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

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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:ProZone22.png| SL N 04 was one of the nicer sidelines, showing all of it's features in this screenshot, including the check waypoints.}}
  
 
{{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.}}
 
{{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.}}

Revision as of 15:09, 13 January 2013

Pro Zone Archive II
Hall of Fame II
Games 21 - 30 II
Games 11 - 20 II
Games 1 - 10 II
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
File:ProZone22.png
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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