Severedcoils - 206 Early Spring by KenboCalrissian

Map Description:

Magma project sputtering, still no baron, more prisoners ready to be executed.

Point of Interest: Magma Pump Windmill

Clearly, the magma needed to be pumped across the map in the first place. It keeps evaporating before filling the reservoirs where it needs to be, and dwarves are too puny to pump it far enough to notice any kind of progress at all.

The solution, then, is a windmill that can be disabled via lever. A valuable lesson learned by the flooded obsidian project below is to keep the lever in a commonly used area, not on the opposite side of the fort, otherwise it takes far too long to respond and you end up with a mess.

What? You can't tell it's my first time playing with magma? At least I haven't killed or burned anything yet. - KenboCalrissian

There are 8 comments for this map series, last post 2010-08-24

Add a Comment


Submitted by: snaggles - 2009-10-19 to 202 Early Spring

The dead olmmen, lizardmen, and snakemen are from when they get too close to the waterfall leading into the chasm at the end of the underground river.

Submitted by: Quietust - 2009-10-27 - Removed

Submitted by: starcannon - 2009-11-01 to 204 Early Spring


Submitted by: Quietust - 2009-12-17 to 208 Early Spring

You should probably deconstruct that metalsmith's forge by the entrance, as well as whichever of those 8 furnaces nearby are not wood furnaces - it'd be a waste to have metalsmithing work orders using up coal (that could be better put to use making steel) when you've got magma at your disposal.

Submitted by: Quietust - 2010-01-10 to 209 Early Spring

I see that you've used the fortification trick to peek beyond a bit of the Adamantine - I thought you weren't going to do that until the Philosopher arrived.

Submitted by: KenboCalrissian - 2010-01-14 to 209 Early Spring

I gave up on the philosopher. Now it's a pending plot hook. Notice Zon hasn't said anything about it yet ;)

Submitted by: magic dwarf - 2010-08-24 to 210 Mid Summer

My hypothesis is that the 1rst and 2nd part of the vomit trail is just cave adaptation. the 3rd part of the vomit trail is something i have never seen before. I would guess that a gobo got stabbed in the gut, and with the new combat system he ended up throwing up while retreating until he got disoriented and fell to his death in the chasm. I believe our answer may lie at the bottom of your endless pit.

Submitted by: KenboCalrissian - 2010-08-24 to 210 Mid Summer

"New" combat system doesn't cut it. This is 40d. You're probably right about falling into the chasm, though the goblin bones right next to where the path turns is throwing me off.

[Message edited on 2010/08/24 at 12:30 by KenboCalrissian]

Submitted by: Quietust - 2010-08-24 to 210 Mid Summer

I personally think it's just a Dwarf trail.

As for the slugman and snailman leather accessories, they were probably in the inventory of a goblin squad leader - they come from the actual goblin civilization, and for each creature they kill during worldgen, they make a trinket out of it and keep it as a trophy of sorts.

Viewer Controls


SHIFT + Key doubles keyboard scroll rate.


Do you only see a blank space?

Don't have Flash?
You can download the compressed map file: 2009-11/kenbocalrissian-Severedcoils-region1-206-1.fdf-map but you will need the .NET version of SL's DF Map Compressor to convert to the .PNG image format.