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

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* cols of oscillators on left/right, col of methuselahs in middle
 
* cols of oscillators on left/right, col of methuselahs in middle
 
* symmetric, asymmetric colors, as long as things balance...
 
* symmetric, asymmetric colors, as long as things balance...
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Map pattern: quadrants, sextants
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* oscillators in the corners, methuselahs in the center column
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===Horizontal Sections===
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Map pattern: three horizontal stripes
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* top stripe, bottom stripe: oscillators/star fields
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* middle stripe: methuselahs or spaceships
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 +
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Map pattern: long string (sunbeam moondog)
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* three-stripe pattern, but only filling center stripe
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* single row of methuselahs, w vertical jitter
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==Crashes==
  
  
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Guns Blazing:
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Map pattern: guns blazing
 
* add some guns in the corners shooting toward the middle
 
* add some guns in the corners shooting toward the middle
 
* optionally, four corners
 
* optionally, four corners
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Map pattern: spaceships crash into oscillators or still life
Map pattern: quadrants, sextants
+
* same idea as above: not much leeway if we ensure spaceships crash into oscillators
* oscillators in the corners, methuselahs in the center column
+
* 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
 
 
Map pattern: three horizontal stripes
 
* top stripe, bottom stripe: oscillators/star fields
 
* middle stripe: methuselahs or spaceships
 
 
 
 
 
Map pattern: long string (sunbeam moondog)
 
* single row of methuselahs, w vertical jitter
 
* randomly put some of em outta line
 
 
 
 
 
Map pattern: spaceships crash into oscillators
 
 
 
Map pattern: spaceships crash into still life patterns
 
 
 
Map pattern: spaceships crash into wicks
 

Revision as of 16:52, 4 August 2025

Sections

The most general template: slice the grid into M x N sections

  • Depending on how the math works out, stuff different kinds of patterns into different sections
  • 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
  • should probably have a way to calculate a "minimum size" - rule of thumb? 15 x 15?


Map pattern: west X

  • defensive oscillators, offensive methuselahs
  • different combinations can be different X's, i dunno
  • rows of oscillators on top/bottom, row of methuselahs in middle
  • cols of oscillators on left/right, col of methuselahs in middle
  • symmetric, asymmetric colors, as long as things balance...


Map pattern: quadrants, sextants

  • oscillators in the corners, methuselahs in the center column


Horizontal Sections

Map pattern: three horizontal stripes

  • top stripe, bottom stripe: oscillators/star fields
  • middle stripe: methuselahs or spaceships


Map pattern: long string (sunbeam moondog)

  • three-stripe pattern, but only filling center stripe
  • single row of methuselahs, w vertical jitter




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