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Fortress: Motaval "Strangelove" Bumber

Magma Forges

This area rests on top of an obsidianized surface of the magma sea. The magma powering the forges was dumped in afterwards via minecart, and is separated from the magma sea by obsidian floors.

To the right is the magma minecart trough (currently empty) and old obsidianizer. Farther right is the large 10x10 obsidianizer, which provides magma-safe stone for the fort. The minecart rollers are both at lowest setting. Magma-safe carts are dumped onto the first roller and turn west down a ramp (hidden by a gear assembly.) The second roller pulls them out of the trough and onto stockpile-covered tracks. They are hauled where needed with magma-safe wheelbarrows.

To the south is the power station, which provides 2000 power (far more than is necessary to run the magma trough and spike repeater.) It works by exploiting the permanent flow property, which allows it to run without the FPS impact caused by the lake constantly draining and reshuffling. The power transfer is secured by screw pumps, which cannot be destroyed without a tile for a building destroyer to stand on.

Above are the metal goods stockpiles. They normally contain items to be melted. There are currently only magma-safe minecarts, spare steel equipment, and an exceptional adamantine pick (reserved for my adventurer.)

The six bunched levers are, in reading order:
Old obsidianizer magma pump (controls a gear assembly submerged in magma that transfers power from the other pump.) Old obsidianizer water refill (floodgate lets out a measured quantity of water. The quantity is refilled by the light gray lever outside the fort, above the intake channel, which is just terrible.)
Power shutoff (controls the gear assembly next to the power station's down stair.) Old obsidianizer clear (floodgate destroys any remnant fluid in the obsidian trough.)
Magma purge (lowers the bridge that stops the pump from emptying the minecart trough outside to be evaporated.) Minecart trough control (gear assembly in trough powers trough rollers, which power intake pump, which is also necessary to power the old obsidianizer pump.)

The remaining levers outside correspond closely to the power station and large obsidianizer, excepting the aforementioned old obsidianizer water intake (which I should've just deconstructed after I sealed the intake off.)

Armok Vision - Power Connection / Forges & Power Station
Stonesense - Forges & Power Station

Submitted by: bumber - 2016-07-04

Forge Stockpiles

These stockpiles are housed in levels with glass walls. They contain bars, sand bags, and (at one point) ores and flux stones.

Armok Vision
Stonesense

Submitted by: bumber - 2016-07-04

Strand Extraction / Repeater

There's a bunch of adamantine left that's never going to be used. The endless hoard of wandering demons are left alone for FPS reasons, and the world lacks the new adventure mode reactions to make starting an elite mercenary group worthwhile.

The repeater controls the upright spikes that killed much of the first wave of demons. The roller is at lowest speed. The pump keeps (even building destroyer) fliers out.

The two drawbridges in the z-levels above are controlled by the levers on level 54, which didn't merit its own point of interest.

Submitted by: bumber - 2016-07-04

Tavern Wing

Located in the Grand Central Hall

The Bearded Cat:
Established 129 early summer. Boasts having no alcohol-related deaths (probably because the booze stockpile isn't in the tavern.) In the tavern (hidden by a random human bard) is Kosothsakrith Nulom Cerol "Palaceblazes the Blame of Lenses" the tower-cap akig (stationary drum) and Okiralath "The Elder Bolt" the phyllite mug (in a coffer hidden by a legendary pikeman / lady of the hamlet "Squidbowel".) The levers, from left to right, control the depot bridges, surface bridges, and upper cavern bridge. Below the tavern is the booze stockpile and general drinking mugs, including Doleksanad "Cometmornings" the spore tree cup. Further down is prepared food, then inn housing, followed by access to the trade depot and lower areas of the fort.

Monarch's Quarters:
North of the tavern is the room of King Olon 'Joe' Guardwheels. He sleeps on Kobemsudir Ezneth Othsin "Troublecinder the Fragments of Bowing" the green glass bed. All furniture is forged from silver. The room was converted from a prison cell that held a dwarf or two convicted of production order violations.

Liaison's Quarters:
South of the tavern is the room of Nish "Lilly" Okollikot, outpost liaison. The room was converted from the prison cell that held the most notorious (and only) tantrum-prone dwarf of the fort. Once an unremarkable woodcutter, Aban 'Waluigi' Tathtatkol, Menace, began his reign of terror after repeated exposure to sunlight activated his dormant stress genes. Smashing faces by day, sinking into depression by night, he was jailed several times but never reformed nor gave in to melancholy. After 29 counts of assault and the destruction of vital fortress levers, he was eventually sealed in this room and left to die sober. But don't worry. We engraved a slab, so his spirit won't haunt the place. Probably.

Submitted by: bumber - 2016-07-04

Temple Wing

Located in the Grand Central Hall

The White Temple:
Thosbutisir "Drilledfrays" the gneiss coffer is here (obstructed by my legendary chef.) The lever (hidden by a legendary engraver) that controls the bridge in my "exotic" tavern is here. Underneath the temple is the memorial hall and crematory. Underneath that is the King's tomb. The northern area of the memorial hall is reserved for notable dead beasts (FB/titan/werebeasts.) The southern area is for fort residents. All slabs are quartzite (magma-safe) and accompanied by a quartzite statue depicting the circumstances of the death. The 7 graves in the bottom left are notably all caused by getting stuck in trees. (Never forget. Never forgive.) In the King's tomb are Migrurkafash "Oceansick" the green glass box and Matsterus "Benddriven" the malachite coffin.

Manager's Quarters:
West of the temple is the room of Zaneg Zanegimsal, manager and bookkeeper of the fort.

Sheriff's Quarters:
East of the temple is the room of Thad Giseplema, captain of the guard. He's human but has an intense hatred for nature. He originally joined the fort as a performer.

Armok Vision - Memorial Hall & Crematorium / Lower Crematorium
Stone Sense - Memorial Hall & Crematorium

Submitted by: bumber - 2016-07-04

Library Wing

Located in the Grand Central Hall

The Great Library of Reason:
Kanzudstettad Ritasmafol "Conventtax the Owl-chamber of Flukes" the diorite mechanism is in the lever, which controls the bridge leading to the adamantine spire. An artifact vault is located underneath the library.

Prison Cell:
North of the library is a prison cell. This one's never been used. The used ones were converted into nobles' rooms when the king came (but don't tell them that.)

Baroness's Quarters:
South of the library is a foreign baroness's room. Domas Kokebrigoth, baroness of Pageworlds. She used to be a temple performer before she inherited the position. This will have to do in lieu of a proper baron. She mandated a single glass window, which was put in the room. Ginonngumrash "The Stern Sickness" the ashen bed is here. The room was converted from a prison cell that was never used.

Submitted by: bumber - 2016-07-04

Hospital Wing

Located in the Grand Central Hall

Hospital:
Nitigzedot "Bitelobster" the pig tail rope is built into the well.

Founder's Quarters:
West of the hospital is the room of Bim 'Bumber I' Toolkissed: Lord Scholar, expedition leader, chief medical dwarf, and would-be baron/count/duke (if the king hadn't arrived as soon as the exported wealth bug was fixed.) The room contains Leganum Uddasel "Mirthnail the Willful Heavens" the quartzite coffer and Likotasas Akilkekath Semor "Inkyrapid the Pointy-Tundra of Uniting" the willow table.

Mayor's Office:
East of the hospital is the mayor's office. Currently elected is Led Tongsplanned the Broker. The room contains Guztazul "The Simple Noose" the orthoclase coffer. (If only a simple noose were a permanent solution to mayors.) There are also two accursed scrolls on the floor that nobody can (be bothered to) touch ever again.

Submitted by: bumber - 2016-07-04

Grand Central Hall

The main area of the fort. This area is carved out of a marble layer. It became apparent in Armok Vision that the ceiling is too low.

The waterfall fills the well before draining off map. Due to the shallowness of the trough, the water ends up spilling around the base of the stairway until the trough fills and the water can be pressurized off map. The trough is paved with roads to prevent cavern trees from growing, which destroys floor grates and could block the drainage.

N - Hospital Wing

E - Library Wing

S - Temple Wing

W - Tavern Wing

Armok Vision (Here's a view of the depot ramp.)
Stonesense

Submitted by: bumber - 2016-07-04

Upper Caverns

Stairway has a nice glass wall around it. Wish there was room to make it taller.

Armok Vision
Stonesense

Submitted by: bumber - 2016-07-04

Grand Spiral Stairway / Living Quarters

Has an annoying infestation of cave spiders. Rocks were moved here during adamantine mining.

The spiral stairway and waterfall design was the main reason for this fort's construction. I had a few casualties (and many mud splatters) from an early design that let the water spread diagonally before falling. (The above pair of up/down stairs used to be where dividing microcline walls are now.) I've had only minor cancel spam since. FPS is not heavily impacted. It will slowly flood the fort in adventure mode due to the draining method.

Armok Vision (Waterfall just looks like floating water sheets when on. You're not missing much.)

Submitted by: bumber - 2016-07-04

Shallow Underground

NW - Barracks and spare beds.

NE - Empty cages, butcherable animal stockpile, animal training. Nganiz Brandflickered the Wealth of Luxury the dragon in his pecan wood cage. (Never got a breeding pair.) Lever controls pit area below. Downstairs is the sentient creature stockpile surrounding a steel cage. In the animal trainer's quarters is Thedakodad "Clanfeast" the helmet snake bone cage, containing 3 giant cave spiders.

SW - Underground farms. Sweet pods, pig tails, plump helmets, rock nuts. Tholelot "Deepbuck" the raw adamantine quern. Lots of FB hair in the farmer's workshop. Left lever controls the central waterfall. Right lever controls a retracted bridge over the river intake (used in fixing a non-functional U-bend.)

SE - Butchery and tannery. Butchery often floods with rotten meat due to overproduction from caverns. Lever controls a non-functional magma moat refill. (My pressure plate accumulator kept destroying all the magma, so I resorted DFHack.)

Submitted by: bumber - 2016-07-04

Fort Entrance

The main stairwell is located beneath the Glorious Wagon Shrine. The floor hatch and 3x3 shrine are made of wagon wood. 10 wagons were sacrificed in its construction.

Sand gathering, military training, atom-smashing, and above-ground farming occur on this level. Crops are parsnips, potatoes, rope reed, and sometimes hemp. Without DFHack, the entire area would be painted with vomit.

Armok Vision (Sadly no wagon shown.)
Stonesense (Same as surface view.)

Submitted by: bumber - 2016-07-04

Orthoclase Oubliette

Holding cell of Zan 'Snappy' Gorgedboat, weretortoise. Cursed by the human Gaval Birthmirthful in 129 Mid Spring. Never found a use for her.

Submitted by: bumber - 2016-07-04

Surface / Wagon Shrine

Surface level and Glorious Embark Wagon Shrine.

Armok Vision (A close view of the magma moat.)
Stonesense

Submitted by: bumber - 2016-07-04

Roof Level

Roof level with glass ceiling and stone overhang. Overhang stops climbers, glass just looks neat. Can be accessed by replacing one of the inner walls with a ramp, in case of stray bolts and dead keas.

Armok Vision
Stonesense

Submitted by: bumber - 2016-07-04

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