User:Ch4zm/Maps Revamp/Map Pattern Templates
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< User:Ch4zm | Maps Revamp
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