My first uploaded map. It is in a southern, cold region of the map. It has many nice features, like a magma pipe, a really sweet underground river that also functions as a universal drain, an overground river and it even has some adamantite, but that is not revealed yet. Plenty of wood and some sand.
A perfect place to set up shop for a carebear like me :)
The main entrance of the fortress. Still under construction. The catapults were serving training purposes and are to be upgraded to ballistas for greater effectivity. The dogs are there to prevent thieves from entering the fort. The trade depot at the far left has the added benefit, that at times of trading, they provide a nice first line of defense with their guards. You can still see the remains of an unlucky kobold raiding party that happened to visit at the wrong time.
All the corridors can be fired to from the level above, making this level a very dangerous place to be for anyone not friendly to me. - csebal
There are 2 comments for this map series, last post 2010-01-16
Icecastle
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SHIFT + Key doubles keyboard scroll rate.
Don't have Flash?
You can download the compressed map file:
2010-01/csebal-Icecastle-region1-107-22958.fdf-map
but you will need the .NET version of
SL's DF Map Compressor
to convert to the .PNG image format.
Submitted by: ZiggyEnt - 2010-01-16 to 107 Early Autumn
careful with locking animals in rooms like that... I'm pretty sure they trying to path their way out and bog the CPU down just a tad... though I'd double check that *shrugs*
Otherwise, looks awesome. I love the massive magma pool. Best be prepared, right?
Submitted by: csebal - 2010-01-16 to 107 Early Autumn
Right... :)
This was my first fort after a long time of not playing DF, so i had to re-learn quite a lot of things. This fortress also served as proving grounds for a few things i never really tried before (like the underground windmills, the defensive structures or even the magma pumps).
I've moved on to a new project in the meantime, so this fort is history now :)
As for the animals, i followed an advice from the wiki i think, which suggested that locking them into such 1x1 cells can reduce pathing issues.
(http://dwarffortresswiki.net/index.php/Meat_industry)
See the section about pens. Not sure how it would be possible to see what it actually does :) You would need an extreme amount of animals tied this way for it to work.
[Message edited on 2010/01/16 at 10:03 by csebal]