Written by chaos952
And the moment you guys have been waiting for… the results!
The winner of this first competition is… *drum roll*
Entry#1 which belonged to…
Weebo! Weebo will get to choose the next city for the next competition… 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 by tie breaker – Entry #1 (Weebo)
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Judge Buildings Defense Entrance Total chaos952 3.5 3.5 5 12 Dunebug 4.5 5 4.5 14 Stubbs 3 4 3 10 |
Average Total Score: 12
chaos952: You have an awful lot of buildings on the west side, but they can't really go anywhere else without causing problems in your plans. The problem is that you have no defense to protect your buildings, and once those buildings are gone, you won't have enough housing for your factories to produce items. Let's hope you're a speedy builder! Also, you might want to watch out for enemies attacking fom the northwest because once they destroy your DFG factory and the turret right above it, enemies can get behind your turret factory and bomb it (i.e. if they shoot the mine on the sleeper factory).
Dunebug: Well… The city seems pretty solid. As a plus the research and housing is mixed. The inside of the city is defended well. The most likely place for attack is the west side, and it’s well-guarded. I think
The other places of attack… the best one is probably the north. It seems to have a lot of promise if you have the time and are careful about land mines. You can kill a few turrets and slide in those allies between factories to deliver some serious damage while under-cover.
There is no single run that you can bomb that will open up the CC completely for you. Which is a good thing. Some defense might be better placed and all the D on the inside leaves an extreme danger of friendly fire.
Half a point was docked because I think a housing attack by multiple players is a good idea. I’d dock less but docking .25 points would be stupid.
Tied for 2nd Place – Entry #5 (Scile08)
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Judge Buildings Defense Entrance Total chaos952 4 4 5 13 Dunebug 3.5 5 3.5 12 Stubbs 4 4 2 10 |
Average Total Score: 12
chaos952: Hehe… This design looks similar to the second Resistencia I posted in the Strategies/Tactics forum. Defense is well placed, even due to the fact that you have several houses/research buildings clustered together. Your hospital can be easily borrowed, and that can cause problems for you. The biggest flaw in this city is the east side. Enemies can bomb the plasma turret factory and the house east of it, and shoot the wall guarding the sleeper factory, turret factory, and the right wall on the CC before running in and bombing those three parts. The only turret the enemy would have to shoot is the sleeper there.
Dunebug: Pros:
-There are 2 layers on all the outsides.
-Defense is positioned well and covers factories
– A Housing attack is pretty limited
– Important factories are spread out. All have turrets around them.
Cons:
– The nature of the city makes it stretches which makes it harder to adequately cover necessary things with turrets.
– Because of the above, there are many options into the city which don’t require much turret shooting that is very difficult.
– You can blow the lazer and missile factory with one bomb. Even though it’s not a cakewalk.
Ultimately, I don’t think turrets could be placed much better. Yeah there will be a little friendly fire but adjusting for this could leave some critical points open. I gave this city creativity points as well. I think it needs to be more consolidated though, especially on the west part of the city that needs to be closed up so they have to bomb a building to shoot the turrets.
Tied for 2nd Place – Entry #6 (Zeike)
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Judge Buildings Defense Entrance Total chaos952 3.5 4 3.5 11 Dunebug 4.5 4 5 13.5 Stubbs 4 3 3 10 |
Average Total Score: 12
chaos952: You have a HUGE line of buildings west, and only two turrets guarding that, so expect that line of buildings gone in no time since the northern and southern entrances are far from there, and that will be the downfall of your city. Other than that, your city seems fine.
Dunebug: Well… The structure of this city is pretty sound. Two layers on the west side is a good call, Factories aren’t badly placed, they’re relatively protected in a way so that you’re not going to blow all of ‘em a bunch of important shit at once.
Turrets are hidden behind buildings so in-general you can’t shoot them right off the bat and the ones on the outside are placed in important positions that will delay bombs.
The bad part is, well.. There are a few portions of the city uncovered by turret fire that are important. The sentry (green) turret factory for example. The walls and mines are also uncovered from the west side… so if you come from the east you’re safe in there and would probably have an easy time bombing the walls and sentry factories. The north is a good option for attack as well since it only has one outer layer there.
Basically the city is medium-high strength across the board, but it’s not invulnerable anywhere.
I think the west side is a good bet because you can blow through the two outer layers and kill that plasma and then you’ve got a chance to do some pretty hefty stuff. Can either go for the orb or kill the sleeper and try to bomb 3 important factories.
4th Place – Entry #2 (yoyo)
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Judge Buildings Defense Entrance Total chaos952 4 3 5 12 Dunebug 4 4 3.5 11.5 Stubbs 2 4 3 9 |
Average Total Score: 11
chaos952: There's alot of outer defense, but maybe a bit too much. Watch out for enemies attacking from the north, as that is the most direct (and open) path to your CC.
Dunebug: I think my first attack would be on the north side. Go in through that narrow alley and bomb those 4 buildings. You’d have to kill a turret, but you could run by the other 2. If you can manage to shoot the turrets on either side from the corners of the CC then you’re in a good orbing position. If you can’t do that… Bomb the 4 buildings and just shoot turrets til you can get to the walls. If you want to take the time just bomb one half of them but that’s slower.
The next attack is on the west side where you have to blow through 3 layers of shit. Not very practical but it could work. 3 layers and one turret.. then you’re bombing two important factories.
The next thing… There are a few spots where there is housing together. The north, southwest, it’d be better to mix it up.. but it’s not particularly critical. If I’m attacking and have no good options sometimes I’ll just blow up all the housing I can see.
On a more basic note. Factories are well-protected by turrets and buildings and not in vulnerable areas. Blowing a set of factories does not guarantee an open cc. Turrets are placed well, might be some FF though.
5th Place – Entry #7 (Cokesplash)
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Judge Buildings Defense Entrance Total chaos952 3.5 4.5 3.5 11.5 Dunebug 4 4 4 12 Stubbs 2 2 2 6 |
Average Total Score: 10
chaos952: Now here's an interesting Resistencia. You have virtually no defense protecting the housing and research buildings west, so expect those to be gone in no time. Beware of attackers from the west, as they can make an opening from the medkit research after destroying the turret there, and can evade almost all your defense.
Dunebug: Well, I don’t like all the buildings you have on the west side in front of the CC. I think it’d be better to put a little space between them and stick a turret in there. There’s also a spot where you can blow 2 buildings at once, if you could move that over, or at least put a wall there.. that’d make it 4 layers instead of 3 Just to get to the CC.
So yeah the southwest isn’t that strong. In fact it’s a pretty good target. If you can kill the turrets in the southwest
You’ve also spread your Off. Out a lot because the cougar factory is in the south. Move the walkie fact there then move the mine or DFG factory to where the walkie is.. and move the cougars up there. That way for O or D you won’t have to go all the way down there to get a cougar (cougars are very useful on Defense) Not really marking you down for that though.
Southeast you’ve got one thing of buildings, a turret, and a maybe turret standing in the way of two good factories. After you blow them up you can orb because all the turrets on that side of the CC are sentries (greens). Change one to something else (sleeper) and move it closer to the No parking. It’s no fun running into the CC when there’s a turret adjacent to it though I’ve seen some people do it.
The north is very strong but… there’s really no point attacking there. Shit 8 turrets there.. 2 guarding the orb factory, move some of them. In fact so many turrets is probably detrimental because It’s going to be hard to get up there with all the FF.
Over all not bad, but when the attackers get lucky you’re orbed.
6th Place – Entry #3 (wujiamin)
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Judge Buildings Defense Entrance Total chaos952 2.5 3 3.5 9 Dunebug 4 3.5 3.5 11 Stubbs 2 3 3 8 |
Average Total Score: 9
chaos952: The northwest entrance is is an almost open opportunity for enemies to come in and orb you. You'll either have to place more defense there, or you'll need to move that entrance to a different area (and possibly rearrange your buildings). Also, the west side will be very problematic for you, as enemies will make an entrance by the bomb factory.
Dunebug: First off can you imagine wanting to attack from this city? You have to go to every corner of it in order to get your gear and go. Usually it doesn’t matter but… Secondly the city has a lot of very valid attack paths although it isn’t inherently weak. One of the important things about the attacks is that they’re far from entrances.
On the positive side there’s nothing particularly vulnerable, there is a lot of alleys and space inside the city that’s uncovered by turret fire (which gives attackers a place to chill. And maybe hide and DFG you and is generally bad. Also it’s possible to bomb the turret factory and the walls on the CC at the same time. There should DEFINITELY be a wall there. That way they don’t bomb the fact and open the CC. And your other walls aren’t doing anything important anyway. I don’t think the defense is placed badly, it’s not in stupid locations. But it needs to be moved closer in some cases so the attackers have to actually shoot it, instead of just run by it or ‘healthpacking’
Tied for Last Place – Entry #4 (sin38)
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Judge Buildings Defense Entrance Total chaos952 2 2 1 5 Dunebug 4 1.5 3.5 9 Stubbs 2 2 3 7 |
Average Total Score: 7
chaos952Ugh… No offense, but this city is pretty easy to orb. Two entrances is not enough, and defense is pretty bad. The only way an enemy will have trouble taking down this city is that a) you have top-notch defenders, or b) they attack the strong parts of your city. It seems that you were too focused about protecting the north (which is a common place that attackers attack at Resistencia) that you forgot to protect the other parts of your city!
Dunebug: This looks like one of Yoyo’s cities because he doesn’t mind mole attacks. Okay. 3 layers is a lot, but it’s still bombable. I would bomb it just because… you have all 3 of your turret researches in there. It’s far from an entrance so it’ll take you awhile to get there to begin with. And it’s hard to rebuild for the mayor since he can’t see out that far.
For example, this won’t happen everytime but it’s really when you get lucky that you get an orb isn’t it? Bomb sleeper/housing. DFG/kill defender. Bomb more.. bomb more.. defender gets back.
Very in-depth on that situation I know… But at least move some of the turret researches to different locations.
As for the other half of the city. The southwest is lacking in layers since you used all those buildings on the topside. What’s worse for the SW is.. there’s not adequate turret cover inside those factories. Bomb the dfg research .. and run in watching out for mines, which can be tough but, not impossible. Southeast isn’t much better, You can run straight in maybe killing one turret if you feel like it. Chris calls it ‘The Golden Road’.
-The main problem with the city, is that the turret factories are pretty easy to get to because there are NO turrets covering the paths to them. Which is why the city gets a 1.5 on defensive placement.
-The city can be fixed a lot if you create some space around the factories and put in some turrets. Move some other turrets…
I added a bit cuz it’s more different than the other designs and gets creativity points.
Tied for Last Place – Entry #8 (bullet)
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Judge Buildings Defense Entrance Total chaos952 2 3 3 8 Dunebug 1.5 2.5 4 8 Stubbs 2 2 1 5 |
Average Total Score: 7
chaos952: This is a truly unique city. It looks really awkard. The biggest problem with this design is the placement of buildings. There is no need to place any buildings or defense northeast of the CC, as the lake there takes care of those problems. There is too much outer defense, and it's placed in the wrong places. You'll need to move the defense (and the houses) that's placed northeast to other places (especially inside your city, as you have your factories clumped together).
Dunebug: Right off the bat I’m going to say, your lazer and missile factory are right next to eachother, BAD MOVE. Next you have all your offense up there, except DFG’s.. .instead you have mines, you probably didn’t want to put mines next to the rest of your defense. But oh well, personal preference.
So yeah you can go north and kill your shooters, So yeah… you can come from the east as well in two different fashions. Either going behind the sleeper factory and blowing sleeps/walls or going through the research and getting EVERY TURRET FACTORY. And the only thing stopping you is… one two, maybe three turrets at the most and bombing the outside wall.
or you can come from the west, use the narrow passages to your advantage and blow up the plasma.. Best off both the west and east routes I just said leave a place for you to shoot the walls (or just plain orb it) without having to do much extra work.
Through the north you’d have to bomb the wall factory then do something about that plasma (or kill the sleeper west of no parking)
To improve the city, take those turrets you have in the northeast and put them somewhere useful, maybe make some more space between your factories to stuff more turrets.
Move turrets close to your buildings so that attackers have to shoot them to get by. Like the plasma in the east? Why is that out so far, why would anyone shoot it?