Wheeledadmired - 506 Mid Spring by sirbobsalot

Map Description:

Ground level of the pyramid completed. It looked a lot bigger on paper.

Point of Interest: Central Plaza

This plaza will be the default meeting area, with quality statues and such scattered around for happiness. Bonus that everything is above the surface, to avoid cave adaptation. This area will extend the entire vertical height of the pyramid.. I've got plans to do a hanging glass chandelier-ish thing for later, too.

You can't see it now because of the bar/block stockpile, but there's a mural under there in Iron, Copper, and Alunite. Nothing too crazy, just a two-tone compass rose. The copper didn't contrast as much as I would have liked, so I'll probably come in and replace those tiles with gold floors or something brighter once I hit a deposit. - sirbobsalot

There are 8 comments for this map series, last post 2010-11-08

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Comments

Submitted by: Ambivalence - 2010-04-22 to 506 Mid Spring

It's nice. Goblins troubling you much?

Submitted by: sirbobsalot - 2010-04-22 to 506 Mid Spring

I've got invasions turned off for now. My first fort in the new version was another surface castle fort, and the new military system was just giving me fits. For example, a squad of 10 clad in full iron plate and wielding swards/maces beat on one alligator for three seasons before the poor creature finally managed to stagger off the edge of the map. Sieges would probably be a bit more FUN than I can handle right now. =P

Once the pyramid is secure and less of a construction dwarf ambush deathtrap I'll go in and turn invaders back on.

Submitted by: Ambivalence - 2010-04-22 to 506 Mid Spring

Heh. I was wondering where you'd put the bodies. :)

Submitted by: Demonic Spoon - 2010-04-23 to 504 Mid Autumn

Mmm, have you considered atomsmahing the vermin corpses? Just a thought.

Submitted by: sirbobsalot - 2010-04-26 to 504 Mid Autumn

Set one up last night and it did the trick nicely. =)

Submitted by: PeskyMystic - 2010-05-03 to 508 Early Summer

That hack you used cleans away bloody tile. If there is even a 1/1 of water that is bloodied, dfhack won't remove the property of bloodied from the water on the tile. So any dwarfs who step through the water will continue trailing it everywhere.

Submitted by: Zruku - 2010-06-03 to 510 Late Autumn

Hope you don't mind if I steal your idea for the workshop pits, they're just that cool.

Submitted by: Moderately sane glassworker from beyond the grave - 2010-11-08 to 510 Late Autumn

As for the failed moods...
The furnace operator might have wanted a workshop outside of burrows when it was off limits.
The bonecrafter might have wanted a specific item that was forbiden.
I'm not sure about the glassmaker.

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