PublicServer:Archive - Games 211 - 220

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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 220
Game Date: 19.11.11-3.12.11
Usual suspects: V453000, Thraxian, mfb, Sylf, Mazur, MDGrein, thomashauk, Vinnie, LoPo, Dominik2000, TWerkhoven, Tray, Maraxus, Absolutis, Thorinbur, Steven, Bassals (extend)
Gametype: Cargo
Trainlength: TL3
Mapsize: 512 x 512 Temperate
Version used: r23321 #openttdcoop-GRF-Pack 8.0
Remarks: Oldschool no newgrf game, after this we made a plan resembling some earlier PSG. We made 8 one-way rings spread around the map. The rings varied from CW to CCW and in a way made a snake ML around the map. These rings had BBH's connecting them which required a lot of upgrading throughout the game. We ended the game with 1634 trains and most rings where 4 lines wide.
The final network layout. Orange represent trains.
Download: Public Server Game 220 Final / Direct Link to this entry


Public Server Game 219
Game Date: 29.10.11-19.11.11
Usual suspects: V453000, mfb, Sylf, Mazur, MDGrein, thomashauk, Vinnie, LoPo, Dominik2000, TWerkhoven, Dilandau, Tray, pugi, Maraxus, Absolutis, Xotic750, Thorinbur, Troy McClure, Alastair, Steven (extend)
Gametype: Cargo
Trainlength: TL3
Mapsize: 512 x 512 Temperate
Version used: r23238 #openttdcoop-GRF-Pack 8.0
Remarks: It all started with an empty, watery map. We chose a plan which aimed to fit the landscape as there was not much land already, and at the same time we made long main lines to have a lot of space for hubs. As the game progressed, the long main lines managed to accomodate quite a high amount of trains. So we expanded the whole network and achieved a staggering amount of 2666 trains running.
The map. Orange bits represent trains.
Download: Public Server Game 219 Final / Direct Link to this entry


Public Server Game 218
Game Date: 10.10.11-29.10.11
Usual suspects: V453000, mfb, LoPo, Dilandau, Vinnie, Mazur, Tray, iklucas, pugi, Maraxus, sturmi, LXSJason, Steven, Xotic750, Zyl, sviboorg (extend)
Gametype: Cargo
Trainlength: TL4 & free
Mapsize: 512 x 512 Arctic
Version used: r23044 #openttdcoop-GRF-Pack 8.0
Remarks: This game had two networks. A mail network between the snowy cities, and a food supply network which fed the cities. Both of the networks were very different but both of them involved quite a large amount of freedom for the players to improvise, be it Sbahns in mail network, or various food deliveries and food plant locations for the supplying network. The ultimate goal was to fill all of the snow into cities which we pretty much reached. In total there were 2100 trains and a handful of road vehicles used.
An example showing how brilliantly could something fit the landscape.
Download: Public Server Game 218 Final / Direct Link to this entry


Public Server Game 217
Game Date: 30.9.11-10.10.11
Usual suspects: V453000, mfb, LoPo, Dilandau, Vinnie, LXSJason, Godde, Kangoo, MrD2DG, imus, Tray, Absolutis, theos, aldor, Franco, Maraxus, Steven, BigElephant (extend)
Gametype: Cargo
Trainlength: TL7 & 50
Mapsize: 512 x 1024 Tropic
Version used: r22950 #openttdcoop-GRF-Pack 8.0
Remarks: As this map was 2 times bigger than our standard size, we decided to use longer trains than usual so we would not reach that high amounts of trains early and delay some of the lag. By saying we used longer trains than usual is meant we used train length 50(fifty!) for goods trains and combined it with TL7 for primary trains. Due to the absence of BBHs, the different lengths did not make any problems. After expanding a few lines to the ML, we ended up having 1200 trains out of which only 31 were goods/food trains.
Mixed TL main line with spaced lines to keep ML straight and avoid CL50 problems.
Download: Public Server Game 217 Final / Direct Link to this entry


Public Server Game 216
Game Date: 22.9.11-30.9.11
Usual suspects: V453000, mfb, hylje, Vinnie, LoPo, LXSJason, Godde, Kangoo, MrD2DG, Dilandau, imus, Tray, leshrac, Absolutis, theos, md, Sleeper, Vindicaire (extend)
Gametype: Cargo
Trainlength: TL2
Mapsize: 256 x 256 Temperate
Version used: r22950 #openttdcoop-GRF-Pack 8.0
Remarks: Square map, original land generator, two oneway rings connected with 4 spokes. If that reminds you of ProZoneGame 5, then you are correct. This game had the exact same plan with the difference of engines. This game used TL2 AL10 which are insanely strong and fill the lines like crazy. The other difference was that this map was 4x smaller. After expanding many places we have reached over 1800 trains on this tiny map.
TRAINS! TRAINS EVERYWHERE!.
Download: Public Server Game 216 Final / Direct Link to this entry


Public Server Game 215
Game Date: 18.9.11-22.9.11
Usual suspects: V453000, mfb, XeryusTC, Vinnie, LoPo, LXSJason, Godde, Kangoo, MrD2DG, Chris_Booth, Dilandau, imus, Tray, leshrac, Absolutis, theos,Makjes (extend)
Gametype: PAX
Trainlength: TL8
Mapsize: 128 x 1024 Temperate
Version used: r22815 #openttdcoop-GRF-Pack 8.0
Remarks: As the map was very long, we made a very simple ML structure. As we built no BBH, the main line was easy and we focused more on town construction. The game ran so quickly that just in a few days the map was full and we did not even had too many jams. The only thing which ended up quite messy were train orders. Originally we expected all trains to have a home station which was not true for all of them in the end. None the less, game was quick, fun, and ended up with 860 trains in total, no road vehicles were used for Sbahns.
One of the nicer towns on the map.
Download: Public Server Game 215 Final / Direct Link to this entry


Public Server Game 214
Game Date: 10.9.11-18.9.11
Usual suspects: V453000, mfb, Vinnie, Godde, LoPo, LXSJason, Kangoo, Ryton, Dilandau, Tray, iklucas, Absolutis, Sigma, theos,Makjes, tomas (extend)
Gametype: Cargo
Trainlength: TL5
Mapsize: 512 x 512 Arctic
Version used: r22815 #openttdcoop-GRF-Pack 8.0
Remarks: Main idea was a refitting SRNW. Every SL had an amount of trains to work with and those train refit to the appropriate cargo they needed. As it was quite open to creative solutions, this resulted in people teaming up and setting up their sidelines freely. This was not only extremely fun to play as it broke the client record, but it was also quite nice to look at due to the variety. Soon we noticed that our starting LLL_RRR mainline is definitely not going to be enough for long and we had to expand. Traffic was adding up so quickly that before we actually started, we needed 5L_5R. As the game progressed, the network required 7L_7R on the busiest end and our BBH grew super big as we reached 1200 trains in total.
Probably the best use of everything ever by V453000.
Download: Public Server Game 214 Final / Direct Link to this entry


Public Server Game 213
Game Date: 27.8.11-10.9.11
Usual suspects: V453000, mfb, ODM, Sylf, MrD2DG, Vinnie, Godde, LoPo, Dilandau, Tray, Dilandau, iklucas, Absolutis, Sigma, theos, LXSJason (extend)
Gametype: Cargo
Trainlength: TL4
Mapsize: 512 x 512 Temperate
Version used: r22815 #openttdcoop-GRF-Pack 8.0
Remarks: This game was forged with iron ore - steel - goods refit which only NARS allows reasonably. This took a few things with it. Starting with using oil just as a "filling" cargo to make all steel trains pick up 100% of goods, making all the drops shuffled around . As we had double headed ASEAs, they were 10k hp instead of 14k hp strong. This resulted in full trains having significantly slower acceleration so we had to carefully prioritize full trains just like on MSH 03, or even make their acceleration place on a steep downhill just like on BBH 01 to make lines fuller and save our 4-line terminus station. Aside from symmetric 4way SLH 03 or reverser SLH 11, there was a whole lot of interesting primary stations with overflows and eyecandy all around the map. After almost the whole network was 4L_4R and had over 1100 trains, the game has successfully ended with just minor random jams.
Fully balanced 4-line terminus refit station with stack-proof depots.
Download: Public Server Game 213 Final / Direct Link to this entry


Public Server Game 212
Game Date: 12.8.11-27.8.11
Usual suspects: Chris_Booth, mfb, Kangoo, Ryton, Sylf, MrD2DG, V453000, persil, Tray, Absolutis, Godde, Sigma, theos, JesseW, Keiya (extend)
Gametype: Cargo & Pax
Trainlength: TL5
Mapsize: 512 x 512 Arctic
Version used: r22815 #openttdcoop-GRF-Pack 8.0
Remarks: For this game, we were given a scenario. It has somewhat watery AND hilly landscape with five cities. Our task was to cultivate the resources from farms, mines and wells, and serve the local cities, as well as give the residents the means of transportation. The plan we chose did not work well, and the game became somewhat painful. But in the end, we were able to deploy just over 800 trains, and 80 ships to do the task, and the network was mostly running smooth.
Transfer station from the land to the sea.
Download: Public Server Game 212 Final / Direct Link to this entry


Public Server Game 211
Game Date: 7.8.11-12.8.11
Usual suspects: XeryusTC, V453000, mfb, Absolutis, Sylf, Twerkhoven, Kangoo, Ryton, Mazur, MrD2DG, valhallasw, Sigma, Iklucas (extend)
Gametype: Cargo
Trainlength: TL2
Mapsize: 256 x 256 Subtropic
Version used: r22727 #openttdcoop-GRF-Pack 8.0
Remarks: A TTT maglev game packed with fun. The four circle network made for some nice spots. On as small map as 256x256 tiles we reached an amount of 800 trains which is quite satisfying. The most dense spot was our town drop, being regularly visited by more than 400 trains.
The town drop, multiple times rebuilt to cope with the train counts.
Download: Public Server Game 211 Final / Direct Link to this entry
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  • This page was last modified on 9 May 2013, at 22:08.