Congratulations to FRYGUY! Who has won the CDC for Nunivak! He received quite a handful of votes to pull himself very far ahead of other participants of Nunivak. Please see below to see criticism's for each of your designs and how to improve on your city building skills.
Fryguy, please choose the next city for the CDC.
Thank you to all who have participated in this event. Please keep doing so and we will have yet another successful CDC!
Nunivak Decoder:
1 – morsmorde
2 – hardcore (1 vote)
3 – fryguy (7 votes)
4 – bartsie (1 vote)
5 – alex2121
Surge's thoughts on your designs:
Design #1
I really like most of the entrances on this city because they are unique and probably work well. On the other hand, the one entrance on the east side is not so good. Say goodbye to your zooks a lot, and possibly the sleepers. Once those go, your CC is VERY open with no more turret backup around it. I like the rest of the layout but I just think that your south side needs to be worked on more
Design #2
This design definitely does not fit into the "tightly-packed" category. There is a lot of extra space in the city. Extra space in your city means more room for enemies to move around INSIDE and shoot turrets with ease. Try to focus 1/3 of your turrrets on the outside and 2/3 of the remaining turrets on the inside. Any attacker can bomb all of your outside buildings with ease, so that needs to be changed.
Design #3
Overall a very solid design with good examples of turret angles, factory placement, and good use of terrain at Nunivak. Every entrance seems well protected and the city does a good job of giving commandos a lot of space to manuever around in. The only thing I would change is make some sort of quicker exit out to the south-east entrance. I think you may have some problems in that area.
Design #4
The biggest problem I see with this city are the placement of your two turret factories, right next to each other and very open to suicide bombing. Another problem is that the lasers and zooks are right next to each other. How are your commandos going to defend when someone blows these factories? The city is also easily orbable from the north-west (all it takes it two turrets) so you might want to work on that entrance.
Design #5
This city is easiest to orb at the west end of the city. Even though you have 3 turrets guarding the CC, that is not enough if 2 players attack there. There is one major problem with this city…way to many turrets on the inside leaving your commandoes dead from friendly fire. Not only would that happen but it looks quite hard to manuever through. Try to get better factory placement and better turret angles that hurt the enemy but not your own!