Difference between revisions of "User:Ch4zm/Maps Revamp/Map Pattern Templates"

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==Sections==
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==carbomb==
  
The most general template: slice the grid into M x N sections
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Templates for car bombs:
* Depending on how the math works out, stuff different kinds of patterns into different sections
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* top 1/3, middle 1/3, bottom 1/3 (wicks filling top/bottom 1/3, and methuselahs in middle)
* We have a technique that cuts a grid into 4 parts, and then each part is either 1, 2, 4, 8, or 16 mini squares
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* 4 diagonal wicks going out from the center
* should probably have a way to calculate a "minimum size" - rule of thumb? 15 x 15?
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* long continuous stripes, with one methuselah at end
  
 +
Map patterns/templates to remove:
 +
* NO RANDOM
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* NO RABBIT FARM/PARTITION
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* NO PERIMETER
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* NO CHARLIE FOXTROT GLIDERS
  
 +
==quad==
  
 +
Methuselahs in quadrants templates:
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* 2 methuselahs (opposite quadrants)
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* 4 methuselahs (one in each corner)
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* 4 methuselahs (all packed into bottom half)
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* 8-12 methuselahs (long string)
  
 +
Methuselah spacing:
 +
* vertical and horizontal 1/3, 2/3
  
 +
Quad:
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* Pattern description: 4 methuselahs, 1 in each quadrant
 +
* Quad Rabbits
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* Quad Bunnies
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* Quad Switch
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* Quad Roses
  
Map pattern: west hellmouth (various)
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Deuces Wild:
* set of defensive oscillators
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* Pattern description: In the middle, two back-to-back guns, creating streams of gliders. In the corners, rapidly-expanding methuselahs.
* set of offensive methuselahs
 
* can do three on top, three on bottom, two methuselahs in middle
 
* can do two on left, plus left methuselah, two on right, plus right methuselah
 
* can do symmetric, or asymmetric, as long as everything balances
 
  
 +
Party:
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* line of identical methuselahs
  
Map pattern: sextants
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Fistfight:
* oscillators in the corners, methuselahs in the center column
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* Pattern description: quadrants are sub-divided into sub-sub quadrants, and placement of methuselahs is based on a large/medium/small hierarchy
  
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==Crashes==
  
Map pattern: three horizontal stripes
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Map pattern: "start your engines" demolition derby
* top stripe, bottom stripe: oscillators/star fields
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* marginal segments on left/right
* middle stripe: methuselahs or spaceships
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* spaceships or gliders only
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* stuff in middle - optional
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* sets us up with a nice spaceship crash test case
  
  
Map pattern: long string (sunbeam moondog)
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Map pattern: guns blazing
* single row of methuselahs, w vertical jitter
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* add some guns in the corners shooting toward the middle
* randomly put some of em outta line
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* optionally, four corners
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* dueling methuselahs in the center
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* boundaries to ensure everybody has a chance to grow first, then interact
  
  
Map pattern: spaceships crash into oscillators
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Map pattern: car bomb
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* this is going to be a map filled with wicks
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* jersey carbomb might be a multi-colored wick, wrapping all the way around the map
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* detroit carbomb might be wicks of either color parallel top and bottom, and spaceships of either color crashing into each other (the irony is, the crash will always be the same 3 or 4 vertical pixels, no extra leeway, it's just a question of the wick configuration.)
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* north dakota carbomb: big blooming methuselah with long wicks either side?
  
Map pattern: spaceships crash into still life patterns
 
  
Map pattern: spaceships crash into wicks
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 +
Map pattern: spaceships crash into oscillators or still life
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* same idea as above: not much leeway if we ensure spaceships crash into oscillators
 +
* the parameter we tweak is where the collision happens (sooner vs later) and how the resulting formations interact)
 +
* almost like you're setting up a spaceship and oscillator in a crash config, and then turning THAT into a stamp

Latest revision as of 00:18, 12 August 2025

carbomb

Templates for car bombs:

  • top 1/3, middle 1/3, bottom 1/3 (wicks filling top/bottom 1/3, and methuselahs in middle)
  • 4 diagonal wicks going out from the center
  • long continuous stripes, with one methuselah at end

Map patterns/templates to remove:

  • NO RANDOM
  • NO RABBIT FARM/PARTITION
  • NO PERIMETER
  • NO CHARLIE FOXTROT GLIDERS

quad

Methuselahs in quadrants templates:

  • 2 methuselahs (opposite quadrants)
  • 4 methuselahs (one in each corner)
  • 4 methuselahs (all packed into bottom half)
  • 8-12 methuselahs (long string)

Methuselah spacing:

  • vertical and horizontal 1/3, 2/3

Quad:

  • Pattern description: 4 methuselahs, 1 in each quadrant
  • Quad Rabbits
  • Quad Bunnies
  • Quad Switch
  • Quad Roses

Deuces Wild:

  • Pattern description: In the middle, two back-to-back guns, creating streams of gliders. In the corners, rapidly-expanding methuselahs.

Party:

  • line of identical methuselahs

Fistfight:

  • Pattern description: quadrants are sub-divided into sub-sub quadrants, and placement of methuselahs is based on a large/medium/small hierarchy

Crashes

Map pattern: "start your engines" demolition derby

  • marginal segments on left/right
  • spaceships or gliders only
  • stuff in middle - optional
  • sets us up with a nice spaceship crash test case


Map pattern: guns blazing

  • add some guns in the corners shooting toward the middle
  • optionally, four corners
  • dueling methuselahs in the center
  • boundaries to ensure everybody has a chance to grow first, then interact


Map pattern: car bomb

  • this is going to be a map filled with wicks
  • jersey carbomb might be a multi-colored wick, wrapping all the way around the map
  • detroit carbomb might be wicks of either color parallel top and bottom, and spaceships of either color crashing into each other (the irony is, the crash will always be the same 3 or 4 vertical pixels, no extra leeway, it's just a question of the wick configuration.)
  • north dakota carbomb: big blooming methuselah with long wicks either side?


Map pattern: spaceships crash into oscillators or still life

  • same idea as above: not much leeway if we ensure spaceships crash into oscillators
  • the parameter we tweak is where the collision happens (sooner vs later) and how the resulting formations interact)
  • almost like you're setting up a spaceship and oscillator in a crash config, and then turning THAT into a stamp