Difference between revisions of "ProZone:Archive - Games 11 - 20"

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{{Archive_ProZone|Pro Zone Game 20|??.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.}}

Latest revision as of 22:26, 1 September 2012

Pro Zone Archive II
Hall of Fame II
Games 21 - 30 II
Games 11 - 20 II
Games 1 - 10 II
Pro Zone Game 20
Game Date:  ??.8.12-1.9.12
Usual supects: V453000, mfb, LoPo, MrD2DG
Gametype: Cargo
Trainlength: TL3
Mapsize: 512 x 512 MARS
Version used: r24463
NewGRF Set: #openttdcoop-GRF Pack7.3
Remarks: 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.
Post-game Discussion: Game 20 Analysis
BBH02 represents a technique of utter chaos, which allowed it to be the smallest 4-way BBH in this game.
Download: Pro Zone Server Game 20 Final/ Direct Link to this entry


Pro Zone Game 19
Game Date: 22.9.11-29.10.11
Usual supects: V453000, XeryusTC, mfb, LoPo, MrD2DG
Gametype: Cargo
Trainlength: TL3
Mapsize: 512 x 512 Temperate
Version used: r23044
NewGRF Set: #openttdcoop-GRF Pack7.3
Remarks: 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.
Post-game Discussion: Game 19 Analysis
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.
Download: Pro Zone Server Game 19 Final/ Direct Link to this entry


Pro Zone Game 18
Game Date: 13.5.11-22.9.11
Usual supects: V453000, Chris Booth, mfb, MrD2DG, Kangoo, Ryton
Gametype: Cargo
Trainlength: TL3
Mapsize: 512 x 512 Arctic
Version used: r22815
NewGRF Set: #openttdcoop-GRF Pack7.3
Remarks: This game was meant as a response to psg212 which plan failed badly while we used a plan which actually fits the scenario this time. Unfortunately we did not find enough effort to build the game into an interesting part and so it ends just as a nice little game with some nice hubs and stations. Lets move on to the next one!
Post-game Discussion: Game 18 Analysis
File:ProZone18.png
description
Download: Pro Zone Server Game 18 Final/ Direct Link to this entry


Pro Zone Game 17
Game Date: 3.5.11-13.5.11
Usual supects: V453000, Chris Booth, mfb, Vinnie
Gametype: Cargo
Trainlength: TL2
Mapsize: 128 x 512 Temperate
Version used: r22375
NewGRF Set: #openttdcoop-GRF Pack7.3
Remarks: In this rather quick game we decided to build a network on a tiny map with TL2 monorail. The network design was extremely simple - just a line following the map basically. The interesting thing came with goods - we split raw trains with orders to deliver same amounts to both ends of map. That way, our goods trains could have used full load orders at both goods pickups which ended working quite well. After adding 6th line to our backbone, we were able to accomodate 900 (3x sparta) trains on this tiny map, which is quite impressive.
Post-game Discussion: Game 17 Analysis
Station on a hill. Mad people do not need reasons
Download: Pro Zone Server Game 17 Final/ Direct Link to this entry


Pro Zone Game 16
Game Date: 28.2.11-3.5.11
Usual supects: V453000, mfb, intexon, Vinnie, Razaekel, Chris Booth
Gametype: PAX
Trainlength: TL5
Mapsize: 512 x 512 Temperate
Version used: r22375
NewGRF Set: #openttdcoop-GRF Pack7.3
Remarks: This was an attempt to make a cargo-styled passenger network which would perform better than cargo-only. Unfortunately the game did not get into advanced stages so it was "just" a nice game and the concept remains to be furtherly tested to prove its qualities. The original aim was to exchange industries for towns, thus being able to control the productions and possibly make them fluctuate less than with industries.
Post-game Discussion: Game 16 Analysis
File:ProZone16.png
image description
Download: Pro Zone Server Game 16 Final/ Direct Link to this entry


Pro Zone Game 15
Game Date: 10.11.2010 - 28.2.11
Usual supects: XeryusTC, uliko, theholyduck, V453000
Gametype: Cargo
Trainlength: TL4
Mapsize: 265 x 1024 Temperate
Version used: r22148
NewGRF Set: #openttdcoop-GRF Pack7.3
Remarks: With this game, chaos gametype was moved to the PZ and banned from the PS. ProZone game 15 is an example that chaos does fit here, when the messy PublicServer elements are cut off. Typically for chaos, this game started from a little ML and grew into a massive monster with multiple main lines added, accomodating about 1300 trains.
Post-game Discussion: Game 15 Analysis
This once was tiny peaceful L_R. The current state is probably best decribed with "Entry/XeryusTC"
Download: Pro Zone Server Game 15 Final/ Direct Link to this entry


Pro Zone Game 14
Game Date: 7.8.2010 - 10.11.2010
Usual supects: V453000, XeryusTC, avdg
Gametype: Cargo
Trainlength: TL3
Mapsize: 512 x 512 Temperate
Version used: r21089
NewGRF Set: #openttdcoop-GRF Pack7.3
Remarks: This game was all about building a massive network with high terraform and doing crazy stuff. Some of this happened but not all as the network only needed extra capacity in one place due to the empty and full trains being split from each other. It still made for an interesting game
Post-game Discussion: Game 14 Analysis
One of the four big stations in the game. This one featured two LLL_RRR balanced terminus stations in a unique form.)
Download: Pro Zone Server Game 14 Final/ Direct Link to this entry


Pro Zone Game 13
Game Date: 22.7.2010 - 7.8.2010
Usual supects: V453000, Vitus, ^Spike^, Razaekel, Combuster, Chris Booth
Gametype: Cargo
Trainlength: TL5
Mapsize: 1024 x 256 Tropic
Version used: r20279
NewGRF Set: #openttdcoop-GRF Pack7.3
Remarks: The whole idea of this game was testing the concept of timed SML. After we made the mechanisms operational and everything worked, we quickly realized that we will also be able to reach super high goods production. After the game was too heavy to play online, V453000 loaded it in the SP to fix a few last issues. The game finished with a total goods output of 200 169 crates per month. Further review at http://blog.openttdcoop.org/2010/08/02/prozone-game-13-timed-aka-insane-sml/ Update: due to some changes in OpenTTD this game will not work with new nightlies. Recommended to use the r20279 with which the game was played.
Post-game Discussion: Game 13 Analysis
This was our drop. Do you need comments on that?)
Download: Pro Zone Server Game 13 Final/ Direct Link to this entry


Pro Zone Game 12
Game Date: 19.02.2010 - 10.05.2010
Usual supects: Chris Booth, Razaekel, V453000, ^Spike^, OwenS, XeryusTC
Gametype: PAX
Trainlength: TL3
Mapsize: 256 x 1024 Temperate
Version used: r19734
NewGRF Set: #openttdcoop-GRF Pack7.3
Remarks: This Pro Zone game is was a attempt to develop a Japanese style passenger network across several islands. We quite soon hit some problems with the amount of CPU power that the Japanese city set was using. this meant that we had to change the city set to total towns. we also changed the train set at this time to the DBXL set. we finnaly managed to grow the cities on each island so the map was almost completely covered by cities.With many interesting metro networks emerging.
Post-game Discussion: Game 12 Analysis
A View of one of the busy city stations)
Download: Pro Zone Server Game 12 Final/ Direct Link to this entry


Pro Zone Game 11
Game Date: 04.11.2009 - 19.02.2010
Usual supects: Chris Booth, Razaekel, Mark, ^Spike^, Damalix
Gametype: PAX
Trainlength: TL3
Mapsize: 256 x 512 Temperate
Version used: r19145
NewGRF Set: #openttdcoop-GRF Pack7.3
Remarks: This Pro Zone game is was a attempt to develop a pax network across several islands and to grow the cities on each island so the map would be covered in cities.
Post-game Discussion: Game 11 Analysis
File:ProZone11.png
Add Picture Description
Download: Pro Zone Server Game 11 Final/ Direct Link to this entry
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  • This page was last modified on 1 September 2012, at 22:26.