Lanternwebs, the fortress of the community game at http://www.bay12games.com/forum/index.php?topic=28540.0 . The story of the fortress is described there.
This is the fluid logic system for the deathtrap. The upper pump controls the spikes, the lower pump controls the alternating grates - Rysith
There are 5 comments for this map series, last post 2010-01-09
Lanternwebs
SHIFT + Key doubles keyboard scroll rate.
Don't have Flash?
You can download the compressed map file:
2009-03/rysith-Lanternwebs-region3-113-19066.fdf-map
but you will need the .NET version of
SL's DF Map Compressor
to convert to the .PNG image format.
Submitted by: Sinergistic - 2009-03-04 to 113 Late Summer
Nice.
Fluid Logic.
'Hand of Armok' style death trap entrance.
Magma Tombs with industry right above, and a magnetite vein next door (Almost like you planned it that way!)
Dual waterfalls in the dining halls.
One question: How do you do the artifact vault? Disallow artifacts in all your other stockpiles?
Submitted by: ToonyMan - 2009-03-04 to 113 Late Summer
WOWOWOWOWOWOWOWOWOWOWOWOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!
Submitted by: Rysith - 2009-03-04 to 113 Late Summer
Yeah, artifacts aren't allowed in any of my other stockpiles.
The industry was planned for there, but the tombs were added after I started excavating the magma pipes and discovered the magnetite (and thus had to mine it all out before I could get the forges working).
Thus far, I've found three veins of lignite and five clusters of magnetite, without any exploratory mining at all. I don't think we'll be running out of steel any time soon.
Submitted by: KenboCalrissian - 2009-10-17 to 113 Late Summer
I like the overall fort design! It's neat and tidy, looks like you tried to stay symmetrical as much as was practical, and I'm envious of the fluid logic system because it's something I haven't yet attempted. Very cool!
Submitted by: McDolomite - 2010-01-09 to 118 Late Winter
The Webs... genius!