Difference between revisions of "PublicServer:Archive - Hall of Fame"
From #openttdcoop wiki
(Add PZG25) |
|||
(One intermediate revision by one other user not shown) | |||
Line 7: | Line 7: | ||
===512*512=== | ===512*512=== | ||
− | {{ | + | {{Archive_RecordsPZ2013|5000 trains|2013|The game of absolute MOAR, also resulting in absolute train count. Though many trains were stopping or waiting quite a lot, putting it into the logic game category where train count is easier to gain.}} |
{{Archive_RecordsPZ|3000 trains|21|Despite the poor acceleration of AsiaStars, we expanded the huge organic network for so long until it could hold the final amount of trains. This game was continued from psg245 and we reached a total amount of 10 Spartan train divisions.}} | {{Archive_RecordsPZ|3000 trains|21|Despite the poor acceleration of AsiaStars, we expanded the huge organic network for so long until it could hold the final amount of trains. This game was continued from psg245 and we reached a total amount of 10 Spartan train divisions.}} | ||
Line 24: | Line 24: | ||
===256*256=== | ===256*256=== | ||
+ | |||
+ | {{Archive_RecordsPZ|2000 trains|25|Space makes a one-way network the obvious choice again but the TL2 Slug also shows it's power. }} | ||
{{Archive_RecordsPS|1800 trains|216|With the same network layout as Pro Zone Game 5, we tried how big network can we make on smaller map. The outcome was rather insane with 6 Spartas of trains.}} | {{Archive_RecordsPS|1800 trains|216|With the same network layout as Pro Zone Game 5, we tried how big network can we make on smaller map. The outcome was rather insane with 6 Spartas of trains.}} |
Latest revision as of 14:38, 27 August 2016
Here follow records from our games. We generally have only a few categories for that - train count, world population, produced cargo and client count.
Contents
Train Count
The total amount of trains in any of our games is always a factor, and it often speaks of how big the network is. Obviously sometimes trains are easier to obtain than in other cases. Those cases are usually separated from the "main" record such as logic games with tons of logic trains or passenger games with feeder trains. We also distinguish the games by the place where they were played - the public server or pro zone. As smaller maps do not have exactly linear comparison for train counts, they have their own category as you can see by using the @records command in irc channels where Webster lives.
512*512
5000 trains | Download: Pro Zone Game 2013 Final / ProZone:Archive_-_Games_21_-_30#gameid_2013 |
The game of absolute MOAR, also resulting in absolute train count. Though many trains were stopping or waiting quite a lot, putting it into the logic game category where train count is easier to gain. |
3000 trains | Download: Pro Zone Game 21 Final / Archive entry for this game |
Despite the poor acceleration of AsiaStars, we expanded the huge organic network for so long until it could hold the final amount of trains. This game was continued from psg245 and we reached a total amount of 10 Spartan train divisions. |
2666 trains | Download: Public Server Game 219 Final / Archive entry for this game |
Although on the first sight this map was created with High water amount settings, the remaining pieces of land were apparently capable of holding incredible amount of trains. |
2553 trains | Download: Public Server Game 201 Final / Archive entry for this game |
In this passenger game we reached a staggering number of trains. As in any other feeder game, the train count was rather easy to reach so this game is not a huge achievement train count record-wise. |
2001 trains | Download: Public Server Game 186 Final / Archive entry for this game |
Refit game, well accelerating AL10 trains, and a lot of madness. This is the recipe for 2k trains on a 512x512 map. |
3000 trains | Download: Public Server Game 180 Final / Archive entry for this game |
This game was truly insane as it not only had an insane amount of trains, but also because 750 of those trains were logic trains. Due to that we obviously cannot value the train count record as highly. |
2000 trains | Download: Public Server Game 131 Final / Archive entry for this game |
This map does not exactly fall into the standard map size category, but it is one of the old records we had and we do not even play that large maps nowadays. (with exceptions) |
2522 trains | Download: Pro Zone Game 5 Final / Archive entry for this game |
A high train count plan by design, this game has reached some gigantic about of trains and it took years to beat the record that this game set. |
256*256
2000 trains | Download: Pro Zone Game 25 Final / Archive entry for this game |
Space makes a one-way network the obvious choice again but the TL2 Slug also shows it's power. |
1800 trains | Download: Public Server Game 216 Final / Archive entry for this game |
With the same network layout as Pro Zone Game 5, we tried how big network can we make on smaller map. The outcome was rather insane with 6 Spartas of trains. |
900 trains | Download: Pro Zone Game 17 Final / Archive entry for this game |
We just started a random game to have fun, made an interesting plan with secondary trains fully loading at both ends, and expanded until we reached 3 Spartas. (3x300) |
973 trains | Download: Public Server Game 157 Final / Archive entry for this game |
An insane passenger game covered by mostly towns, so the train count was easy to reach. |
788 trains | Download: Public Server Game 130 Final / Archive entry for this game |
A simple network plan, and rails everywhere where ML was supposed to be. |
Single cargo type output
The total production of one cargo is typically a goal for boost games, eventually the value itself is the latest record. Usually the secondary cargo is not transported as the aim is only to produce it.
200,169 | Download: Pro Zone Game 13 Final / Archive entry for this game |
With testing the timed SML we came to absolutely extreme results, reaching double production of goods than the previous record. |
100,000 crates | Download: Public Server Game 176 Final / Archive entry for this game |
A rather simple game without any special idea, just making SML to one big drop, reaching slightly higher values than psg121. |
100,000 crates | Download: Public Server Game 121 Final / Archive entry for this game |
The first large-scale attempt of Self Regulating NetWork ended up more than interesting, breaking the 100,000 goods crates produced per month. |
World Population
Despite being a clear number, this record is a bit subjective and/or easy to cheat. In most of our older games we used to have high population counts, but did not transport the people well and nowadays the record also includes a gentleman's agreement to provide solid service to the towns. Solid service means transporting a good percentage of the total passengers produced. The specific limit is set within game plans usually, but 50% is the least acceptable value, 70% is solid, 80% is great and 90+% is barely possible.
6,150,671 things | Download: Public Server Game 201 Final / Archive entry for this game |
Exactly 100 public server games after the last record, we had to "fix" it. Not only we pretty much exactly doubled the previously reached world population, but we also did so by servicing all of the towns properly. Only a few spots on the map remained unpopulated. |
3,075,319 things | Download: Public Server Game 101 Final / Archive entry for this game |
Somehow, this passenger game let towns grow into extreme sizes, while transporting only miserable portion of the passengers produced. Still, created a world population record at it's time. |
Client Count
While not a building-related value, we also note how many clients are connected in the game at the same time. Unfortuntately the savegames do not include that value so we only know the latest record.
26 clients | Download: Public Server Game 214 Final / Archive entry for this game |
A creative network plan, free design of sidelines and an evening when many people had a free moment to come on our server. Resulting in mass activity of 26 clients at the same time. |