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Comments: 11

Submitted: 2012-01-09 (View map)

Very finely crafted, quite an inspiration for grand works.

Submitted: 2012-01-06 (View map)

Note that I have left out a lot of fortress levels. There's upper fortifications on the surface, and a lot of subterranean levels between the surface (which is right above the underground forest), and the rest of my fort which is solidly down in the rock layer.

You'll probably also notice I'm not one of those players that worry about a little bit of clutter. I leave rock laying where it's excavated until it's used or until I need to move something onto its space. Only exception is some of my stockpiles where space and visibility is important.

[Message edited on 2012/01/06 at 10:21 by Stromko]

Submitted: 2010-04-02 (View map)

That is a work of art and dedication. I'm bookmarking this for inspiration. Even though I don't think I have the patience to work out such a steadfastly fractal design I admire it immensely.

Submitted: 2009-04-16 (View map)

And that's only an early mock-up! Apparently there's going to be water in these caves too, and of course that means tower-caps and other subterranean vegetations. Lots of reasons to build an underground entrance to your fort so you can go out and gather wood, plants, cave-fish, etc ... Of course there'll be respawning underground life too! Woot. :)

Ahh, but there's so much left on the release tracker, even after underground is done (though this is the feature I'm most excited about).

Submitted: 2009-04-07 (View map)

I've got a few suggestions:
1. You might want to consider a wider hallway going to the trade depot. It's true that it will take forever for an invading squad to path through that narrow hallway, but the same is true for your dwarves!
The narrow hallway for the bedrooms is probably fine, so long as you don't have too many dwarves living in that section. If you have more than ten dwarves trying to go back and forth in a 1-tile wide hallway their work will pretty much grind to a halt.

2. When you post a fort here you should consider making a Point of Interest somewhere in your fort and setting it as the default view. That way we can locate your fortress quickly instead of having to track it down :)

3. You need to smooth over those boulders to the east of your trade depot, otherwise caravan wagons won't come. If you can remove any boulders in a 3-wide section all the way to the brook, then caravans will have no trouble getting to your fort.

4. What's that carpenter doing way north of your fort along the brook? Is he drinking or fishing? You might want to go into orders, Zone Orders, and set zone-only drinking and fishing, then designate that little section of brook inside your walls as the Drinking and Fishing zone. That way, dwarves won't leave your defenses to go fish or take a drink.

If he's trying to put something in a stockpile and you don't want him to, make sure to go into orders and find the panel where can Forbid death and death items. Everything on that panel is usually set forbidden in my fortress, then I manually reclaim anything I want them to bring in. Also, turn off Remains in your refuse stockpile, or turn off 'gather refuse from outside' if you have cats and they're constantly killing butterflies out in the wilderness and your dwarves keep trying to place them in your refuse stockpile. It happens. Silly dwarves and their butterfly collections...

Submitted: 2009-03-28 (View movie)

That's fairly awesome but you should've enabled Temperature. That would've made it a disaster that destroyed the whole settlement ;)

Submitted: 2009-03-28 (View movie)

2:40 : "Ahh, killing gobbos is thirsty work!"

Submitted: 2009-03-28 (View map)

Wow you're really going full-bore with the circular designs and patterns. Very inspiring!

Submitted: 2009-03-27 (View map)

I rather like the circular, open-air design. In a word, it's an inspiring fortress! There's more advanced, awe-inspiring fortresses out there, but they're usually quite difficult to comprehend and often a bit impractical. Clockworks, however, is simply a circular settlement built into a mountainside, with an open courtyard, that comes out looking REALLY good. It's quite pragmatic too, being right next to the water (and fish, my favorite way of feeding dwarves / training marksdwarves), and with forges built right on top of the magma pool so as not to waste any.

Submitted: 2009-03-27 (View movie)

Nonsense! It's magic! Dwarf Fortress has dragons and bronze collosi (colluses?).

How does a bronze collosos (I'm still not spelling that right) move around without eating or consuming coal or anything? A self-powered pump system!

Submitted: 2008-07-07 (View movie)

If you play it backwards he's shooting himself.
Also, this is awesome.

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