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The Evil Base Competition: The Results!
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Ergophobia
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PostPosted: Sun Jun 25, 2006 8:39 am    Post subject: The Evil Base Competition: The Results! Reply with quote

Here they are! Finally!

A still very worthy 6th place is for Gorin. While sporting a variety of trap styles, neither of them is really as effective as I'd have hoped.
39 Points awarded.

The two outlying trap rooms (Barracks style?) are just not deadly enough to prevent agents from blowing up the triggers. The dreadmills near every entrance work, but drag along quite a number of minions. The Smarts Gas Cages near one of the entrances are okay, but are just not effective enough to really work. Perhaps a door or two would make 'em work better. The strongroom trap doesn't really work, because the Gold Enhancer blocks the magnet traps, which allows any thieves to just walk back out with some gold bars. The Money Madness traps in the hotel work fine for lower-level agents, but provide just some more cannon fodder for soldiers.

Score breakdown:
Code:
Self-Sustainability/Planning - 12 /  25
Variety                      -  7 /  10
Efficiency                   -  7 /  20
Placement                    -  6 /  20
Evilness                     -  4 /  15
Bling Factor                 -  3 /  10
Total                        - 39 / 100



5th place goes to Saeb, with a score of 43. Only one real trap here, which is what keeps the score this low.

Not much to say about the inner sanctum trap, except that it doesn't really do much. The other trap looks like it's very susceptible to trigger-happy soldiers, but after some testing I was quite surprised, really. After a good quarter, it was still running and killing the soldiers I sent in. Good job here, with a very basic though surprisingly solid trap. I have to mention here that just about every valet got killed trying to extinguish the fires, but well... that's another story.

Score breakdown:
Code:
Self-Sustainability/Planning - 16 /  25
Variety                      -  2 /  10
Efficiency                   -  9 /  20
Placement                    -  8 /  20
Evilness                     -  4 /  15
Bling Factor                 -  4 /  10
Total                        - 43 / 100


More later... Mr. Green

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Ergophobia
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PostPosted: Sun Jun 25, 2006 10:13 am    Post subject: Reply with quote

Ruudje1976 grabs the fourth place. At first glance, this one looked like serious competition for the other three. Sadly enough, what I was hoping for after looking at the first trap, wasn't there. Actually, it was the only trap. A bit disappointing, really. From what I've seen, this could have been a lot more.

Anyways, the trap is great and seems to work like a charm. Just a pity that about 3 out of 10 agents overlook the door and still walk straight into the base. So that's the low Placement score here. Some bonus points in the Evilness factor, for the nice freak room which keeps the buggers inside for quite some time even after Steele hacks the doors.

Score breakdown:

Code:
Self-Sustainability/Planning - 20 /  25
Variety                      -  1 /  10
Efficiency                   -  16 /  20
Placement                    -  9 /  20
Evilness                     - 11 /  15
Bling Factor                 -  8 /  10
Total                        - 65 / 100



Third place is for Penguinman98. On this one, too, I think it could have been more. Had he spent a little more time browsing the latest ideas on wind corridors and such, this might have been a second or even first place.

Still, for a base that's over a year old, it works just fine. The bee room is great, just a shame it's not connected to the main base. Wind corridor works fine most of the time, and works good in the variety score since it's triggered the 'regular' way. The other trap works like a charm but kinda fails to lure the agents in, which is really the only con to that one. Bonus points in the Evilness factor for the outdoors pit punisher combo, still love that one. Hilarous to watch. Smile

Score breakdown:

Code:
Self-Sustainability/Planning - 17 /  25
Variety                      -  9 /  10
Efficiency                   -  12 /  20
Placement                    - 11 /  20
Evilness                     - 11 /  15
Bling Factor                 -  9 /  10
Total                        - 65 / 100


Just hang on while I waste some more time on your accounts, 'mkay? Wink

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Ergophobia
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PostPosted: Sun Jun 25, 2006 11:40 am    Post subject: Reply with quote

Spektyr very much earned his second place, although it was a close call with the third in line. There were some very good ideas out here, though I found myself a little disappointed with two things.

Firstly, the huge trap system was hardly connected to the main base at all, which relied mostly on the huge amount of minions and a small security system for protection. Secondly, every single trap was freak-triggered. That's the main reasons for the following score breakdown:

Code:
Self-Sustainability/Planning - 22 /  25
Variety                      -  6 /  10
Efficiency                   -  14 /  20
Placement                    -  9 /  20
Evilness                     - 13 /  15
Bling Factor                 -  9 /  10
Total                        - 73 / 100



...and that automatically brings us to this competition's winner, Adam6or7, who amazed the jury with some very fresh and well-presented ideas. Congratulations!

Score breakdown:

Code:
Self-Sustainability/Planning - 20 /  25
Variety                      - 10 /  10
Efficiency                   -  17 /  20
Placement                    - 16 /  20
Evilness                     - 12 /  15
Bling Factor                 -  9 /  10
Total                        - 84 / 100


Although this must have been one hell of a pain to get all of it running, the result is definately there, I should say. Of course dev mode must have definately helped here and there, since there's one-square-rooms just about everywhere. Also very creative use of the palmtree and venus man traps, outside.

There's just so many traps that some of them, while not being bad at all, hardly get a visitor! I had to lock one or two down to get to see some of the others working. If that's not a compliment, I don't know it anymore.

Thanks all for participating, and again apologies for the huge delays. Numbers 2-6, many thanks for your efforts too, I'm sure there's loads of new ideas that are definately worth working out further!

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Spektyr
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PostPosted: Sun Jun 25, 2006 2:18 pm    Post subject: Reply with quote

I'd just like to point out that the interaction between trap systems and base was listed absolutely nowhere in the rules or judging criteria. In fact, we were assured several times that base design would in no way be used in the judging unless it interferred with the operation of the traps.
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Gorin
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PostPosted: Sun Jun 25, 2006 10:25 pm    Post subject: Reply with quote

Oh well, I did have some ideas to fix the outside rooms, but I had to reformat my hard drive. So back to the drawing board!
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PostPosted: Mon Jun 26, 2006 12:23 am    Post subject: Reply with quote

Spektyr wrote:
I'd just like to point out that the interaction between trap systems and base was listed absolutely nowhere in the rules or judging criteria. In fact, we were assured several times that base design would in no way be used in the judging unless it interferred with the operation of the traps.


The_Sinister_Mastermind wrote:
Placement: 20 pts
Wow, that trap looks freaking amazing, pity it's put over there where you never seem to get any agents huh? So yes intelligent placement of traps will play a big role in scoring you points.

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Spektyr
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PostPosted: Mon Jun 26, 2006 10:14 am    Post subject: Reply with quote

Ergophobia wrote:
Firstly, the huge trap system was hardly connected to the main base at all


No mention of interferrence or problem caused by the trap placement.

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PostPosted: Mon Jun 26, 2006 11:00 am    Post subject: Reply with quote

No, but other than for entertaining purposes (and the occasional wad of cash) the traps don't really serve any purpose, which is a shame.

Again, this is why it's a shame there's only one person to judge. This was simply my point of view, and TSM would likely have a completely different view on things.

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Forgetful Minion No. 85
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PostPosted: Sun Jul 09, 2006 11:07 pm    Post subject: Congratulations, but where are they? Reply with quote

I was hoping the bases themselves could be posted for others to see the devious traps everyone came up with, as happened with the first two competitions. If I missed it (like I missed the results by half a month because the original trap contest topic didn't include a link to the results), please let me know!

Ergophopia: Suggest you update the main page as well to let everyone know that the contest has started, has been judged, and the results have been posted?
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PostPosted: Mon Jul 10, 2006 1:00 am    Post subject: Reply with quote

Good call, I planned on doing that right after posting them, but seemed to have forgotten. (surprise, surprise)
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Ruudje_1976
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PostPosted: Mon Jul 10, 2006 1:33 am    Post subject: Reply with quote

Ergophobia wrote:
Good call, I planned on doing that right after posting them, but seemed to have forgotten. (surprise, surprise)


Found the results! As you can see, i didn't know at all that they were posted, since no links were provided. Congratulations Adam6or7 on winning the competition! Also to the other participants, i will be downloading your trapdesigns and try to learn from them.

Please accept my apologies if i sounded harsh in the other thread, but i'm sure you understand that, considering it wasn't so obvious to find the results, i got a little bit annoyed by the delay.

Rudy

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Ruudje_1976
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PostPosted: Fri Jul 14, 2006 6:05 am    Post subject: Reply with quote

I just noticed that my base is not downloadable ("file not found"). Could somebody fix this? Thanks.
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Ergophobia
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PostPosted: Sat Jul 15, 2006 2:53 am    Post subject: Reply with quote

Done. Forgot the underscore.
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Stompa Smash
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PostPosted: Sat Sep 16, 2006 11:21 pm    Post subject: Reply with quote

where do you put the files?
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PostPosted: Sun Sep 17, 2006 3:56 am    Post subject: Reply with quote

Put the .lay files in the Evil Genius/DynamicResources/Layouts folder, where your own savegames are.
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