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Map: Roughnesschants - 1063 Shadowfury333

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Submitted by: Retro - 2010-07-15

Certainly becoming a more and more interesting fort! I'm happy to see you're still playing this.

Map: Boltclutched - 1056 Onyx3173

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Submitted by: Retro - 2010-07-02

It's pretty easy - move the map to where you want the POI to be, hit 'Add a Point of Interest,' write. Don't bother trying to calibrate the numbers or anything, just fill in title and description and you can leave the rest.

[Message edited on 2010/07/02 at 05:23 by Retro]

Map: Perfectmine - 2513 shuggah

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Submitted by: Retro - 2010-06-30

I'll certainly be keeping an eye on this.

Map: Deepwatch - 55 Kadath

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Submitted by: Retro - 2010-06-29

This is quite a nice fort! It would be interesting if you added waterways beside your walkways (using more baffles) to bring the watery theme indoors as well.

Map: Frozenhalls - 114 Retro

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Submitted by: Retro - 2010-06-20

Hippoman: A big ol' block of cast ice with a looot of designations marked into it. I am digging me an empire. And I'm 18% done as of this moment! :D

Map: Rubbedtrade - 1057 Pheonix

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Submitted by: Retro - 2010-06-17

I hope you guys don't mind me adding a side view POI, but it was just so awesome that I couldn't not do it.

Map: Cloudpillar - 204 Retro

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Submitted by: Retro - 2010-06-07

Yeah, sorry, I should've specified. That's 3 in the army and like 90 in the rest of the fort.

On height I've removed a lot of levels in the upload. We're up to 40z above moat bottom aka tower bottom, at which point one of the columns ends, and then the same thing happens every 10z from then on. So it's only going to keep getting faster. Of course, we still need to build the walls, but at least the scaffolding will be tall enough :P

Map: Cloudpillar - 203 Retro

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Submitted by: Retro - 2010-06-01

Zruku: Intentional. When we have our impressive entranceway, the offset will add to the overall effect. I'm usually a stickler for symmetry but the vision we have definitely overrides it.

Camel warriors are a no, sadly. We're playing in a competition with rules, which means no modding camels to have the [TRAINABLE] tag. We can tame them, at least.

Map: Cloudpillar - 201 Retro

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Submitted by: Retro - 2010-05-25

Servu: Give these cavern parameters a shot.

[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]
[CAVERN_LAYER_WATER_MIN:50]
[CAVERN_LAYER_WATER_MAX:75]

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Submitted by: Retro - 2010-05-25

While I appreciate the compliment, I'm going to have to cut it in half and give half to my partner, Silfurdreki. I'm going to be uploading the maps but it's both our brainchild :P

Map: Rubbedtrade - 1053 Urist Imiknorris

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Submitted by: Retro - 2010-05-22

Ooh, good idea with changing the sky colour.

Map: Clutchfountains - 1055 hjd_uk

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Submitted by: Retro - 2010-05-11

The mystery ramp is a tunnel - in adventure mode, you can use them to travel between goblin towers. I don't know if goblins will enter onto your map through there in fortress mode, though. Don't think so.

Map: Scoursack - 1053 mondain

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Submitted by: Retro - 2010-05-07

Going from the side view, that's also some of the deepest magma I've seen yet.

Map: Coldlake - 1058 tom

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Submitted by: Retro - 2010-05-05

I'm going to have to favourite this now, if only because this fort is having more fun than I've seen on the DFMA in a while :P

Map: Coldlake - 1054 tom

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Submitted by: Retro - 2010-05-04

I'll be watching this. You had me at "It's a dry underwater fortress" :P

At first I thought you built that through controlled obsidian casting and cave-ins, then I realized it was a frozen lake. Very clever with the pressure baffles! I imagine if someone drops their pick in the water you're screwed, though.

What have you been doing about strange moods?

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