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  • Tombs - Where they all end up eventually. Only 4 dead up to this point. 1 to a trainin...

Comments: 10

Submitted: 2008-11-24 (View map)

Enjoying the Kobold Camp mod and thought I would show what has been happening so far. It was a very rough start. Got a few immigrants in and had 10 kobolds, then the carp got interested and lost 2, then the grizzly bear showed up and lost 2 more and then the elves showed up and lost on more. Was down to just 5 scrawny little kobolds trying desperately to not be noticed by anything larger than a rabbit. Managed to finish the first long house and at least had a place to hide and things started to turn around. First couple of shooters managed to clear the worst of the carp out and the soon to be warrior chief solved the bear problem. Once the local hazards were not so hazardous the natural reproductive nature of kobolds took over. They dont get many immigrants (not many survive the journey I am guessing) but they more than make up for it with homegrown population. Almost half the total population of 78 is pups. Will have to spread out soon. Maybe another camp on the other side of the stream.

Submitted: 2008-09-27 (View map)

Sir! We salute you!!

That is impressive. Excellent theme and execution.


Submitted: 2008-06-14 (View map)

Ah... that would explain it. You had me feeling a little inadequate with your building speed. Takes nothing away from your superior design/layout though.

Also noticed that your outer defenses have no arrow slits for which to pelt the goblin miscreants with. Intentional?


Submitted: 2008-06-14 (View map)

Where did all the stone/wood come from? Are you using an editor to plan out your stuff? Just curious.
Also...I would leave the central gardens as is, they look very nice. Maybe a few statues but not a meeting area, dont want the pretty grass getting all trampled.
Every bustling trade town needs a nice clock tower.

Submitted: 2008-06-14 (View map)

I am filled with awe.... that looks fantastic. All that in just 9 years? I am impressed. I love the symmetry and clean lines. Looks like a truly well planned town (whereas mine kind of just spread out and around as needs came about). The sewer system is epic.

Submitted: 2008-06-13 (View map)

That is a long road to haul! wow. Good luck.

Submitted: 2008-06-13 (View map)

This is a great idea all around. Would make traveling in adventure mode much more entertaining. Once the caravan arc and retiring fortress options come along this will actually be very nice and even worth more to do.

Keep on truckin

Submitted: 2008-06-12 (View map)

Looks like a good start on a really tough map. Hope things go well for you and your stunty minions.

Submitted: 2008-06-12 (View map)

Nice crypt complex. That and you look to have some very spoiled dwarfs there. Big rooms, big crypts and looks like a nice indoor swimming pool.

Submitted: 2008-05-24 (View map)

Goldparch was founded on the mandate for a port in the region to handle a major trade route through the area. This will include a light house, port facilities, warehouses, roads leading North and East and a garrison to defend all of it.

Goldparch had a very good first year. Housing and initial production of food stuffs and building material has already gotten underway. 11 immigrants have already joined the work force and have dove right into the projects at hand. The only down spot was that the first caravan wagons coming from the North were unable to make it.

[Message edited on 2008/05/24 at 02:48 by Yojimbo]

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