Skullwires - 425 Early Spring by Salmeuk

Map Description:

The Newly Founded Skullwires

Before we dug little tunnels all over the place, this is what it looked like.

Point of Interest: Someone Crashed the Damn Wagon

I guess this spot is as good as any.

...

Is that GOLD I smell? Could it be?! - Salmeuk

There are 3 comments for this map series, last post 2019-11-17

Add a Comment

Comments

Submitted by: Fleeting Frames - 2019-10-31 to 427 Early Spring

You embarked on volcano+river+sand+3 biomes? That's pretty rare embark, nice job finding it.

The bedrooms have nice hand-drawn look to the tentacles. Clearly, veins are wider. I might want to consider engraving the microcline to reduce its glare - but clearly you love the contrast with dark gray in your archery targets.

The rose gold tables really stand out. The jewelry stockile being a rhomb fits well with cut gems themselves being rhombs. You could painstakenly make diagonal stockpiles for each gem colour.

I feared enemies might penetrate through the gold veins when I saw them open. Looks like that happened, but it's not like there are not plenty of outdoorsy plant efforts.

There's some blood, but even normal soil in bloodthorns' cavern looks bloody. Combined with the slightly red-tinted water, it looks otherwordly.

Submitted by: Salmeuk - 2019-11-01 to 427 Early Spring

Thanks for the comments. RE: embark, I have developed quite a taste for embarks over the years, and this one attracted me because of the realistic topography (no harsh jumps in z-level or ugly orthogonal terrain) and the nicely framed features of the central mountain.

Here is a mifki screenshot of the place: http://assets.mifki.com/df3dview/?key=33d1c46603d490a5

Though I find that single z-level rooms become less interesting when visualized in this manner. Something about their lack of volume, in relation to the larger terrain features.

Submitted by: Fleeting Frames - 2019-11-17 to 427 Early Spring

Yeah, it looks lot more flat in 3d visualizer, an actual hillock in hill rather than a mountain. In 2d view, ten z-levels down is a lot, but ten sideways is nothing much - this makes it more visible.

I think an intuitive fortress designs being flat is partly based on how much player effort it takes to reach given area, so 1 z-level down is same as 100ish tiles sideways.

Viewer Controls

g

SHIFT + Key doubles keyboard scroll rate.

Problems?

Do you only see a blank space?

Don't have Flash?
You can download the compressed map file: 2019-10/salmeuk-Skullwires-region3-425-1730.fdf-map but you will need the .NET version of SL's DF Map Compressor to convert to the .PNG image format.

Login: