PublicServer:Archive - Games 201 - 210

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Public Server Archive II
Hall of Fame 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 210
Game Date: 28.7.11-7.8.11
Usual suspects: XeryusTC, V453000, mfb, Absolutis, Chris Booth, Sylf, Twerkhoven, Tray, Kangoo, Nivlac, Ryton, Callidus, Mazur, Maraxus, MrD2DG, Iklucas (extend)
Gametype: Cargo
Trainlength: TL3
Mapsize: 512 x 512 Temperate
Version used: r22700 #openttdcoop-GRF-Pack 8.0
Remarks: The main feature of this game was that all secondary industries were on one side of the map, so the network looks like one large ring, split up into three branches, which enabled us build SLHs everywhere. In the end, we had 2000 trains entering the main stations in 12 parallel lines
The main merge after the stations, combined with a split into 6+6 lines
Download: Public Server Game 210 Final / Direct Link to this entry


Public Server Game 209
Game Date: 29.6.11-28.7.11
Usual suspects: V453000, mfb, Absolutis, Chris Booth, Sylf, Twerkhoven, Kangoo, Nivlac, Ryton, Combuster, Mazur, Troy McClure, tneo, MrD2DG (extend)
Gametype: Cargo
Trainlength: TL3
Mapsize: 256 x 512 Arctic
Version used: r22637 #openttdcoop-GRF-Pack 8.0
Remarks: There are two defining features of this game. First, the map was loaded with Pikka's Basic Industries set. Second, the plan that users chose used steam locomotives for the entire game. There are two separate networks in this game; one for the primary goods taken to factories; the other to deliver produced goods to all towns on the map. In the end, there were about 870 trains keeping 8 food processing plants, 6 paper mills and 3 factories busy.
One of two food production complex in the game. Can you count 5 FPP in this screen?
Download: Public Server Game 209 Final / Direct Link to this entry


Public Server Game 208
Game Date: 1.6.11-29.6.11
Usual suspects: V453000, mfb, Absolutis, Chris Booth, Sylf, Twerkhoven, bmarky, Djarshi, Hylkevd (extend)
Gametype: Cargo
Trainlength: TL2
Mapsize: 256 x 512 Tropic
Version used: r22466 #openttdcoop-GRF-Pack 8.0
Remarks: At the start of the game, we were informed that there are yetis hiding in the jungle. Crazy! we thought, but we have been tasked to uncover these yetis. So, we unfolded our plan with a handful of portable lumber mills, and start uncovering the jungles. In the end, we built 99 lumber mills, serviced by almost 1000 wood trains using SRNW. The same network was shared by water and food primary trains, which were not built with SRNW -- this showed that we can mix SRNW and regular design to share a common network. In the end, we had around 1400 trains chopping the woods, and supporting the lumber chopping operations.
Lumber mills everywhere, stripping the mountains!
Download: Public Server Game 208 Final / Direct Link to this entry


Public Server Game 207
Game Date: 14.5.11-1.6.11
Usual suspects: damac, V453000, mfb, XeryusTC, Sylf, Chris Booth(Mr Extend),Twerkhoven, iklucas, Ramsus08191, James, md, JK (extend)
Gametype: PAX
Trainlength: TL5
Mapsize: 512 x 512 Temperate
Version used: r22466 #openttdcoop-GRF-Pack 8.0
Remarks: Yet again something new! SML used with SRNW in a different way than before. This time trains did not just shift to free space for other joining trains, but also to enable them to leave the ML (for which they were encouraged to do so, by the unreachable destination in the center of the map[BEER!]). This made the ML extremely simple; and encouraged us to fully focused on building nice city networks. The DB set transrapids did their job almost too well as always; so towns needed to be really big in order to fill up the ICE transfer stations. This resulted in many different city network styles being used, some on a smaller and some on a larger scale. The total world population was capping over 2,5 millions, which also shows the power of the transrapids. The game ended with 500 ML trains, above 1100 Sbahn trains, almost 650 road vehicles, and surprisingly also 74 ships!
The map - towns almost everywhere!
Download: Public Server Game 207 Final / Direct Link to this entry


Public Server Game 206
Game Date: 1.5.11 - 14.5.11
Usual suspects: Sylf, V453000, mfb, ODM, Chris Booth, Mazur, MrD2DG, Twerkhoven, Vinnie, James, damac, (extend)
Gametype: Cargo
Trainlength: TL6
Mapsize: 512 x 512 Temperate
Version used: r22375 #openttdcoop-GRF-Pack 8.0
Remarks: The keyword was EX 3X AC. That is the model of trains we used - extremely powerful, slow trains that allowed us to build CL2 even with TL6. A rather ordinary network design resulted in a nice web with rather compact hubs. As the map was watery and oil rigs numerous, we decided to ignore them so we did not end up having a strong refinery. Factory made that up perfectly, and quickly became the spot of highest traffic and had to be expanded. The game ended flowing quite steadily with almost 800 trains.
Factory station.
Download: Public Server Game 206 Final / Direct Link to this entry


Public Server Game 205
Game Date: 15.4.11-1.5.11
Usual suspects: V453000, Sylf, mfb, SmatZ, Mazur, Intexon, Stoffe, ElecRules, Vinnie, MrD2DG, Chris Booth, mks, Yoshi, propliner, Twerkhoven (extend)
Gametype: Cargo
Trainlength: TL3
Mapsize: 512 x 512 Arctic
Version used: r22375 #openttdcoop-GRF-Pack 8.0
Remarks: Refit madness is back in full power! This time we sticked with a simple circl-ish network, featuring 8 main stations in total. All the long train routes made the circle have a nicely spread traffic over all of it. Unlike main stations, which ended up being quite different. In later stages of the game when refit stations got under heavier stress, they mostly faced one common problem - trains were piling up in depots. Some stations were just expanded so that trains had enough time to leave the depots, and for example drop 03, the largest station of the game, even prioritized the depotted trains so they could never stack there. The ML started from LL_RR and with time it grew into a LLLL_RRRR monster accomodating over 1600 trains in total.
Drop 03, with stack-proof depots and 33 platforms.
Download: Public Server Game 205 Final / Direct Link to this entry


Public Server Game 204
Game Date: 2.4.11-15.4.11
Usual suspects: V453000, Sylf, ODM, Mazur, mfb, Vinnie, Benny, iklucas, Lukeus_Maximus, phoenix, Ramsus08191 (extend)
Gametype: Cargo
Trainlength: TL3
Mapsize: 512 x 256 Temperate
Version used: r22255 #openttdcoop-GRF-Pack 8.0
Remarks: A game all about a nice small map and efforts to cover it head to toe. In this game we had 2 separate networks of TGVs and cargo trains. Both networks got a lot of attention, but of course the cargo network had grown much larger. The pax network was not as massive, but had a lot of trains that were made one by one, and most of the towns were serviced quite well in the end. This was a rather simple game fully packed with fun while populating the map with 820 trains in total.
Only one BBH means a lot of cooperation in one spot.
Download: Public Server Game 204 Final / Direct Link to this entry


Public Server Game 203
Game Date: 9.3.11-2.4.11
Usual suspects: V453000, mfb, Vinnie, MrD2DG, Tray, Mazur, Sylf (extend)
Gametype: Cargo
Trainlength: TL17
Mapsize: 512 x 512 Tropic
Version used: r22255 #openttdcoop-GRF-Pack 8.0
Remarks: In this game we abused many things. Starting with the monster train length 17 and abusing the fact that trains can not crash into themselves. To help us while constructing so long trains, we used curves long 1 tiles - abusing the logic engine set to 177kmh, which is CL1 for maglev. This made it possible to loop trains without losing speed, and made it much less of a pain to build. Additionally, we transfered cargoes with TL6 trains because TL17 for primary pickups is jut too much. As a result, we got a network that looked like a true spaghetti meal.
BBH03 was upgraded multiple times, and shows quite some spaghetti-ness.
Download: Public Server Game 203 Final / Direct Link to this entry


Public Server Game 202
Game Date: 19.2.11-9.3.11
Usual suspects: V453000, Mark, CyberSoul, Intexon, Vinnie, Sylf, Mazur, mfb, lych, MrD2DG, Hribek, Ramsus08191 (extend)
Gametype: Cargo
Trainlength: TL3
Mapsize: 512 x 512 Arctic
Version used: r22148 #openttdcoop-GRF-Pack 8.0
Remarks: As most arctic games do, this one also featured a nice network that followed the landscape. Unlike the other games, here we situated our ML on top of the mountains where we "Chased the Yeti". That resulted in some nice hubs on top of the mountains where usually is flat space, and some of the mergers were on the downhill slope, improving train accelerations there. Although we had some large clusters of forests, their total numbers weren't that high so we had similar levels of traffic pretty much everywhere. When we finally found the Yeti, we owned a friendly amount of 1444 trains with a really excelent flow.
The wood drop wasn't as oversized as usually is in arctic game, but with addition of the food it still made for quite a large station. :)
Download: Public Server Game 202 Final / Direct Link to this entry


Public Server Game 201
Game Date: 2.2.11-19.2.11
Usual suspects: V453000, CharcoalDioxide, Chris Booth, CyberSoul, Intexon, James, JKrueger, Mazur, mfb, ppetak, Ramsus08191, Razaekel, scrlk, sturmi, Sylf, Vinnie (extend)
Gametype: PAX
Trainlength: TL15 for ML, TL 1-8 for SBahn
Mapsize: 512 x 512 Temperate
Version used: r21965 #openttdcoop-GRF-Pack 8.0
Remarks: This was from the onset an attempt to beat the record world population set by PSG101: 3,075,319. To do it, we chose the plan with a stacked ML (part tunnel/part bridge), and the map divided in 20 sectors. Each sector has a transfer station from Sbahn to ML. and a single city. Initially the sectors were all strictly separated, and whoever build the city there was "boss" over that sector. This led to many different solutions for the Sbahns, some better than others, and a lot of lessons about city-building. Then we got the record, with still many open spaces, so we continued building and refining, and only called it a day when we reached 6,150,671 inhabitants, doubling the previous record. Along the way we broke the train record, with the map eventually holding 2553 trains. The end result on the map is a veritable showcase of Sbahn-solutions, and a highly useful study place for Sbahn builders.
The Network Plan. You will not find it in the game any more, so it is here.
Download: Public Server Game 201 Final / Direct Link to this entry




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  • This page was last modified on 9 May 2013, at 22:08.