Whiteoak - 201 Early Summer by Jurph

Map Description:

By the first summer the dwarves had settled in and dug the grand entrance chamber. Their leader personally set the traps at the entrance, certain that the elves would be upon them before they would have time to build more robust defenses.

Point of Interest: Entry Hall and Trade Depot

( 201 Early Spring → 201 Early Summer )

The trade depot stands on a ramped pedestal in the center of a vaulted chamber, so that approaching wagons can see the dwarves' goods piled high... but they must then approach from below. Our merchants and workers -- despite their short stature -- cut a very imposing figure silhouetted against the high vaulted ceilings. We expect negotiations will go smoothly.

There will soon be wide hallways ringing the main chamber, leading off into the craftsdwarves' guild halls. Our mason, astounded at the prevalence of obsidian here, is already drawing up plans to explore for magma. He mentioned a citadel overlooking the path... we shall see how the elvish ambushers like finding dwarves on the high ground! - Jurph

There are 10 comments for this map series, last post 2009-03-30

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Comments

Submitted by: Razin - 2009-03-15 to 201 Early Summer

That is an dwarfy entrance hall if I ever saw one.

Submitted by: Salmeuk - 2009-03-15 to 201 Early Summer

This should look like a pretty fortress. . . Continue with the circular designs.

Submitted by: Markavian - 2009-03-16 to 201 Late Autumn

I'd be tempted to wall in around the weapon traps to bottle neck invades into trampling over the spinning short-sword traps.

Submitted by: Jurph - 2009-03-16 to 201 Late Autumn

I've got more swords and mechanisms in production, but I wanted to make sure to place them in the middle first.

Submitted by: magic dwarf - 2009-03-18 to 202 Early Spring

wow, looks like your off to a nice start

Submitted by: Sinergistic - 2009-03-19 to 202 Early Spring

Fav'd your traffic control devices thingy, I'm interested in trying it myself now and seeing how well it works, if at all.

I imagine that once all your dwarves get to legendary (one way or the other) and get perfectly agile, the system would really shine (assuming it works at all) because no dwarf would ever overtake another dwarf.

Submitted by: stoned funeral - 2009-03-21 to 202 Early Spring

Seems like the traffic control needs to be improved. Right now they're just extra one tile wide chokepoints, and depending on where the dwarf enters the level, it's faster for him to go the "wrong" way. I just don't think there's any way to force a dwarf to leave one way and not have others arriving prefer to pathfind that same way. Dwarfs don't collide anyway as long as there's room for them to maneuver, the only time they lose is in moving aside. I'd guess that making hallways wider and spacing the stairs between levels further apart will be much more effective.

Submitted by: Jurph - 2009-03-21 to 202 Late Autumn

stoned funeral, I think you must be right - if a route is fastest from A to B, then it's also fastest from B to A. If a Dwarf comes up through either of the leftmost stairwells he'll probably choose to go left rather than right.

We'll see how it works. I can always dig them out!

Submitted by: Markavian - 2009-03-30 to 205 Mid Spring

What did I say about those weapon traps?
Favourited the main poi for its epic story telling.

[Message edited on 2009/03/30 at 04:52 by Markavian]

Submitted by: Jurph - 2009-03-30 to 205 Mid Spring

The floodgates are controlled from a lever that I placed in the communal bedroom in the hallway above the dorms. I used the last masterwork mechanism that Olin made... luckily during the last caravan visit I had put a bunch of steel trap components on my Narrow GCS Credit Card. The trap jammed about halfway through the invasion, but up until that point it was like an episode of "WILL IT BLEND?" with elves.

[Message edited on 2009/03/30 at 07:45 by Jurph]

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