PublicServer:Archive - Games 191 - 200

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Public Server Archive II
Hall of Fame II
Games 331 - 340 II
Games 321 - 330 II
Games 311 - 320 II
Games 301 - 310 II
Games 291 - 300 II
Games 281 - 290 II
Games 271 - 280 II
Games 261 - 270 II
Games 251 - 260 II
Games 241 - 250 II
Games 231 - 240 II
Games 221 - 230 II
Games 211 - 220 II
Games 201 - 210 II
Games 191 - 200 II
Games 181 - 190 II
Games 171 - 180 II
Games 161 - 170 II
Games 151 - 160 II
Games 141 - 150 II
Games 131 - 140 II
Games 121 - 130 II
Games 111 - 120 II
Games 101 - 110 II
Games 091 - 100 II
Games 081 - 090 II
Games 071 - 080 II
Games 061 - 070 II
Games 051 - 060 II
Games 041 - 050 II
Games 031 - 040 II
Games 021 - 030 II
Games 011 - 020 II
Games 001 - 010 II
Public Server Game 200
Game Date: 1.1.11-2.2.11
Usual suspects: EVERYONE (extend)
Trainlength: TL 2-6
Mapsize: 512 x 512 Temperate
Version used: r21891 #openttdcoop-GRF-Pack 7.3
Remarks: The game of sixteen different gametypes, each on a single island, reaching in stunning variety. From eyecandy, through boost, free TL, multipoint, SML, ICE, TGV, hub, transfer, refits, Road Vehicles, logic, overflows, oldschool and srnw, all islands reached a very nice final state, featuring about 2000 vehicles in total.
The map, covered head to toe.
Download: Public Server Game 200 Final / Direct Link to this entry

Public Server Game 199
Game Date: 8.12.10-1.1.11
Usual suspects: V453000, Mark, Rubidium, Mazur, Sylf, Glevans2, CharcoalDioxide, avdg, mfb (extend)
Gametype: Cargo
Trainlength: TL3
Mapsize: 512 x 512 MARS
Version used: r21534 #openttdcoop-GRF-Pack 7.3
Remarks: For public server game 199 we went for MARS. Not just a normal Mars, but insane mars with a large self regulation network. Those Martians must be really mad because they have 8 separate srnw circles where each circle overflows to the next one in a cycle. That way they reached pretty amazing network self-balancing and all trains could be regulated on their own. All those mad trains were counting up to over 2000 trains, including logic and dummy trains.
The primary pickup station that got the most care, in the end working quite nicely. :)
Download: Public Server Game 199 Final / Direct Link to this entry

Public Server Game 198
Game Date: 18.11.10-8.12.10
Usual suspects: V453000, Mark, Rubidium, Mazur, Sylf, Glevans2, TheRisen, malta, dutchie, Intexon, Ryton, mrruben5, Jkrueger, ed, Ihmenies, Absolutis, theholyduck (extend)
Gametype: Cargo
Trainlength: TL5
Mapsize: 1024 x 256 Tropic
Version used: r21402 #openttdcoop-GRF-Pack 7.3
Remarks: This game was very special, we made a completely uncommon network design consisting of nine oneway rings which we promoted to being our mainline. This was consisting of a few ideas, first of all the oneway-ness of the rings made all hubs of a fairly simple structure while forcing very interesting and special compositions and designs. Another idea was to have an almost random network that spreads trains all over the ML. Some routes were quite funny since the rings didn't provide the shortest possible paths, resulting in many detours. This wasn't really much of a problem, but some junctions got too busy because they kind of created a join before split. This was easily solved by a few bypasses. After expanding almost all of the network, fixing multiple issues and making the network run somewhat smoothly, we reached a total amount of 1337 trains, which is quite nice for TL5.
Highest traffic was at BBH 5-7. It also shows that even simple hubs can become quite massive.
Download: Public Server Game 198 Final / Direct Link to this entry

Public Server Game 197
Game Date: 6.11.10-18.11.10
Usual suspects: V453000, Sylf, TheRisen, theholyduck, malta, Mazur, Ryton, glevans2, Alendo, DayDreamer, Dutchie, Absolutis (extend)
Gametype: Cargo
Trainlength: TL4
Mapsize: 256 x 512 Arctic
Version used: r20978 #openttdcoop-GRF-Pack 7.3
Remarks: This game was interesting from multiple points of view. Right on the very first sight, it is an arctic game with japanese landscape and UKRS. When we look deeper, we can see that all of the towns are supplied with goods, food and gold and also being taken care of their mail. This led to three key points. We had a small but nice mail service, all of our goods,food and gold trains had to go to all towns, spreading them around the map nicely. Therefore towns needed to be able to go everywhere, which isn't quite standard on sidelines. The network was of a very simple shape - only two BBHs with a central backbone between them. We used refitting orders to stress the central backbone as low as possible, because the trains that loaded less than 30% paper didn't even get to the central backbone. As for other primaries, we had two main stations divided by kind of wagons used - Liquids Drop, and Solid Things Drop, which was also nice to look at. After expanding two mainlines to 3 lines, we ended up at 620 trains and a couple of RVs.
It was quite hard to tell how many trains are passing the hub at the moment, since most of them were in TUNNELS! :)
Download: Public Server Game 197 Final / Direct Link to this entry

Public Server Game 196
Game Date: 26.10.10-6.11.10
Usual suspects: ODM, V453000, Thraxian, XeryusTC, Sylf, TheRisen, Intexon, Tray, HamSandwich, theholyduck, avdg, bmarky, HDIEagle, dlr365, malta, glevans2 (extend)
Gametype: Cargo
Trainlength: TL3
Mapsize: 512 x 512 Temperate
Version used: r20978 #openttdcoop-GRF-Pack 7.3
Remarks: Quote from plan: "Goal: symmetry, 4ways, highway". Since the plan was based a lot on symmetry, goods from sawmill ended up on a "normal" ML instead of the highway, which not only violated the "highway" goal, but mainly resulted in increased traffic in the north western part of the map. On the other hand, absence of oil wells (oil wells die in temperate) made the opposite part of map almost empty in terms of traffic. Since the central 4way hub got barely any traffic, we did not need to expand it, which could have been almost impossible (as in case of most 4way hubs). After optimalizing our network and eliminating all jams, the game ended with 1050 trains a handful of RVs.
Sawmill - our strongest secondary, and the source of the only 3-line ML.
Download: Public Server Game 196 Final / Direct Link to this entry

Public Server Game 195
Game Date: 17.10.10-26.10.10
Usual suspects: V453000, Sylf, TheRisen, Intexon, Tray, HamSandwich, als, Keiya, bmarky (extend)
Gametype: Cargo
Trainlength: TL2
Mapsize: 256 x 256 TOYLAND
Version used: r20978 #openttdcoop-GRF-Pack 7.3
Remarks: This game was all about trying to build a 4way roundabout hub. The roundabout, possibly even 4way hub design has proven to be very bad, because there is just not much space for a lot of lines, mergers especially. This game was a lot of fun none the less, since we had to do some nice amount of expanding, which got quite crammed especially in the roundabout area. This game ended quite quickly (once we capped at 6th line of the roundabout, not able to expand more) with 750 trains.
The Roundabout aka The Problem
Download: Public Server Game 195 Final / Direct Link to this entry

Public Server Game 194
Game Date: 23.9.10-17.10.10
Usual suspects: V453000, Mark, uliko, avdg, Paltala, Sylf, TheRisen, Intexon, Tray, Roysvork, kriokamera, ryx, Sharpy, Mks, greenlion, HamSandwich, als, Keiya, Djarshi,Robinb, bmarky (extend)
Gametype: Cargo
Trainlength: TL3&8
Mapsize: 512 x 512 Temperate
Version used: r20801 #openttdcoop-GRF-Pack 7.3
Remarks: In this game we aimed for a ML ring with equal traffic on all of it's parts. We managed that with two separate networks; inner and outer ring - inner ring feeding the outer fellow, making outer ml fairly simple. On the other hand inner ring became quite intense. The game ended with 1400 trains and 400 road vehicles.
The inner ring - one large hub basically.
Download: Public Server Game 194 Final / Direct Link to this entry

Public Server Game 193
Game Date: 29.8.10-23.9.10
Usual suspects: Combuster, SmatZ, V453000, uliko, avdg, als, Vitus, atdt, imus, Paltala, Sylf, Chris Booth, TheRisen, Intexon, Wouterr, Tray, Mazur, Roysvork, kriokamera, ryx, (extend)
Gametype: Cargo
Trainlength: TL5
Mapsize: 512 x 512 Arctic
Version used: r20801 #openttdcoop-GRF-Pack 7.3
Remarks: This time we played some nice Swedish theme, US train set and Tropic Refurbishment Set. The network plan was consisting of two 2way rings connected with oneway lines. Since wood got strong as in any other arctic game with sufficient amount of snow, our wood/coal drop was the place of most issues because we transported also coal to it. The game ended with a very nicely flowing network featuring exactly 1200 trains.
The source of most of the fun. Also reffered to as The Mess.
Download: Public Server Game 193 Final / Direct Link to this entry

Public Server Game 192
Game Date: 19.8.10-29.8.10
Usual suspects: V453000, fmauNeko, kriokamera, uliko, Benny, avdg, sharpy, Vitus, slaca, imus, Paltala, Sylf, Chris Booth, TheRisen, Intexon (extend)
Gametype: PAX
Trainlength: TL3
Mapsize: 256 x 512 Temperate
Version used: r20594 #openttdcoop-GRF-Pack 7.3
Remarks: After a while we played a pax game again. This time not just a pax game, but a pax game with UKRS! (which we have not used for pax for quite a long time, if ever) Because the map featured many cities and making all combinations of connections is quite exhausting, we made just a central transfer station, so all trains had simple ordering system. The main point of the game was to balance the eastern and western halves of map, which we followed quite successfully. One of the largest problems was the central station - version 1 suffered from too high station spread requirements. Therefore it had to be completely demolished and redone. The game ended with about 1500 trains all over the map.
Central transfer, definitely the heart of the game. All ML trains congregated here.
Download: Public Server Game 192 Final / Direct Link to this entry

Public Server Game 191
Game Date: 1.8.10-19.8.10
Usual suspects: Combuster, Vitus, V453000, KyleS, thgergo, avdg, HanziQ, VVG, Hippidy, Ramsus, Eoin, fmauNeko, kriokamera, Paltala, Planetmaker, Macha (extend)
Gametype: Cargo / Scenario
Trainlength: TL4
Mapsize: 512 x 512 Sub-tropical
Version used: r20279 #openttdcoop-GRF-Pack 7.3
Remarks: A scenario where supplies had to be harvested from enemy territory. The plan was to keep to the desert as much as possible and collect resources from the edge of the rainforest to avoid encounters and ambushes. Most of the network was designed with sufficient capacity, but the war factory turned out to have much more traffic than the refinery, requiring an expansion from two lanes to 4 in each direction.
Trains being routed with military precision. The forests are said to be even more beautiful, but nobody seemed to have returned with imagery.
Download: Public Server Game 191 Final / Direct Link to this entry

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  • This page was last modified on 9 May 2013, at 22:09.