Treatysmokes - 208 Mid Winter by Grendus

Map Description:

An example of a microfort. 31x31 urists in size, can fit inside of a single embark tile comfortably. The nine stairwells going through the entire fortress make it easy to work, but very difficult to defend should an enemy get inside, so all battles have to be fought outside the fort.

The most notable advantage of this type of fort is that each floor has a defined purpose, so viewing different jobs (say checking your barracks for wounds then going to check on that rush order of barrels you put in) only requires jumping z-levels.

This fort is a good example of the flexibility of the 31x31 grid. The top levels are storage, then there's two workshop floors (I exported wrong, underneath the smelters was a floor devoted to magma-ducts and exploratory mining) one for regular work and one for magma. Underneath that is the legendary dining hall, complete with a masterwork platinum statue and four exceptional golden ones. Next is the barracks, which I used in lieu of bedrooms. About half the beds in there are single tile bedrooms I used to ward off a tantrum spiral. The next three floors are for housing minor nobles. Four 4x4 rooms are easy to maintain, and with an engraver or metalsmith it's easy to fine tune the value of their rooms. The two floors underneath that were intended to be for the queen and her husband, but due to a population cap I never got them. The next two floors are for common bedrooms, which I didn't use in this fort. That's the best design I've seen for bedrooms, unless you drop a few staircases. You get 44 bedrooms per floor. If you remove the middle staircases, you can get 48.

Below that is my execution chamber in all it's failed glory. The catapult has been firing at those lizardmen for two seasons, the room with the floor hatch was supposed to be a drowning pool, but it never drowned anything. The magma to the drowning chamber's left works great, as does the slap-chop to the right. Ten steel spikes can mince just about anything. The second row of traps from left to right are an atom smasher, a weapon trap with ten spiked balls, and I can't remember the last one, I think I intended to fill it with war dogs. The large room to it's right is a whippit, with base quality copper weapons in the traps to make a mess. The chamber above the catapult is an orcput practice room, drop enemies in from above and let a hammerdwarf try to knock them senseless.

There are 2 comments for this map series, last post 2010-12-20

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Comments

Submitted by: fjo3 - 2010-12-06 to 208 Mid Winter

I love this fortress, very inspiring for a noob like me... simplistic and extremely functional yet also aesthetically pleasing, nice!

Submitted by: Surfin - 2010-12-20 to 208 Mid Winter

I'm replicating this :D
its awesome looking man, question what biome is it on?
I don't understand how you have a pipe so close, is it pure luck or what?

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