First fort in a new world, since the old one was bugging out after a few versions. Only the 20 main z-levels are shown, though the full map was over 60 active levels.
Nobles were going to be placed here, but because of the population cut it simply exists to look beautiful. - Genuine
There are 7 comments for this map series, last post 2009-08-26
Limulur "Goldenhearths"
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Don't have Flash?
You can download the compressed map file:
Goldenhearths.fdf-map
but you will need the .NET version of
SL's DF Map Compressor
to convert to the .PNG image format.
Submitted by: Markavian - 2007-12-08 to 1058 Early Spring
Woah. Those towers are awesome. I browsed up through the mini-entrance tower first... and thought, hey... that's cool, where's the fort... then found the second tower... and then found the fort. Still some empty rooms, waiting for more migrants I guess? Wonderful detail!
Submitted by: Fedor - 2007-12-09 to 1058 Early Spring
This is one of the most impressive fortresses I've ever seen in the 3D version. The combination of grandeur and innovativeness is a sight to behold.
I hope you don't mind the mud being tracked about as much as I would! :-/
Submitted by: Genuine - 2007-12-09 to 1058 Early Spring
I hate the mud. Even after setting up grates around every entrance to the fort a patch still got in somehow and multiplied out of control despite my best efforts.
I ended up taking screens of the map right after winter because that's when there's the least amount of mud, and it's still everywhere :(
Submitted by: Cheesesnark - 2007-12-09 to 1058 Early Spring
The towers look great. How did you make them?
Submitted by: Jackard - 2007-12-09 to 1058 Early Spring
Very impressive, although the unremoved floors throw the image off a bit.
Submitted by: Genuine - 2007-12-11 to 1058 Early Spring
The towers (particularly the detailed one) were carved straight from the cliffs. I used a "controlled collapse" method to get rid of the outside of the cliffs and get them in the shape that I want, which is done by simply digging a long stairway up the area I want to dig out, digging out all the stone on each of the floors, making channels around the area I'm going to collapse with a single dwarf, and then putting a support at the bottom connected to a lever which is pulled after removing the supporting staircase.
Also, Jackard, what do you mean by the un-removed floors? If you're referring to the areas that aren't blue surrounding the main fort, I didn't carve out the cliffs above because they stretch upwards another dozen or so z-levels, which would have made doing so a royal pain in the ass, so I omitted the step.
Submitted by: ajr_ - 2009-08-26 to 1058 Early Spring
Oh yes! I'm in the same school of fortress building with you, although I need more computing power to actually build up a number of floors. I mean that the features don't vary too much between different tower levels and that towers are calm and original. I've also used the #-shape. I was going to build the floors horizontally, which wasn't a good idea because of the longer logistic paths.
There's also a similiarity in the workshops design. I was also going to carve huge bare floors. On top of each floor there would be later located a guild of workshops with but open space in between each workshop. The workshops would be built in a geometric manner.
Today -- or was it yesterday I puzzled over "controlled collapse". Later I started to build a "collapse a whole entrance section into magma pool" trap to my new experimental fortress which I started putting together after the 'Lathonbom Kon' save got mythically corrupted. (an early capture of which is stored in dfma)
I love the design. It's true.