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[281] "The road to heaven" castle

Discussion in 'Building Critiques' started by prostosuper, Jan 29, 2012.

  1. prostosuper

    prostosuper Haxor

    Messages:
    99
    I like this castle pretty much. I used it quite a lot lately and I assure you, it works. It's really easy to defend it, because assaulters die in the deadly storm of arrows.

    [​IMG]
    [​IMG]
     
    ComboBreaker likes this.
  2. BlueLuigi

    BlueLuigi :^) Forum Moderator Donator Tester

    Messages:
    3,620
    First thought: Spike the stones at top, because if you are a good knight you can position yourself during the flying up there and totally land perfectly on a stone block and then rain hell down on the archers under, break it easily if you get to the other side (1 bomb at base of door + 1 background tile to smash with attack, and all of the blue team will fall and die that were in the tower ;) )
    Furthermore, with the current bugs that are out in this version climbing back up 2 wide is hellllaaa easy, in fact the easiest way to disable this as abuilder is to stone over, make doorway and make it 2 wide the entire way up, no ladders, and it'll be stone so blue knights can't break it, they need to get a builder up there to restore it's glory hehe.
     
  3. Carver

    Carver Meitantei-san Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    213
    Lol purple arrow penis. Aside from that a solid design... yes I just wanted to make a dick joke.
     
    Rayne, FuzzyBlueBaron, Noburu and 4 others like this.
  4. Zegovia

    Zegovia Shark Slayer

    Messages:
    497
    Good design.... I will try my best to remember it...
     
  5. ComboBreaker

    ComboBreaker Horde Gibber

    Messages:
    392
    Нормально так сделал ^^

    Good design.
     
  6. Noburu

    Noburu Dirty, DRUNK, Hillbilly Forum Moderator Donator Tester

    Messages:
    1,809
    I make similar towers (minus the elevators) with archer nests stepping up like that. They are very effective if your archers will actually use them. Also they can be good for knights to shield stomp from.
     
  7. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    I like what you're doing with the design here, catering to all the classes. However I have a few suggestions to add to this structure:

    1. The spikepit in the front of it almost seems like it defeats the purpose of the modular part of the castle, because the archers don't have a good 45degree view on enemies that don't enter the spike trap.

    2. It doesn't look like knights can't shield bash down from on top well, especially if they miss . . . I do this a lot =S

    3. You might want to add another picture with some sort of cataperch for the top, because well I think archers would just eat your cata on top. Especially if they sat in the blind spot and/or spamming arrows out of range watching for the +15 to pop up.

    I would definitely check out the corner spike thread and put one of those in front of your tower! A nice tower :) , I kind of miss shops on it, but shops are hard to come by in this build, they're way too expensive. -.-
     
  8. sj67

    sj67 Greg hunter

    Messages:
    602
    Cool design, but seeing this used on a server before. I could superman jump it and get past it no problem. Maybe a wall or something to make it higher?
     
  9. prostosuper

    prostosuper Haxor

    Messages:
    99
    Heh, as I said before, I used it frequently.

    You can add new tower block, if you think, the tower isn't tall enough. Usually, 3 or 4 blocks are sufficient.
     
  10. FuzzyBlueBaron

    FuzzyBlueBaron Warm, Caring, Benign, Good and Kind Philanthrope Global Moderator Forum Moderator Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    2,508
    Nice work. Looks similar to the tower design I've been cooking up over the last few weeks; but, something that jumps out at me (that I removed from mine but is still present in yours): a back wall.

    Don't get me wrong, back walls seem all good and shiny, but if an enemy builder gets in there he's only got to modify a few blocks and suddenly the whole structure's ready for use as a forward assault tower.

    In my experience, an open backed tower means enemies have no choice but to destroy your structures, rather then quickly convert them for their own use. ;)
     
  11. prostosuper

    prostosuper Haxor

    Messages:
    99
    Thank you.

    Uhm, I don't understand, what back wall? Could you point it out on my screenshot?
     
  12. FuzzyBlueBaron

    FuzzyBlueBaron Warm, Caring, Benign, Good and Kind Philanthrope Global Moderator Forum Moderator Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    2,508
    By 'back wall' I mean the two sections I've highlighted in light blue. With these in place, all an enemy builder needs to do is swap-out the teamdoors for ones of his own and BOOM! --> instant assault tower!
    0_6effd_73488791_L.png

    Also, if you put a teamdoor where the orange square is, you'll stop people bombjumping up through the gap below it [I know it might seem like a long-shot but trust me: an experience bombjumper could jump into the space and (if the teamdoor's not there) by holding left they could use the elevator bug/glitch/feature to climb up & through].

    ;)
     
  13. prostosuper

    prostosuper Haxor

    Messages:
    99
    Firstly, according to my screenshot, there is no chance to bombjump on the castle from the ground. However, with help of the orange arrow, I've wanted to demonstrate possible use case.

    Secondly, you can append another block to the existing caste, so the tower would be a tad taller.

    Anyway, I understand, you. To be honest, I can't say anything for sure with respect to successful bombjump, because I've never encountered this. If I detect that use case, I'll try to analyse it at report the results in this thread.
     
  14. FuzzyBlueBaron

    FuzzyBlueBaron Warm, Caring, Benign, Good and Kind Philanthrope Global Moderator Forum Moderator Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    2,508
    Just a note, I fooled around in Swordfight (using the editor to trap the Henries and dig out a dirt replica of your tower) and managed to bombjump into the tower 9 out of 10 times following the route indicated by the lower of your two orange arrows (the one warning about archers getting over a too narrow pit). The pit I created was 9 tiles across and the tower (up to the opening) 9 tiles high - as per the picture of your tower. I'm yet to test it in a live game, but please believe me - if a mid-tier bombjumper like myself can do it, then an expert will be able to do it in their sleep.

    [NB: I'm not trying to rip your tower to pieces, just offering some constructive criticism with the aim of provoking you into building better ;)]
     
  15. AnRK

    AnRK Shark Slayer

    Messages:
    641
    I know this is quite a major design change, but if you had the front archer window designed with small as possible spike trap toward the front of the tower, then you could use that to both trap bomb jumpers and also provide cover to catas and archers from high angle fire. So basically anayone that manages to bomb jump either falls into that spike trap and cant get out, hits the front wall, or flies over both onto either the spiked tops of the trap (the only way they're gonna get over the front end of the spike trap is doing another bomb jump) and ends up going through your clever team bridge trap behind it which dumps them down in the bottom spike pit. So the only achillies heal (which is already there) is the top of the stone columns anyway. Can't really explain in words too well what I mean so I'll do it in paint later or something.
     
  16. Brandon816

    Brandon816 Ballista Bolt Thrower

    Messages:
    262
    I disagree with that red path going over the top and through the middle. As long as that column is 2 blocks wide, it can currently be climbed, and knights aren't guaranteed to fall through it.
     
    Acavado likes this.