Difference between revisions of "ProZone:Archive - Games 21 - 30"
From #openttdcoop wiki
m |
m (Add screenshot) |
||
(2 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
<noinclude>{{ProZoneArchiveMenu}}</noinclude> | <noinclude>{{ProZoneArchiveMenu}}</noinclude> | ||
+ | |||
+ | |||
+ | {{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.}} | ||
{{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.}} | {{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.}} |
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
| |||||||||||||||||||
|
|||||||||||||||||||
Download: Pro Zone Server Game 25 Final/ Direct Link to this entry |
Pro Zone Game 24
| |||||||||||||||||||
|
|||||||||||||||||||
Download: Pro Zone Server Game 24 Final/ Direct Link to this entry |
Pro Zone Game 2013
| |||||||||||||||||||
|
|||||||||||||||||||
Download: Pro Zone Server Game 2013 Final/ Direct Link to this entry |
Pro Zone Game 23
| |||||||||||||||||||
|
|||||||||||||||||||
Download: Pro Zone Server Game 23 Final/ Direct Link to this entry |
Pro Zone Game 22
| |||||||||||||||||||
|
|||||||||||||||||||
Download: Pro Zone Server Game 22 Final/ Direct Link to this entry |
Pro Zone Game 21
| |||||||||||||||||||
|
|||||||||||||||||||
Download: Pro Zone Server Game 21 Final/ Direct Link to this entry |