Written by chaos952
Sorry about the delay, because there were mistakes that I made that were pointed out by Cokesplash and zhantrim. The walkie talkie factory in Entry #3 was unlabeled, and the DFG research was unlabeled in Entry #5 (which I just noticed ). Zhantrim refused to grade Entry #3 because of the unlabeled factory, so I was forced to toss out his scores. However, his comments will still be listed so his hard work wouldn't go to waste.
If you would like to know the scores zhantrim gave you and how much they would've affected your score, make a request here.
And now for the results!
…5 in a row! It seems that nobody can stop him! By the way, all the scores were very close; they were all in a 6-point range, so don't fret if you received a supposedly bad rank.
RBG will get to choose the city for the next competition yet again. 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
Winner – Entry #7 – RBG
Code: |
Judge Buildings Defense Entrance Total chaos952 8 8 8 24 Cokesplash 9 9 9 27 Stubbs 8 7 8 23 |
Average Total Score: 25
chaos952: West is weak, due to placing too much on the eastern side of your city (in my opinion, of course). Also, the turrets at the southwestern entrance aren't at ideal locations. The turret by the wall research and the sleeper by the laser research can be shot down without taking damage, which makes your turret factory easy to bomb. Another thing I'd suggest doing is moving either the laser or missile factory elsewhere because currently how you have them setup, they can both be taken out with one bomb.
Cokesplash: I like this city. All around fairly solid. No obvious weakness that jumps off the page. The west isn't the best but there is not much at risk even if an attacker manages to break in to the first factory… South east isn't the best, but again, not much of a threat there. I wouldn't be surprised if tony started to build this one instead bahaha
Stubbs: No comment.
zhantrim: This is a solid design with good angles good defense and good entrances. One of my favorites.
2nd Place – Entry #9 – penguinizi
Code: |
Judge Buildings Defense Entrance Total chaos952 8 7 9 24 Cokesplash 8 8 8 24 Stubbs 8 8 8 24 |
Average Total Score: 24
chaos952: You'll get raped from the northern entrance so fast that you won't even know what hit you. I think there's waaaay too many open spaces in your city.
Cokesplash: The south east and north walls seem somewhat vulnerable here, and the north east entrance is also a bit underguarded. But overall I think this is a nice design.
Stubbs: No comment.
zhantrim: It is difficult to guard the south in this design. I think i would attack through the northeast entrance, shoot the plasma, drop bombs on the plasma research and then hide by the ss factory and drop some more. After the plasma res blew, orbing would be easy. From a different approach (southeast) greens are also relatively easy to destroy if you have a few dfgs for defenders. I think overall this design needs some work.
3rd Place – Entry #8 – nightwish
Code: |
Judge Buildings Defense Entrance Total chaos952 8 6 9 23 Cokesplash 9 7 8 24 Stubbs 7 7 7 21 |
Average Total Score: 23
chaos952: You will have major problems at the northern entrance due to having virtually no defense there. You'll also have tunneling problems. The biggest ones I see are from the west by the laser factory, and from the southwest, by bombing the plasma research, bomb research, and the house above the bomb research.
Cokesplash: I also like this city. THe north east entrance is pretty weak however, and the east is also a bit weak. But otherwise it seems pretty solid. Not much else to say about that.
Stubbs: No comment.
zhantrim: Southeast is VERY dangerous. Two turrets and zero bombs give direct access to cc, greens and ss. The zooks and walls are unguarded by turrets. This is a problem =).
Tied for 4th Place – Entry #2 – merloch
Code: |
Judge Buildings Defense Entrance Total chaos952 7 7 9 23 Cokesplash 7 7 7 21 Stubbs 8 8 6 22 |
Average Total Score: 22
chaos952: Southwest and northwest are weak. Also expect your hospital to get abused. Also, youll have to watch out for attackers attacking from the east, as your mine, laser, and turret factories can be taken out with one bomb. I'd suggest that you move the "isolated" buildings west of your city closer in.
Cokesplash: I don't think that the buildings that are far away from the city protecting turrets are really worth while. An attacker can either bomb them or come from a different direction slightly to get the turret anyway. The inner city defence is not bad. The north east is a bit lacking and seems like it could be fairly easily infiltrated. The south east is a bit better but again, one green and one sleeper protecting that whole side and the attacker is bound to get one important factory. I like the north and the south, but the south west is open, and I think that makes it way too easy to use the buildings there for cover while shooting the lone green.
Stubbs: No comment.
zhantrim: Interesting and innovative. I love the wall uses, especially the one guarding the ss by the cc. Shows great foresight. Points for creativity too! People will prefer a southern attack.
Tied for 4th Place – Entry #5 – Surge
Code: |
Judge Buildings Defense Entrance Total chaos952 8 7 8 23 Cokesplash 8 8 8 24 Stubbs 7 6 7 20 |
Average Total Score: 22
chaos952: You're most likely to get tunneled on from the east. Oh, and you'll most definitely have to watch out for attackers from the southwest. Once your mine and plasma turret factories are gone, your sleeper and turret factories will be next to go.
Cokesplash: I like the north, north east, east, and south east and south on this city. Well defended, and it would take some time to get in allowing the defenders to rebuild broken defences. The whole west side seems a bit weak to me. The south/north west are worse then the west though. So I think you'd be okay as long as someone on defense tended to the attackers there.
Stubbs: No comment.
zhantrim: I like a lot of the turret placements. I do not like the lack of accessibility to the east. It will take forever to defend that side and many will tunnel to the cc.
Tied for 6th Place – Entry #1 – -IGGY-
Code: |
Judge Buildings Defense Entrance Total chaos952 7 8 9 24 Cokesplash 7 6 6 19 Stubbs 7 7 7 21 |
Average Total Score: 21
chaos952: West side is flimsy, and that is because I think you placed too many buildings on the east side of your city. All three of your turret factories can be taken out with one bomb, and that's never good. Mines, walls, and missiles are fairly easy to reach as well. Also, you might want to swap the bomb factory with either the DFG or medkit factory so you wont get crippled offensively.
Cokesplash: The west of this one is pretty open. Only a few turrets defending one layer of defence, and lots of openings. This can be problematic if a defender does not attend to an attacker on this side immediately. The north also only has one plasma, which would make me consider that a good spot to attack. The south and the East are pretty solid however. I think the turret placement on the inside of the city needs to be reconsidered. Protect the sleeper factory better because someone attacking west could blow it and all the defence from there on in would disappear. Not too bad all around though.
Stubbs: No comment.
zhantrim: This is a decent design. The factory aligments make me nervous, especially against attacks from the southwest. I would prefer a more broken interior. Good turret placements.
Tied for 6th Place – Entry #3 – Dunebug
Code: |
Judge Buildings Defense Entrance Total chaos952 8 7 9 24 Cokesplash 7 6 7 20 Stubbs 6 7 6 19 |
Average Total Score: 21
chaos952: West is weak; only two turrets and three bombs away from blowing your sleeper, mine, plasma turret, and missile factories. I also suggest protecting your vital research buildings, so you'll have something to defend/attack with. You might also have a problem with friendly fire when trying to deal with attackers down south. Everything else is fine though.
Cokesplash: The south east of this city is very open to attack and easy for someone to "suicide" in and bomb the CC open with one bomb. I think you forgot to label the walkie fac there too Anyway the NE is easy to open without getting hit by a turret or even having to shoot one for that matter until you get inside. I like the North, and the South West is not bad. A bit weak still though. The North East entrance would be a simple matter of blowing that housing, shooting the sleeper and the plasma and then you are one building away from the CC. I think it needs a bit more refinement.
Stubbs: No comment.
Tied for 6th Place – Entry #6 – yoyo
Code: |
Judge Buildings Defense Entrance Total chaos952 9 8 9 26 Cokesplash 8 7 7 22 Stubbs 5 6 5 16 |
Average Total Score: 21
chaos952: Southwest is weak; your turret and sleeper factories are way too easy to reach. Also, the two turrets east of your city are redundant, even though I could tell that you did that to avoid being tunneled on. That's about it though.
Cokesplash: All the defence is concentrated on making the east so strong, that the west side is left a bit unguarded. I do like the north west side though, as there are three layers of unessential buildings to bomb through before getting inside. The south west isn't too bad either but the wall fac is not too well defended and since the CC is not blocked on all sides it could cause some problems. The south isn't too bad but it is still a bit of a weakness. I think a bit of breathing room around the CC and surrounding factories would be helpful.
Stubbs: No comment.
zhantrim: This has some very innovative ideas. I'm a bit suprised at your cavalier attitude towards the ss, meds and walls to the south. Without meds, it will be very difficult for your attackers to be effective. SS are clutch, but you have not made yourself very dependent on them, which is good. Walls are really a wash in some respects, especially considering that the cc is not surrounded, but replacing those walls north of the plasma will be somewhat annoying if the fact gets blown. This is a very defensive minded city, as the attackers will never be able to leave b/c they will constantly lose their meds. Otherwise great entrances with good angles. Given time however, someone could orb you without blowing a building if they entered from the east. I think this might be yoyo's.
Last Place – Entry #4 – sin38
Code: |
Judge Buildings Defense Entrance Total chaos952 8 7 8 23 Cokesplash 7 6 7 20 Stubbs 6 7 5 18 |
Average Total Score: 20
chaos952: Huge south weakness. The ironic thing is that you would need to bomb only two buildings from there: the DFG research, and the hospital. The eastern entrance is really open; might want to close it some. The sleeper by the medkit factory can be easily shot down in order to bomb your plasma factory, so that can give you trouble. Also beware of attackers attacking from the southwest.
Cokesplash: The east is pretty well defended. Someone could walk in from the North East and bomb the rocket factory with no trouble though, and get the greens and open the CC with the proper placement. The North is pretty solid I think and does not have much advantage to attack there. The North West is way too weak. Not much protecting the CC there. THe west and the south west arent much better, but are an improvement over most cities. And is that just me or is the only thing protecting the CC from the south a hospital?
Stubbs: No comment.
zhantrim: This design has many weaknesses, especially from the south. I would try to shore up the turrets down there and maybe add an additional layer of buildings.