toss out my scores and I worked hard on them.
The main problem with the city is that it’s going to be a crab bucket to defend the SW and SE since there are so few turrets, not many turret factories (quicker replacement of turrets), and no medpacks. Defenders can’t get to the southwest without taking a long jog. You could’ve been a lot more creative with your factory placement. As it is an attacker should bomb the east wall, shoot the plasma turret, and bomb the plasma and green factories from the corner.
I don’t have too much suggestions here. learn to shield your factories with your other factories so that they have to bomb through the shitty ones to get to the good ones. Buildings is 6 because the factory placement is hard to defend and poorly thought out.
RBG: Two big problems with this city. First, the lack of southern entrances make your city tough to defend. Once the turrets on the southwest corner are taken out, it will take while to go get new ones and replace them. Attackers could easily be though both layers of buildings and be shooting the turrets in front of the cc by the time you got back. Your second big problem is the accessibility of the plasmas and greens (especially the greens). With only one layer of houses/researches and a single plasma guarding them (and maybe a sleeper in the case of the plasmas), those factories will be easy game for a good attacker. If those factories go, your city is toast.