Difference between revisions of "PublicServer:Archive - Hall of Fame"

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The games in our Hall of Fame are very famous, mainly because of new inventions or insane networks.
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Here follow records from our games. We generally have only a few categories for that - train count, world population, produced cargo and client count.
  
Please use the [[PublicServer:Archive_-_Vote_-_HoF|Voting Page]] to make a proposal or vote a game.
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==Train Count==
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The total amount of trains in any of our games is always a factor, and it often speaks of how big the network is. Obviously sometimes trains are easier to obtain than in other cases. Those cases are usually separated from the "main" record such as logic games with tons of logic trains or passenger games with feeder trains. We also distinguish the games by the place where they were played - the public server or pro zone. As smaller maps do not have exactly linear comparison for train counts, they have their own category as you can see by using the @records command in irc channels where Webster lives.
  
{{Archive_PublicServer|Public Server Game 121|13.12.08-18.12.08|{{User|SmatZ}}, {{User|Bennythen00b}}, {{User|Mark}}, {{User|ODM}}, {{User|Osai}}, {{User|Kirov}} | [http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/ Self-Regulating Network], [[Gametype:Cargo_Concept| Cargo Concept]]|5|512x512 Temperate|r14660 [[GRF|#openttdcoop-GRF-Pack 7.2]]|The goal of was to transport enough grain and livestock to produce 100,000 crates of goods per month.[http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/]. Later in the game we were limited by OTTD production limit of secondaries, which is roughly 2295 per industry tile per month. For factories, it means 27,540 crates of goods per month - so we had to build four factories and balance them well. We managed to accomplish our goal in 2177.
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===512*512===
The self-regulating game concept was very interesting, there were many clever ideas how to make the best (in means of effectivity, niceness, speed, ...) self-regulating loops and stations.
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{{Archive_RecordsPZ2013|5000 trains|2013|The game of absolute MOAR, also resulting in absolute train count. Though many trains were stopping or waiting quite a lot, putting it into the logic game category where train count is easier to gain.}}
The the [http://www.openttdcoop.org/blog/2008/12/15/the-magic-of-srnw-self-regulating-networks/ blog entry] for more information.
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|121|Image:PSG121.png|Our central drop station with factories, at the point where we hit the 100k goal. The factories are fed by an amazing 21 fully-loaded Mainlines.}}
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{{Archive_PublicServer|Public Server Game 96|23.05.08 - 26.05.08| {{User|Mark}}, {{User|Combuster}}, {{User|planetmaker}}, {{User|Rob}}, {{User|planetmaker}}, {{User|Satyap}}, {{User|Walle}},{{User|BenTotterdell}}, {{User|Altaree}} |[[Gametype:ICE_SBahn|S-Bahn + ICE]] |TL3 S-Bahn Trains, TL9 ICE-Trains| 1024*256 Arctic|r13210 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]| In this game we started off with a plain map which had only 3 cities on it. After the S-Bahns were built town growth was enabled and the cities started growing rapidly. We ended up with a total population of more than 2 million and moving many millions of passengers each year. |96|Image:PSG96.png|The shopping mall at Shanghai, situated between the two main traffic lines through the city.}}
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{{Archive_RecordsPZ|3000 trains|21|Despite the poor acceleration of AsiaStars, we expanded the huge organic network for so long until it could hold the final amount of trains. This game was continued from psg245 and we reached a total amount of 10 Spartan train divisions.}}
  
{{Archive_PublicServer|Public Server Game 89|27.03.08 - 16.04.08| {{User|pm}}, {{User|tneo}} , {{User|Mark}},  {{User|Rob}}, {{User|Kolbur}}, {{User|mixrin}}, {{User|Progman}}, {{User|Combuster}} |[[Gametype:Cargo_Concept|Cargo]] |7 tiles (secondary) and 5 tiles (primary) | 1024*512 Sub-Tropical|r12639 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 7.0]]|Due to the upcoming Olympic games  {{User|pm}} and {{User|Kolbur}} came up with a plan to resamble the Olympic rings. Using Shift main line and in some spots the new concept of prios on TL they made a plan that had it all. Seven BBH's were created and other spots tracks crossed by bridge or tunnels. We ended the game with a flow of a 1000 trains.|89|Image:PSG89.png|Main drop station area of the Olympic Rings.}}
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{{Archive_RecordsPS|2666 trains|219|Although on the first sight this map was created with High water amount settings, the remaining pieces of land were apparently capable of holding incredible amount of trains.|211_-_220}}
  
{{Archive_PublicServer|Public Server Game 81|31.01.07 - 08.02.08|{{User|tneo}}, {{User|Kommer}}, {{User|Floffe}}, {{User|DJ-Nekkid}}, {{User|pm}}, {{User|mazen}}, {{User|Phoenix}}, {{User|Kolo}}, {{User|pmatt}} , {{User|Addi}}, {{User|Jortuny}}, {{User|fR4g}}, {{User|Thraxian}}, {{User|Mark}}, {{User|Tim}}, {{User|ODM}}, {{User|Matte}}, {{User|Kolbur}}, {{User|Rob}} |[[Gametype:Cargo_Concept|Cargo]]|5 tiles|1024x1024 Temperate|r12025 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Pack 6]]| This game was meant as a test for the new public server with an aim of 2000 trains running and every secondary industry producing about 10k our montly output. Layout was a square grid for the ML with a central factory and good drops at all corners as well as refinery and steel plant. Central factory and oil refinery with each 15k monthly output proved a real challange for the stations and also for the ML which were partly extended to LL__RRRRRR (factory to steel pickup) to cope with the load. Unfortunately the game was too huge for many clients |81|Image:psg81.png|Huge oil drop station designed by tneo, built by many.}}
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{{Archive_RecordsPS|2553 trains|201|In this passenger game we reached a staggering number of trains. As in any other feeder game, the train count was rather easy to reach so this game is not a huge achievement train count record-wise.}}
  
{{Archive_PublicServer|Public Server Game 51|18.07.07 - 05.08.07|{{User|Phazorx}}, {{User|Ammler}}, {{User|Adm.Spock}}, {{User|raWt}}, {{User|Dark_Link}}, {{User|Mark}} |[[Gametype:Cargo_Concept|Cargo]] |5 tiles|1024x512|r10620 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]] with DBSetXL|One network, 4 BBHs, lots of junctions. SML and 1610 trains, not CPU friendly, but amazing network capacity.|51|Image:PublicServerGame51.jpg|North factory entry, in wait of a better picture}}
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{{Archive_RecordsPS|2001 trains|186|Refit game, well accelerating AL10 trains, and a lot of madness. This is the recipe for 2k trains on a 512x512 map.}}
  
{{Archive_PublicServer|Public Server Game 34|26.03.07 - 06.04.07|[[User:Hdp|Hdp]], [[User:AdmSpock|AdmSpock]], [[User:Ammler|Ammler]], [[User:Addi|Addi]], [[User:Behrooz|Behrooz]], [[User:hylje|hylje]], [[User:Progman|Progman]], {{User|Osai}}, [[User:JameiLei|JameiLei]], [[User:welterde|welterde]], {{User|XeryusTC}}|Temperate Climate, Cargo+Pax|2-Tiles|256x256|r9533 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]]|The first TTT-Game (TwoTileTrains) since ages. This is a hard competition, the number of trains would be unlimited and only the sky is the limit. In our case the network-capacity stays the limit. All in all 744 trains and the oil/wooddrop was served by 205! trains.|34|Image:SandboxGame34.png|1680x1050 pixels full of tracks, we do _not_ need to comment that, do we?}}
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{{Archive_RecordsPS|3000 trains|180|This game was truly insane as it not only had an insane amount of trains, but also because 750 of those trains were logic trains. Due to that we obviously cannot value the train count record as highly.}}
  
{{Archive_PublicServer|Public Server Game 9|09.07.06 - 19.07.06|[[User:XeryusTC|XeryusTC]], [[User:Walle|Walle]], [[User:Osai|Osai]], [[User:OwenS|OwenS]], [[User:Zavior|Zavior]], [[User:Ammler|Ammler]], [[User:thgergo|thgergo]], [[User:Doke|Doke]], [[User:Nickman|Nickman]], [[Users:Death|Death]]|Temperate Climate - Rail - [[Gametype:Cargo_Concept|Cargo]]|3-Tiles|1024x256|r5431 + [[Guides:Glossary:GRF|#openttdcoop-GRF-Set]] ([[GRF settings for old saves]])|Medium Industry|09|Image:SandboxGame9.png|A massive LLL__RRR to LL_RR BBH}}
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{{Archive_RecordsPS|2000 trains|131|This map does not exactly fall into the standard map size category, but it is one of the old records we had and we do not even play that large maps nowadays. (with exceptions)}}
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{{Archive_RecordsPZ|2522 trains|5|A high train count plan by design, this game has reached some gigantic about of trains and it took years to beat the record that this game set.}}
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===256*256===
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{{Archive_RecordsPZ|2000 trains|25|Space makes a one-way network the obvious choice again but the TL2 Slug also shows it's power. }}
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{{Archive_RecordsPS|1800 trains|216|With the same network layout as Pro Zone Game 5, we tried how big network can we make on smaller map. The outcome was rather insane with 6 Spartas of trains.}}
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{{Archive_RecordsPZ|900 trains|17|We just started a random game to have fun, made an interesting plan with secondary trains fully loading at both ends, and expanded until we reached 3 Spartas. (3x300)}}
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{{Archive_RecordsPS|973 trains|157|An insane passenger game covered by mostly towns, so the train count was easy to reach.}}
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{{Archive_RecordsPS|788 trains|130|A simple network plan, and rails everywhere where ML was supposed to be.}}
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==Single cargo type output==
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The total production of one cargo is typically a goal for boost games, eventually the value itself is the latest record. Usually the secondary cargo is not transported as the aim is only to produce it.
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{{Archive_RecordsPZ|200,169|13|With testing the timed SML we came to absolutely extreme results, reaching  double production of goods than the previous record.}}
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{{Archive_RecordsPS|100,000 crates|176|A rather simple game without any special idea, just making SML to one big drop, reaching slightly higher values than psg121.}}
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{{Archive_RecordsPS|100,000 crates|121|The first large-scale attempt of Self Regulating NetWork ended up more than interesting, breaking the 100,000 goods crates produced per month.}}
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==World Population==
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Despite being a clear number, this record is a bit subjective and/or easy to cheat. In most of our older games we used to have high population counts, but did not transport the people well and nowadays the record also includes a gentleman's agreement to provide solid service to the towns. Solid service means transporting a good percentage of the total passengers produced. The specific limit is set within game plans usually, but 50% is the least acceptable value, 70% is solid, 80% is great and 90+% is barely possible.
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{{Archive_RecordsPS|6,150,671 things|201|Exactly 100 public server games after the last record, we had to "fix" it. Not only we pretty much exactly doubled the previously reached world population, but we also did so by servicing all of the towns properly. Only a few spots on the map remained unpopulated.}}
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{{Archive_RecordsPS|3,075,319 things|101|Somehow, this passenger game let towns grow into extreme sizes, while transporting only miserable portion of the passengers produced. Still, created a world population record at it's time.}}
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==Client Count==
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While not a building-related value, we also note how many clients are connected in the game at the same time. Unfortuntately the savegames do not include that value so we only know the latest record.
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{{Archive_RecordsPS|26 clients|214|A creative network plan, free design of sidelines and an evening when many people had a free moment to come on our server. Resulting in mass activity of 26 clients at the same time.}}

Latest revision as of 14:38, 27 August 2016

Public Server Archive II
Hall of Fame II
Games 331 - 340 II
Games 321 - 330 II
Games 311 - 320 II
Games 301 - 310 II
Games 291 - 300 II
Games 281 - 290 II
Games 271 - 280 II
Games 261 - 270 II
Games 251 - 260 II
Games 241 - 250 II
Games 231 - 240 II
Games 221 - 230 II
Games 211 - 220 II
Games 201 - 210 II
Games 191 - 200 II
Games 181 - 190 II
Games 171 - 180 II
Games 161 - 170 II
Games 151 - 160 II
Games 141 - 150 II
Games 131 - 140 II
Games 121 - 130 II
Games 111 - 120 II
Games 101 - 110 II
Games 091 - 100 II
Games 081 - 090 II
Games 071 - 080 II
Games 061 - 070 II
Games 051 - 060 II
Games 041 - 050 II
Games 031 - 040 II
Games 021 - 030 II
Games 011 - 020 II
Games 001 - 010 II

Here follow records from our games. We generally have only a few categories for that - train count, world population, produced cargo and client count.

Train Count

The total amount of trains in any of our games is always a factor, and it often speaks of how big the network is. Obviously sometimes trains are easier to obtain than in other cases. Those cases are usually separated from the "main" record such as logic games with tons of logic trains or passenger games with feeder trains. We also distinguish the games by the place where they were played - the public server or pro zone. As smaller maps do not have exactly linear comparison for train counts, they have their own category as you can see by using the @records command in irc channels where Webster lives.

512*512

5000 trains Download: Pro Zone Game 2013 Final / ProZone:Archive_-_Games_21_-_30#gameid_2013
The game of absolute MOAR, also resulting in absolute train count. Though many trains were stopping or waiting quite a lot, putting it into the logic game category where train count is easier to gain.


3000 trains Download: Pro Zone Game 21 Final / Archive entry for this game
Despite the poor acceleration of AsiaStars, we expanded the huge organic network for so long until it could hold the final amount of trains. This game was continued from psg245 and we reached a total amount of 10 Spartan train divisions.


2666 trains Download: Public Server Game 219 Final / Archive entry for this game
Although on the first sight this map was created with High water amount settings, the remaining pieces of land were apparently capable of holding incredible amount of trains.


2553 trains Download: Public Server Game 201 Final / Archive entry for this game
In this passenger game we reached a staggering number of trains. As in any other feeder game, the train count was rather easy to reach so this game is not a huge achievement train count record-wise.


2001 trains Download: Public Server Game 186 Final / Archive entry for this game
Refit game, well accelerating AL10 trains, and a lot of madness. This is the recipe for 2k trains on a 512x512 map.


3000 trains Download: Public Server Game 180 Final / Archive entry for this game
This game was truly insane as it not only had an insane amount of trains, but also because 750 of those trains were logic trains. Due to that we obviously cannot value the train count record as highly.


2000 trains Download: Public Server Game 131 Final / Archive entry for this game
This map does not exactly fall into the standard map size category, but it is one of the old records we had and we do not even play that large maps nowadays. (with exceptions)


2522 trains Download: Pro Zone Game 5 Final / Archive entry for this game
A high train count plan by design, this game has reached some gigantic about of trains and it took years to beat the record that this game set.


256*256

2000 trains Download: Pro Zone Game 25 Final / Archive entry for this game
Space makes a one-way network the obvious choice again but the TL2 Slug also shows it's power.


1800 trains Download: Public Server Game 216 Final / Archive entry for this game
With the same network layout as Pro Zone Game 5, we tried how big network can we make on smaller map. The outcome was rather insane with 6 Spartas of trains.


900 trains Download: Pro Zone Game 17 Final / Archive entry for this game
We just started a random game to have fun, made an interesting plan with secondary trains fully loading at both ends, and expanded until we reached 3 Spartas. (3x300)


973 trains Download: Public Server Game 157 Final / Archive entry for this game
An insane passenger game covered by mostly towns, so the train count was easy to reach.


788 trains Download: Public Server Game 130 Final / Archive entry for this game
A simple network plan, and rails everywhere where ML was supposed to be.


Single cargo type output

The total production of one cargo is typically a goal for boost games, eventually the value itself is the latest record. Usually the secondary cargo is not transported as the aim is only to produce it.

200,169 Download: Pro Zone Game 13 Final / Archive entry for this game
With testing the timed SML we came to absolutely extreme results, reaching double production of goods than the previous record.


100,000 crates Download: Public Server Game 176 Final / Archive entry for this game
A rather simple game without any special idea, just making SML to one big drop, reaching slightly higher values than psg121.


100,000 crates Download: Public Server Game 121 Final / Archive entry for this game
The first large-scale attempt of Self Regulating NetWork ended up more than interesting, breaking the 100,000 goods crates produced per month.


World Population

Despite being a clear number, this record is a bit subjective and/or easy to cheat. In most of our older games we used to have high population counts, but did not transport the people well and nowadays the record also includes a gentleman's agreement to provide solid service to the towns. Solid service means transporting a good percentage of the total passengers produced. The specific limit is set within game plans usually, but 50% is the least acceptable value, 70% is solid, 80% is great and 90+% is barely possible.

6,150,671 things Download: Public Server Game 201 Final / Archive entry for this game
Exactly 100 public server games after the last record, we had to "fix" it. Not only we pretty much exactly doubled the previously reached world population, but we also did so by servicing all of the towns properly. Only a few spots on the map remained unpopulated.


3,075,319 things Download: Public Server Game 101 Final / Archive entry for this game
Somehow, this passenger game let towns grow into extreme sizes, while transporting only miserable portion of the passengers produced. Still, created a world population record at it's time.


Client Count

While not a building-related value, we also note how many clients are connected in the game at the same time. Unfortuntately the savegames do not include that value so we only know the latest record.

26 clients Download: Public Server Game 214 Final / Archive entry for this game
A creative network plan, free design of sidelines and an evening when many people had a free moment to come on our server. Resulting in mass activity of 26 clients at the same time.
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  • This page was last modified on 27 August 2016, at 14:38.