Collapsed the moat, built a whole bunch upwards (scaffolding only, though).
I uploaded every single floor of the map, including all the ground layers and sky layers, just to get a sense of how far we are and how far we'll have to go. I'll leave out the unnecessary levels in later maps.
Ground level (tower floor: 3f). The moat's been collapsed. The tower itself is next. - Retro
There are 13 comments for this map series, last post 2010-06-08
Cloudpillar
No related entries found.
SHIFT + Key doubles keyboard scroll rate.
Don't have Flash?
You can download the compressed map file:
2010-05/retro-Cloudpillar-202-0.fdf-map
but you will need the .NET version of
SL's DF Map Compressor
to convert to the .PNG image format.
Submitted by: Acrecia - 2010-05-24 to 201 Early Spring
Retro, as always you have created the workings of a genius.
Submitted by: Retro - 2010-05-25 to 201 Early Spring
While I appreciate the compliment, I'm going to have to cut it in half and give half to my partner, Silfurdreki. I'm going to be uploading the maps but it's both our brainchild :P
Submitted by: Silfurdreki - 2010-05-25 to 201 Early Spring
Thanks for that, Retro, and by extension, Acrecia!
I think this could turn out great, if we have time for everything we have planned!
Submitted by: Servu - 2010-05-25 to 201 Early Spring
How did you get the cavern without any of those small pillars scattered everywhere?
Submitted by: Retro - 2010-05-25 to 201 Early Spring
Servu: Give these cavern parameters a shot.
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]
[CAVERN_LAYER_WATER_MIN:50]
[CAVERN_LAYER_WATER_MAX:75]
Submitted by: dokras - 2010-05-26 to 202 Early Spring
Nice to see the birth of a giant =)
Submitted by: Demonic Spoon - 2010-05-26 to 202 Early Spring
Loving it, just be aware that if you have the camels wandering around like that instead of a single tile pit then I believe they'll be a real lagtrap.
Submitted by: Zruku - 2010-05-31 to 203 Early Spring
Nice tower, but the actual tower isn't centered in the giant pentagon which causes the inner designer in me to rage.
Also, you should make camels trainable then unlease them upon a goblin invasion.
Submitted by: Retro - 2010-06-01 to 203 Early Spring
Zruku: Intentional. When we have our impressive entranceway, the offset will add to the overall effect. I'm usually a stickler for symmetry but the vision we have definitely overrides it.
Camel warriors are a no, sadly. We're playing in a competition with rules, which means no modding camels to have the [TRAINABLE] tag. We can tame them, at least.
Submitted by: Pheonix - 2010-06-07 to 204 Early Spring
...wait, I'm confused.
You have more than three dwarfs left, it seems.
Are those three dwarfs you're talking about your army?
Also it seems that you may need to hurry up building your tower up - as of now you're only a tenth of the way there.
Submitted by: Retro - 2010-06-07 to 204 Early Spring
Yeah, sorry, I should've specified. That's 3 in the army and like 90 in the rest of the fort.
On height I've removed a lot of levels in the upload. We're up to 40z above moat bottom aka tower bottom, at which point one of the columns ends, and then the same thing happens every 10z from then on. So it's only going to keep getting faster. Of course, we still need to build the walls, but at least the scaffolding will be tall enough :P
Submitted by: Caranha - 2010-06-08 to 204 Early Spring
I love the glass corridor in the moat just after the entrance :-)
Submitted by: Pheonix - 2010-06-08 to 204 Early Spring
Ah. Well that explains why the Z-level number jumps about 30...
Cool design nonetheless; like the honeycombish design you have there.
[Should get back to work on team's own tower, but has schoolwork that takes precedence...]