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Map: Angelsmash - 106 Graebeard

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Submitted by: Retro - 2010-04-28

Very nice mural! However, I see two tiles without flooring and one with the wrong colour.

Map: Abbeysands - 1056 warng1286

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Submitted by: Retro - 2010-04-24

As a heads up about the changing floors - there was a weird bug that changed layers based on ones they passed through; ie. water that passed safely through salt aquifer levels became salty and so on. Somewhat random, though. Collapsing the full wall might work, but if it doesn't, that'd be the explanation.

Map: Wirebearded - 506 Doppel

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Submitted by: Retro - 2010-04-09

Wow! This is a very, very nice fort! Very aesthetically pleasing and well laid-out, esp. with the gardens.

Map: Stormcraft - 1052 Markavian

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Submitted by: Retro - 2010-04-05

I see things are progressing nicely here... hehe, I just realized your trade depot room is basically overlooking the caves. Knock down the walls and install some windows? :P

Map: Bloodfist - 214 Itnetlolor

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Submitted by: Retro - 2010-04-05

Bravo! You worked on that thing a damn long time; I commend you on your commitment. Also, the number of maps in the series is utterly terrifying.

Map: Racklull - 239 MagicGuigz

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Submitted by: Retro - 2010-04-03

In the community's defense there are about a thousand threads a second; the subforums are getting flushed like hourly :P I'm sure it would've gotten some wicked attention pre-release.

Question and suggestion, looking at this in a bit more detail: The inner part of the plus-sign-defense, on the inner side of the channels - is there a point to those big elaborate fortification designs? Looks like enemies would just walk through the diagonals and enter the fort asap. And I suggest adding a backwards drawbridge lock at the very very entrance plus a side entrance from within the fort itself, so once the enemies are in the trap hallway you can close their entrance, open the new one, and they'll panic and path all the way through the death halls to get out.

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Submitted by: Retro - 2010-04-03

This is awesome in a really insane way. Dorfy!

Map: Sprinklecudgel - 501 Kardos

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Submitted by: Retro - 2010-04-02

Holy crap that is one hell of a river. With phallic imagery, no less.

Map: Tunnelwound - 89 Untelligent

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Submitted by: Retro - 2010-03-31

Terrific fortress Untelligent! Do you plan on adding more POIs later? I can tell there's more interesting stuff around, but it's hard to find everything on a map of this size.

...nevermind, you did while I was posting this apparently :P

[Message edited on 2010/03/31 at 02:19 by Retro]

Map: Bladeshoots - 213 Ashery

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Submitted by: Retro - 2010-03-31

Oh my XD It looks like you've run into a little bit of trouble. hopefully it won't put the fort's finish date too far back. Bladeshoots continues to looks better and better.

Map: Buriedlantern - 204 Theygotleader

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Submitted by: Retro - 2010-03-29

:O

I've done boiling often enough, but seeing a frozen map of a whole fort boiling is quite interesting. And I see you've gotten a lot of the digging done in the main atrium now.

Map: Gulfobeyed - 63 memory

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Submitted by: Retro - 2010-03-29

Enjoyable fort! I love caverns so. And the whole 'within a mountain' aesthetic works very well. I especially enjoyed the lighthouse.

Map: Sprayedwheels - 214 Zarhon

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Submitted by: Retro - 2010-03-28

Seeing as this was made on the Dwarf Heaven map, I notice a very significant feature you seem to have not uncovered yet, intentionally or otherwise...

Map: Nilorshar "Hammerweb" - 356 zong

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Submitted by: Retro - 2010-03-26

That is a gorgeous, gorgeous mural. The rest of the fort looks pretty cool, too. Are you planning on uploading any Stonesense screenshots or anything?

Map: Gatetusk - 307 ClsfdKidd

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Submitted by: Retro - 2010-03-23

I enjoy your use of diagonal crossways attaching to side buildings. Very interesting!

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