EDIT: The winner of this year's competition is Bluescreen! Congratulations.
See full results: viewtopic.php?p=1000663#p1000663
EDIT: The 2nd and final round of the contest started and is open for votes till 12th March 2012. For details see the specific posting
of the announcement.
The last two years the competitions for the titlegames of the 1.1
and the 1.0
have been quite successful, thus let's try this again this year, too
. I'd like to invite all interested parties to create a nice savegame which makes a good showcase for and nice introduction to OpenTTD.
Deadline for submissions is 14th February 2012, 0:00:00h UTC, later submissions cannot be accepted. Please attach the savegame to this thread. If you update an existing entry, please indicate which savegame it replaces (link to previous posting).
Upon closing of submissions a final list of all entries with screenshots using both OpenGFX and TTD base sets will be published
and open to vote for one or two weeks to create a short list of three entries. This short list will then be subject to a 2nd round of voting, open for one week. Details on the voting procedure will follow here in due time, but it's likely to be very similar to the one of last year.
Some guidelines for possible title games:
* Think of it as first-impression of the game. Looking nice and appealing to many people is much more important than 'biggest station', 'most complex junction', or 'most successful company'.
* Map/file size: 256x256 or smaller, maximum of ~150 KiB. You don't need a very big savegame to show a lot, actually most screens can't even show such maps in full. Actually, 128x128 is more than sufficient for 1920x1200, but 64x64 is just a tad small.
* Show as much different things as possible, and try to show how they should be used. For example show the difference between presignals and path signals, standard road stops and drive through road stops. Show steam trains and maglevs, dualheads etc.
* Breakdowns will automatically be disabled, so try the game with breakdowns disabled.
* Cheating for money or making a money losing example isn't a big problem. Cheating to change the landscape is.
* Try to make it visually appealing, also for very big screens. However, put most interesting stuff that doesn't use much space in upper left part of the viewport as that piece is shown for all screen resolutions. The upper left part of the viewport is the anchore. Larger viewports will expand the view only to the bottom and to the right
. Thus choose the upper left corner of what you show in the upper left part of the map.
* It should be appealing with both OpenGFX and the original graphics; this might exclude toyland.
* Try to keep the number of simultanious sound effects down. E.g. try to reduce the number of level crossings, but for example keep one or two to show the difference between block and path signals on level crossings.
* And ofcourse the savegame MUST be compatible with clean trunk
, so no savegames made by YACD, IS2, daylength, YAIM, NoGo or other patched versions are allowed.
* Do not use AIs
; they might be missing for clients. What you can do is make a multi-company game by means of multiplayer.
* Do not use any NewGRF
s; NewGRFs can't be loaded in the intro game because that might crash OpenTTD when they are not found among with some coding reasons.
When adding a title game candidate to this thread, please add a screenshot too. Better create one excellent savegame than several mediocre ones
Please also only one savegame per posting
and it'd be nice, if you could just remove old versions or edit the posting with the old savegame and making a completely new posting so that it becomes clear that it is deprecated now - it makes it easier for me to not add deprecated savegames nor miss any.