Written by chaos952
You must stop him!
RBG will get to choose the next city for the next competition… again. He's won 3 in a row, surpassing Weebo's streak of 2 wins. 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 #4 – RBG
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Judge Buildings Defense Entrance Total chaos952 8 8 9 25 Dunebug 8 9 8 25 Stubbs 8 9 8 25 |
Average Total Score: 25
chaos952: Your turret and mine factories are easy to reach. The plasma by the southeastern entrance and the turret on the hospital can be shot down without taking damage, so I'd suggest moving the turret right one square and the plasma turret up one square.
Dunebug: No comment.
Stubbs: I like it, wasnt sure at first, but seems like it would stay up pretty well.
2nd Place – Entry #3 – Surge
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Judge Buildings Defense Entrance Total chaos952 10 9 9 28 Dunebug 9 7 8 24 Stubbs 7 7 6 20 |
Average Total Score: 24
chaos952: All around solid design. I'd suggest moving the regular turret just east of the CC to the other side of those walls, as that turret is pretty much redundant to the plasma turret there, and you're lacking defense east. Also, move both the sleepers that are almost surrounded by rocks to the left one square, as enemies can easily walk in and shoot those sleepers without taking damage.
Dunebug: I don’t have much to say about this city, there aren’t many crippling weaknesses but there are some small ones. IF you feel like doing a redesign just make sure you have turrets covering more of the open space in your city. The whole city can be targeted. From the south or the east you can get to the CC but you have to blow through the outer wall. From the west there are all the turret factories but you have to blow through a lot of turrets.
Stubbs: Too hard to get to mines except from SW corner ofcourse. I can see you loosing your med fact alot, and maybe laser fact too. South looks weak, turret, plasma 3 builds and a wall. But, at first I thought the hosp on south of CC was bad, but works how if they attack there, they bomb 3 builds and get nothing. I would swap wall RC, and Mine RC.
Tied for 3rd Place – Entry #1 – penguinizi
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Judge Buildings Defense Entrance Total chaos952 6 7 7 20 Dunebug 8 7 7 22 Stubbs 7 8 8 23 |
Average Total Score: 22
chaos952: Your turret and plasma factories are waaaaaaay too easy to reach. The sleepers that you placed near the entrances by the laser and mine factories can be shot down without getting hit by them. Also, I see double housing in two places. The entrances are not in ideal places either. I'd suggest putting the double-layer of buildings down south instead of northwest, as well as moving some defense down south.
Dunebug: Well, it looks like you used the terrain to your advantage. The north is well protected, and most of the east is too. The south’s pretty weak though I really gotta admit. Not super weak. You gotta kill a turret or two. Southeast you don’t have to kill any buildings and you could probably kill that plasma from the entrance. If you do that and can bomb the factory it’s game over. I’d try to consolidate the defense to cover your more vulnerable parts. Specifically the South. Also, your wall factory is really easy to get, don’t count on that lasting long.
Stubbs: I like it, The hospital doenst seem ver useful, sinc eI would have to go up inside that little bowl, but otherwise decent. Wall factory is in a weak position but since it is far away from the CC should make your city fail, but may become annoying.
Tied for 3rd Place – Entry #5 – Orber (Major)
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Judge Buildings Defense Entrance Total chaos952 8 6 7 21 Dunebug 7 8 8 23 Stubbs 7 8 7 22 |
Average Total Score: 22
chaos952: Orbed from the south. Shoot the plasma guarding the missile factory, bomb the missile factory, shoot the mine of the CC, drive to the CC, and press O. Too many entrances also.
Dunebug: Your entrances are where all the weak points are… Ex. Bomb housing and walkie res. Back up, kill turret. Bomb explodes. Kill plasma in front of zook fact. Bomb zook factory. You could probably even kill that plasma without blowing up the buildings first.
Second: From the SW. Blow up the mine research or don’t. Depending on your skill level. Bomb the sleeper factory. Retreat. Now all the sleepers are gone, what’s guarding all the stuff around the CC on the west side? The sleepers.. Your whole west side is wide open now. The attacker can pretty much take their pick. Mix up the turrets on the west side. Replace some sleepers with greens so when your factory goes you’ll still have some D.
Stubbs: I like this one also, Weak from the SE. 1 turret, 1 plasma, 2 builds, and 1 mine, and I am in Also the fatories are setup to allow niches for dodging turret fire.
Last Place – Entry #2 – Nightwish
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Judge Buildings Defense Entrance Total chaos952 4 5 6 15 Dunebug 7 8 7 22 Stubbs 6 7 7 20 |
Average Total Score: 19
chaos952: This city looks really random to say the least. Your buildings are very spread out, and there are waaaaaaaaaay too many entrances. I see alot of double-housing, and that will cause problems. Also, your vital factories are very vulnerable from the north, by going to the right of the bomb research. Not to mention that alot of your turrets can be shot down without being able to do damage to enemies.
Dunebug: I’m not sure where Tirana is, but I think it’s in the south. Which means all attackers will come from the north. The weakest part of this city is the north. I kill 1 plasma and I can get your Walls, cougars, and plasma factory? Sign me up!
The bright side of that is killing those won’t guarantee an orb. There are still layers of defense after that… Straight east of the CC sucks as well.
Other than that the city looks pretty solid. The spread out style will confuse a lot of attackers, although I would think it’d be hard to rebuild in the correct pattern.
Fix the north. You put one building there and you’re a lot better off than you were before.
Stubbs: The classic messy design. It is hard to judge these, since the design itself looks weak, but a defender can make it last a long time.
The factories around the CC are too eesential, if you loose the Wall factory, then you would have to demo 1 to replace the walls, so you would loose all your SS (i assume thats what you would demo, others too vital). I think it would fall easily from the East. walkie factory, 1 Sleeper, shoot mines, drop bomb by Turret fact, BOOM!, 1 wall, and 1 SS, and your orbed.