DF Map Archive

User info for Retro

Retro

2009-09-02

2011-01-30

Maps and Movies

Favourites: 22

Favourite maps

Favourite movies

  • Rocket Dragon! - While testing material breath attack types, I noticed that trailing dust flows w...
  • Maze Generation - Python 2.5.2 (r252:60911, Feb 22 2008, 07:57:53) [GCC 4.0.1 (Apple Computer, I...

Favourite points of interest

  • The Giant-Ass Tower - Starting at this level, 15: 15: Farms and food-related rooms, engraved founta...
  • Plaza - This is a masterfully designed image of hidden moons. The image is the symbol of...
  • magma chamber with ziggurat - This took a while to carve out, but I'm pleased with it. Imagine a shallow ...

Comments: 65

Submitted: 2010-07-15 (View map)

Certainly becoming a more and more interesting fort! I'm happy to see you're still playing this.

Submitted: 2010-07-02 (View map)

It's pretty easy - move the map to where you want the POI to be, hit 'Add a Point of Interest,' write. Don't bother trying to calibrate the numbers or anything, just fill in title and description and you can leave the rest.

[Message edited on 2010/07/02 at 05:23 by Retro]

Submitted: 2010-06-30 (View map)

I'll certainly be keeping an eye on this.

Submitted: 2010-06-29 (View map)

This is quite a nice fort! It would be interesting if you added waterways beside your walkways (using more baffles) to bring the watery theme indoors as well.

Submitted: 2010-06-20 (View map)

Hippoman: A big ol' block of cast ice with a looot of designations marked into it. I am digging me an empire. And I'm 18% done as of this moment! :D

Submitted: 2010-06-17 (View map)

I hope you guys don't mind me adding a side view POI, but it was just so awesome that I couldn't not do it.

Submitted: 2010-06-07 (View map)

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: 2010-06-01 (View map)

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: 2010-05-25 (View map)

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: 2010-05-25 (View map)

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: 2010-05-22 (View map)

Ooh, good idea with changing the sky colour.

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