Difference between revisions of "ProZone:Archive - Games 21 - 30"

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{{Archive_ProZone|Pro Zone Game 21|4.11.12-12.11.12| {{User|V453000}}, {{User|mfb}}, {{User|LoPo}}, {{User|Sylf}}, {{User|Ammler}}, {{User|Vinnie}}, {{User|Ben Totterdell}}, {{User|Sturmi}}, {{User|Maraxus}}, {{User|Tray}}, {{User|dwarf}}, {{User|Dom}} | [[Gametype:Cargo|Cargo]] |TL3|512 x 512 Temperate |r24673|#openttdcoop-GRF Pack8.0| A completely peaceful game where absolutely nothing happened, we only rerouted some goods traffic after porting the game from the Public Server. After that we did just a few small expansions where we totally did not rebuild whole junctions or dried lakes out. We would never ever build a 4way junction instead of two 3-ways as it could cause the 4way to cover around 100x100 area. Above all, we absolutely hate trains so we would be massively ashamed if we ever reached 3000 trains running on our network with just occasional jams, but nothing serious in the end. Luckily this game did not end up as absolute brainmelting hell all over the map. |21|Image:ProZone21.png| BBH01 was one of the busier parts of the network, but the traffic was still not even noticeable. This image does not contain any rails.}}
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{{Archive_ProZone|Pro Zone Game 25|?-27.08.16| {{User|Jam35}}, {{User|V453000}}, {{User|Mark}}, {{User|Maraxus}}, {{User|lol}} | [[Gametype:Cargo|Cargo]] |TL 2 Slug| 256 x 256 Sub-Arctic |r27595|#openttdcoop-GRF Pack8.0|This was a successful attempt to beat the previous best of 1800 trains on a 256x256 map. The new record now stands at 2000 trains with negligable overflown trains and flowing network. The game is really a demonstration of how overpowered the Slug trains are :). Features of the network include 8 MLs almost everywhere including the huge 2 way SLH , a mixture of chaos and order in mergers and several large, built and rebuilt main stations.|25|Image:ProZone25screenshot.png| You figure it out.}}
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{{Archive_ProZone|Pro Zone Game 24|?-21.11.15| {{User|V453000}}, {{User|AlphaSC}}, {{User|Hazzard}}, {{User|Vinnie}}, {{User|Jam35}} | [[Gametype:Cargo|FIRS]] |TL various| 256 x 256 Sub-Arctic |r27452|#openttdcoop-GRF Pack8.0|This was a FIRS game with the basic temperate setting. The plan was to use SRNW timed delivery of supplies to primaries and required cargo to ports. This was combined with a second 'normal' network for everything else. The game tried a few ideas that failed, including train length splits for the combined port/supplies SRNW. The game became quite messy on such a small map and building stopped with the game unfinished.|24|Image:ProZone24screenshot.png| A sign of struggle - the game plan was reworked over the time.}}
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{{Archive_ProZone|Pro Zone Game 2013|13.1.13-16.4.13| {{User|V453000}}, minions ( {{User|Vinnie}}, {{User|mfb}}, {{User|Maraxus}}, {{User|Ryton}}, {{User|Jam35}}, {{User|tycoondemon}} ) | [[Gametype:Cargo|Cargo]] |TL5| 256 x 1024 Sub-Tropic |r25627|#openttdcoop-GRF Pack8.0| A major update to ProZoneGame 13 - one of the most concept-specific games, making the concept not only work again, but also work better! The game ended with 5000 trains and 204 624 goods per month produced. More can be found at http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/ |2013|Image:ProZone2013screenshot.png| Mayhem.}}
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{{Archive_ProZone|Pro Zone Game 23|13.1.13-16.4.13| {{User|V453000}}, minions ( {{User|mfb}}, {{User|LoPo}}, {{User|Tray}}, {{User|Dom}}, {{User|Vinnie}} ) | [[Gametype:Cargo|Cargo]] |TL5| 256 x 256 Sub-Arctic |r25186|#openttdcoop-GRF Pack8.0| More of making my typical game, with the rules I use for my own games, and the playing style I personally use. From 1920 to about 2100, the network turned into a true Slug Nest which I consider quite a definition of how exactly I like to play when I play my own games, and also a demonstration of one of the many things NUTS actually allows - CL1 lets me focus on network structure instead of layout, and lets track density be truly high. Also, thanks to all who participated :) |23|Image:ProZone23screenshot.png| One of the rail clutters, this one near coal drop, showing the power of CL1.}}
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{{Archive_ProZone|Pro Zone Game 22|12.11.12-13.1.13| {{User|V453000}}, {{User|mfb}}, {{User|LoPo}}, {{User|Sylf}}, {{User|Sturmi}}, {{User|Maraxus}}, {{User|Tray}} | [[Gametype:Cargo|Cargo]] |TL2|128 x 512 Temperate |r24784|#openttdcoop-GRF Pack8.0| After a sane game last time, we chose something a bit more of the insane world. We constructed a Self regulating network with just one group of trains which serviced 8 different cargo types by refit. To keep trains on the ML correctly we also had to use various waypoints as checks for load percentage. Complicated idea executed relatively simply, with a great gain of 8-cargo SRNW, including taking care of products like goods, food and steel. The network started with 2 lines, but some expanding got out of hand and we ended up with 8 lines and 2000 trains on this tiny map. |22|Image:ProZone22screenshot.png| SL N 04 was one of the nicer sidelines, showing all of it's features in this screenshot, including the check waypoints.}}
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{{Archive_ProZone|Pro Zone Game 21|4.11.12-12.11.12| {{User|V453000}}, {{User|mfb}}, {{User|LoPo}}, {{User|Sylf}}, {{User|Ammler}}, {{User|Vinnie}}, {{User|Ben Totterdell}}, {{User|Sturmi}}, {{User|Maraxus}}, {{User|Tray}}, {{User|dwarf}}, {{User|Dom}} | [[Gametype:Cargo|Cargo]] |TL3|512 x 512 Temperate |r24673|#openttdcoop-GRF Pack8.0| A completely peaceful game where absolutely nothing happened, we only rerouted some goods traffic after porting the game from the Public Server. After that we did just a few small expansions where we totally did not rebuild whole junctions or dried lakes out. We would never ever build a 4way junction instead of two 3-ways as it could cause the 4way to cover around 100x100 area. Above all, we absolutely hate trains so we would be massively ashamed if we ever reached 3000 trains running on our network with just occasional jams, but nothing serious in the end. Luckily this game did not end up as absolute brainmelting hell all over the map. Link to the original public server game: http://wiki.openttdcoop.org/PublicServer:Archive_-_Games_241_-_250#gameid_246 |21|Image:ProZone21.png| BBH01 was one of the busier parts of the network, but the traffic was still not even noticeable. This image does not contain any rails.}}

Latest revision as of 14:24, 27 August 2016

Pro Zone Archive II
Hall of Fame II
Games 21 - 30 II
Games 11 - 20 II
Games 1 - 10 II


Pro Zone Game 25
Game Date:  ?-27.08.16
Usual supects: Jam35, V453000, Mark, Maraxus, lol
Gametype: Cargo
Trainlength: TL 2 Slug
Mapsize: 256 x 256 Sub-Arctic
Version used: r27595
NewGRF Set: #openttdcoop-GRF Pack8.0
Remarks: This was a successful attempt to beat the previous best of 1800 trains on a 256x256 map. The new record now stands at 2000 trains with negligable overflown trains and flowing network. The game is really a demonstration of how overpowered the Slug trains are :). Features of the network include 8 MLs almost everywhere including the huge 2 way SLH , a mixture of chaos and order in mergers and several large, built and rebuilt main stations.
Post-game Discussion: Game 25 Analysis
You figure it out.
Download: Pro Zone Server Game 25 Final/ Direct Link to this entry


Pro Zone Game 24
Game Date:  ?-21.11.15
Usual supects: V453000, AlphaSC, Hazzard, Vinnie, Jam35
Gametype: FIRS
Trainlength: TL various
Mapsize: 256 x 256 Sub-Arctic
Version used: r27452
NewGRF Set: #openttdcoop-GRF Pack8.0
Remarks: This was a FIRS game with the basic temperate setting. The plan was to use SRNW timed delivery of supplies to primaries and required cargo to ports. This was combined with a second 'normal' network for everything else. The game tried a few ideas that failed, including train length splits for the combined port/supplies SRNW. The game became quite messy on such a small map and building stopped with the game unfinished.
Post-game Discussion: Game 24 Analysis
A sign of struggle - the game plan was reworked over the time.
Download: Pro Zone Server Game 24 Final/ Direct Link to this entry


Pro Zone Game 2013
Game Date: 13.1.13-16.4.13
Usual supects: V453000, minions ( Vinnie, mfb, Maraxus, Ryton, Jam35, tycoondemon )
Gametype: Cargo
Trainlength: TL5
Mapsize: 256 x 1024 Sub-Tropic
Version used: r25627
NewGRF Set: #openttdcoop-GRF Pack8.0
Remarks: A major update to ProZoneGame 13 - one of the most concept-specific games, making the concept not only work again, but also work better! The game ended with 5000 trains and 204 624 goods per month produced. More can be found at http://blog.openttdcoop.org/2013/08/06/dont-try-this-at-home-prozone-game-2013/
Post-game Discussion: Game 2013 Analysis
Mayhem.
Download: Pro Zone Server Game 2013 Final/ Direct Link to this entry


Pro Zone Game 23
Game Date: 13.1.13-16.4.13
Usual supects: V453000, minions ( mfb, LoPo, Tray, Dom, Vinnie )
Gametype: Cargo
Trainlength: TL5
Mapsize: 256 x 256 Sub-Arctic
Version used: r25186
NewGRF Set: #openttdcoop-GRF Pack8.0
Remarks: More of making my typical game, with the rules I use for my own games, and the playing style I personally use. From 1920 to about 2100, the network turned into a true Slug Nest which I consider quite a definition of how exactly I like to play when I play my own games, and also a demonstration of one of the many things NUTS actually allows - CL1 lets me focus on network structure instead of layout, and lets track density be truly high. Also, thanks to all who participated :)
Post-game Discussion: Game 23 Analysis
One of the rail clutters, this one near coal drop, showing the power of CL1.
Download: Pro Zone Server Game 23 Final/ Direct Link to this entry


Pro Zone Game 22
Game Date: 12.11.12-13.1.13
Usual supects: V453000, mfb, LoPo, Sylf, Sturmi, Maraxus, Tray
Gametype: Cargo
Trainlength: TL2
Mapsize: 128 x 512 Temperate
Version used: r24784
NewGRF Set: #openttdcoop-GRF Pack8.0
Remarks: After a sane game last time, we chose something a bit more of the insane world. We constructed a Self regulating network with just one group of trains which serviced 8 different cargo types by refit. To keep trains on the ML correctly we also had to use various waypoints as checks for load percentage. Complicated idea executed relatively simply, with a great gain of 8-cargo SRNW, including taking care of products like goods, food and steel. The network started with 2 lines, but some expanding got out of hand and we ended up with 8 lines and 2000 trains on this tiny map.
Post-game Discussion: Game 22 Analysis
SL N 04 was one of the nicer sidelines, showing all of it's features in this screenshot, including the check waypoints.
Download: Pro Zone Server Game 22 Final/ Direct Link to this entry


Pro Zone Game 21
Game Date: 4.11.12-12.11.12
Usual supects: V453000, mfb, LoPo, Sylf, Ammler, Vinnie, Ben Totterdell, Sturmi, Maraxus, Tray, dwarf, Dom
Gametype: Cargo
Trainlength: TL3
Mapsize: 512 x 512 Temperate
Version used: r24673
NewGRF Set: #openttdcoop-GRF Pack8.0
Remarks: A completely peaceful game where absolutely nothing happened, we only rerouted some goods traffic after porting the game from the Public Server. After that we did just a few small expansions where we totally did not rebuild whole junctions or dried lakes out. We would never ever build a 4way junction instead of two 3-ways as it could cause the 4way to cover around 100x100 area. Above all, we absolutely hate trains so we would be massively ashamed if we ever reached 3000 trains running on our network with just occasional jams, but nothing serious in the end. Luckily this game did not end up as absolute brainmelting hell all over the map. Link to the original public server game: http://wiki.openttdcoop.org/PublicServer:Archive_-_Games_241_-_250#gameid_246
Post-game Discussion: Game 21 Analysis
BBH01 was one of the busier parts of the network, but the traffic was still not even noticeable. This image does not contain any rails.
Download: Pro Zone Server Game 21 Final/ Direct Link to this entry
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  • This page was last modified on 27 August 2016, at 14:24.