Difference between revisions of "ProZone:Archive - Games 11 - 20"
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− | {{Archive_ProZone|Pro Zone Game 19|??.8.12-1.9.12| {{User|V453000}}, {{User|mfb}}, {{User|LoPo}}, {{User|MrD2DG}} | [[Gametype:Cargo|Cargo]] |TL3|512 x 512 MARS |r24463|#openttdcoop-GRF Pack7.3| First of all we decided to make a visit on Mars to see how it combines with NUTS. After that we decided to build 4-way hubs. Four seemed to be like just the number so we went for a relatively simple # shaped network. We also used full load orders at both end for secondaries, so secondaries were traded on each of the I or - lines, which made a great synergy with the # shape. Because of full load orders on both ends we of course needed to make a large buffer for pickup trains, resulting in large amount of platforms and overflows on all secondary pickups. We built not only 4 different 4-way hubs, but also a large variety of different one and two-sided sideline hubs, not to mention various stations. The game ended with about 1200 trains, LLL_RRR in most places and roughly 5 trains per second going through all the 4-way junctions. |20|Image:ProZone20.png| | + | {{Archive_ProZone|Pro Zone Game 19|??.8.12-1.9.12| {{User|V453000}}, {{User|mfb}}, {{User|LoPo}}, {{User|MrD2DG}} | [[Gametype:Cargo|Cargo]] |TL3|512 x 512 MARS |r24463|#openttdcoop-GRF Pack7.3| First of all we decided to make a visit on Mars to see how it combines with NUTS. After that we decided to build 4-way hubs. Four seemed to be like just the number so we went for a relatively simple # shaped network. We also used full load orders at both end for secondaries, so secondaries were traded on each of the I or - lines, which made a great synergy with the # shape. Because of full load orders on both ends we of course needed to make a large buffer for pickup trains, resulting in large amount of platforms and overflows on all secondary pickups. We built not only 4 different 4-way hubs, but also a large variety of different one and two-sided sideline hubs, not to mention various stations. The game ended with about 1200 trains, LLL_RRR in most places and roughly 5 trains per second going through all the 4-way junctions. |20|Image:ProZone20.png| BBH02 represents a technique of utter chaos, which allowed it to be the smallest 4-way BBH in this game.}} |
{{Archive_ProZone|Pro Zone Game 19|22.9.11-29.10.11| {{User|V453000}}, {{User|XeryusTC}}, {{User|mfb}}, {{User|LoPo}}, {{User|MrD2DG}} | [[Gametype:Cargo|Cargo]] |TL3|512 x 512 Temperate |r23044|#openttdcoop-GRF Pack7.3| A prime example of what happens when odd people decide to play with Lev4s. As Lev4 sets the network into completely different environment (because the trains accelerate so slowly in compare with their top speed) we had to make some special choices. Chronologically first of those was a convention of no tunnels/bridges on the ML to eliminate evil mode (because once Lev4 gets into evil mode, it might never solve itself). The other important way of playing was how to actually make the mergers. Many techniques we normally use just do not apply to Lev4 since they screw many things up. This also causes that Lev4 is less vulnerable to some bad things such as combo signal arrays leading to the same blocks. Therefore we used basically two kinds of merger - the 3->2 array propagated by V453000, and the all-choice merger propagated by XeryusTC. Both did their job, each in a bit different way. In the end our network counted 6L_6R at most and accomodated slightly over 1000 trains which is a nice result for a game with Lev4s. |19|Image:ProZone19.png|BBH 02 was a place where were used both kinds of the mergers we used. The 3->2 one on the left, the all-choice on the bottom right.}} | {{Archive_ProZone|Pro Zone Game 19|22.9.11-29.10.11| {{User|V453000}}, {{User|XeryusTC}}, {{User|mfb}}, {{User|LoPo}}, {{User|MrD2DG}} | [[Gametype:Cargo|Cargo]] |TL3|512 x 512 Temperate |r23044|#openttdcoop-GRF Pack7.3| A prime example of what happens when odd people decide to play with Lev4s. As Lev4 sets the network into completely different environment (because the trains accelerate so slowly in compare with their top speed) we had to make some special choices. Chronologically first of those was a convention of no tunnels/bridges on the ML to eliminate evil mode (because once Lev4 gets into evil mode, it might never solve itself). The other important way of playing was how to actually make the mergers. Many techniques we normally use just do not apply to Lev4 since they screw many things up. This also causes that Lev4 is less vulnerable to some bad things such as combo signal arrays leading to the same blocks. Therefore we used basically two kinds of merger - the 3->2 array propagated by V453000, and the all-choice merger propagated by XeryusTC. Both did their job, each in a bit different way. In the end our network counted 6L_6R at most and accomodated slightly over 1000 trains which is a nice result for a game with Lev4s. |19|Image:ProZone19.png|BBH 02 was a place where were used both kinds of the mergers we used. The 3->2 one on the left, the all-choice on the bottom right.}} |
Revision as of 21:28, 1 September 2012
Pro Zone Archive | II |
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Hall of Fame | II |
Games 21 - 30 | II |
Games 11 - 20 | II |
Games 1 - 10 | II |
Pro Zone Game 19
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Download: Pro Zone Server Game 20 Final/ Direct Link to this entry |
Pro Zone Game 19
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Download: Pro Zone Server Game 19 Final/ Direct Link to this entry |
Pro Zone Game 18
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Download: Pro Zone Server Game 18 Final/ Direct Link to this entry |
Pro Zone Game 17
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Download: Pro Zone Server Game 17 Final/ Direct Link to this entry |
Pro Zone Game 16
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Download: Pro Zone Server Game 16 Final/ Direct Link to this entry |
Pro Zone Game 15
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Download: Pro Zone Server Game 15 Final/ Direct Link to this entry |
Pro Zone Game 14
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Download: Pro Zone Server Game 14 Final/ Direct Link to this entry |
Pro Zone Game 13
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Download: Pro Zone Server Game 13 Final/ Direct Link to this entry |
Pro Zone Game 12
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Download: Pro Zone Server Game 12 Final/ Direct Link to this entry |
Pro Zone Game 11
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Download: Pro Zone Server Game 11 Final/ Direct Link to this entry |