Roarsilver - 1060 Late Spring by Necronopticous

Map Description:

More aesthetics and skill training. I have finally started scouring the area for precious gems and ore. Thanks to a few gold strikes I was able to complete a couple of rooms in the nobility quarters. Everything is going well.

SELECT poitab.poiid AS default_poi, UNIX_TIMESTAMP(maptab.dateSubmitted) as dateSubmittedUnix FROM dfma_pointsofinterest AS poitab LEFT JOIN dfma_maps_v2 AS maptab ON maptab.mapid=poitab.mapid WHERE maptab.fortressName = 'Roarsilver' AND ( poitab.mapid = '2312' OR ( poitab.startYear > 0 AND ( poitab.endYear = 0 OR (poitab.endYear * 100 + poitab.endSeason) >= '106003' ) AND ( (poitab.startYear * 100 + poitab.startSeason) <= '106003' ) ) ) ORDER BY IF(maptab.default_poi=poitab.poiid,1,0) DESC, IF(maptab.mapYear>'1060',0,maptab.mapYear) DESC LIMIT 1

Point of Interest: Nobility Quarters: Room 1

This was the first room in the nobility quarters that I completed. Originally I was relying on slow pace of the caravaners bringing me electrum ingots, but thanks to the gold strikes I made over the last two years I was able to produce my own. The finished room is extremely valuable, and makes my leader very, very happy; good thing, because I've been forcing him to do lots of jobs in the sun, which he absolutely hates. I'm trying to make him legendary in as many skills as possible. - Necronopticous

There are 9 comments for this map series, last post 2008-03-19
This map has been favourited by 2 people.

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Comments

Submitted by: Ambivalence - 2008-03-05 to 1056 Mid Summer

Nice design! Looking forward to seeing how this one works out when it is filled.

Submitted by: Johhny Utah - 2008-03-05 to 1056 Mid Summer

Wow thats really awesome. Are you going to build up too?

Submitted by: Necronopticous - 2008-03-05 to 1056 Mid Summer

I'm not planning on building up any more than the one level I have now, and in fact I'm considering eventually collapsing the first level or two so that the tower is completely subaqueous. Haven't fully made up my mind yet, though.

Submitted by: Shamasu - 2008-03-09 to 1058 Early Summer

Hello kitty. :)

Submitted by: Ambivalence - 2008-03-10 to 1058 Early Summer

:) Not what I imagined. Classic. :)

Submitted by: Rodwin - 2008-03-11 to 1058 Early Summer

Collapsing it so it's under water!
I want to see that happenning!

Submitted by: Markavian - 2008-03-12 to 1058 Early Summer

I tried collapsing into water below, trying to lay foundations into an ocean, but the whole tower just collapsed into blocks. The other option you could try is flooding over the top of the fort, or pumping out water, removing the top layer, then putting the water back in. Anyway, your fort is very pleasing so far.

Is the cat supposed to ward off evilness through its cuteness?

[Message edited on 2008/03/12 at 05:12 by Markavian]

Submitted by: Quift. - 2008-03-18 to 1060 Late Spring

This is by far one of the best designs I've seen so far. I understand your efficiency layout, and the scale of the waterworks is fantastic (and your absolutly sure its not responsable for the slowdown?).

From an efficiency standpoint i would go with two military floors above the current design. Barracks on the level above the entry, and a keep with fortifications above that. should look great.

also, I'm shamelessly advertising Tradesoared, my so far mst efficient build.

Submitted by: Necronopticous - 2008-03-19 to 1060 Late Spring

The lag, surprisingly, didn't increase very much at all when I filled the water chamber. You should have seen when I pulled the lever to collapse the 15 z-levels of outer shell, though. The game literally froze for 30 seconds in pure calculation. I was starting to think I crashed it, outright.

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