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Map: Jewelworked - 109 Itnetlolor

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Submitted by: Itnetlolor - 2014-12-31

Actually, being practical first allows for being fancy more quickly, and better manages my resources to distribute accordingly. Basically, if things go how I hope they will, I should have everything, including dining hall plumbing, smoothed and engraved (especially before the water melts and starts flowing) by next post.

Considering water pressures and general setup, including the diagonal pressure regulation, I should still be able to take advantage of what plumbing I will have setup and feed more places with fresh water.

Map: Jewelworked - 108 Itnetlolor

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Submitted by: Itnetlolor - 2014-12-26

This is the floorplan/flowchart I have the fortress modeled after:
A BBCode picture

Map: Tamedearth (1x1 Tileset Sample) - 51 Itnetlolor

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Submitted by: Itnetlolor - 2013-04-24

For some apparent reason, I forgot level 38 (actual wagon/dwarf level). Nonetheless, this is still a good sample.

[Message edited on 2013/04/24 at 05:43 by Itnetlolor]

Map: Bloodfist - 214 Itnetlolor

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Submitted by: Itnetlolor - 2013-03-26

To any previous fans of the Bloodfist: Good News!

I am in the works of setting the plans up for the next addition to the Blood-Class airships, the Bloodaxe.

All I can say about it is that this thing is huge. Up to twice the size of the Bloodfist (BF had 4 decks, BA has 8 decks, and is slightly longer and wider, while at it), and better designed overall. The Bloodaxe does what, in hindsight, I wish I did with the Bloodfist. Naturally, the Bloodaxe, due to it's scale, will take a considerable amount of time. However, I might do something similar with this, except maybe make it a community fort kind of thing.

The building process will still be similar (standard shipwright procedure (Skeleton, Hull, and then Internals), but the updates will be less frequent. Instead of seasonal, it will be every half-year to whole year update chunks. This would also be due to my improved playing ability, and a better selection of where to build it, and how to defend it.

Besides the references here, here's a better reminder of how I still intend to build it, just like this one:
http://youtu.be/obgkyS9ZvLc

I hope to be able to get started on it as soon as the week after Easter.

[Message edited on 2013/03/26 at 02:11 by Itnetlolor]

Map: Galleygolds - 252 Itnetlolor

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Submitted by: Itnetlolor - 2011-10-02

I didn't notice it until now, but the first floor of Vault-221 looks like a grenade.

Map: Pointedthundered - Dwarven Star Destroyer - 147 ProberoO

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Submitted by: Itnetlolor - 2011-08-21

I think flying the ship around the back of this thing (where it seems to have a defensive blind spot) and knocking out the engines with the (grappling/docking/tow) ballistae ought to drop it out of the sky.

Unlike my ship, I don't think the Star Destroyer has a redundant engine system, and a dual-bridge in case one gets incapacitated; plus, the bigger they are (and denser the material), the harder they fall. :P

EDIT:
Oh right, my ship also has tons of room all over the place, and the ability to add outriggers to fit even more ballistae/catapults on board. If all else fails, more dakka. Oh yeah, and the Chenjesu computer(s) is/are also possessed by 350 angry dwarven ghosts, so hacking (apart) the ISD's computer should be rather simple as well.

Plus, wait until I develop it's successor Bloodaxe, then you'll be in for a treat. Here's a hint; one weapon involves magma, and another weapon involves flying in at ramming speed.

[Message edited on 2011/08/21 at 11:43 by Itnetlolor]

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Submitted by: Itnetlolor - 2011-08-19

I think my ship can take it on.

Map: Bloodfist - 214 Itnetlolor

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Submitted by: Itnetlolor - 2011-04-24

Good news everyone!

As the new releases of Minecraft keep on coming out, I will be updating the schematic in my free time. I'll still have the original package available for download, but the recent updates will include some improvements to the overall design that didn't translate well enough initially. So, for example, the crew quarters will have proper beds that you can sleep in, certain pieces of scenery will look more how they should (props, emblems), and when pistons are released as well, I'll even try to make some mechanism connectors which should explain how the boilers can connect. I don't have a release date set, since this will be done in my free time, but for the continuing support, I feel I might as well make an update to keep up.

While working on the improvements, I'll be thinking of what else I'll include in the Bloodaxe, the Successor to the Bloodfist. Bigger, faster, stronger, better.

Provided the next updates go how I think they will, I might begin working on it when .26-.28 releases (depending on new bugs unleashed, and when I get the blueprints ready).

[Message edited on 2011/04/24 at 01:05 by Itnetlolor]

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Submitted by: Itnetlolor - 2011-02-18

There are potential plans for a successor to the Bloodfist to be produced eventually.

Bigger, faster, stronger, better.

Oh yeah, and it'll be made in the more recent versions of DF as well, for added challenge, since I'm not as familiar with it yet. So it'll have the same amount of fun as this one had in production.

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Submitted by: Itnetlolor - 2011-01-30

I also have this a an MCEdit schematic if you want it imported into Minecraft.

Screenshots (Steampunk texture pack):
A BBCode picture
A BBCode picture

Download it here

As of now, the schematic has been downloaded more than 1500 times.

[Message edited on 2011/08/19 at 08:51 by Itnetlolor]

Map: Return-to-Wavehandle - 204 Itnetlolor

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Submitted by: Itnetlolor - 2010-06-30

Well, crap. As it turns out according to my tests, this boiler system has more function as an aesthetic element, than a repeater. It does still make a convincing device nonetheless; provided the upper pressure plate is linked to something.

I'm debating whether or not to keep it up there. I might keep it, and build a more proper repeater near it and link the upper pressure plate to the main power axle of the repeater. This way, it looks like the repeater is powered by the boiler (which in a sense, it is).

I don't feel like scrapping this. I already have plenty of excess iron. BTW, I like my idea. It could make this fort look more awesome. Especially when running movies of the massacres. :P

[Message edited on 2010/06/30 at 10:54 by Itnetlolor]

I found a repeater plan that can possibly work (but would require some windmilling, but the orientation could look like pipes/flywheels). Just sketched out the plans. It may take a year to build, but I have a way of making it all look connected, but still function as I originally intended it to.

If this entire plan doesn't work out, then I guess the spikestrip should be a manual-operated device as a contingency plan. Whatever works, I suppose. Nonetheless, I think I should keep the machinery for design-sake. Make use of the area.

[Message edited on 2010/07/01 at 12:59 by Itnetlolor]

Map: Bloodfist - 214 Itnetlolor

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Submitted by: Itnetlolor - 2010-04-05

Know what else is terrifying? If you want to relive any bit of the history (IE- all of the listed maps), I hope you have roughly 388MB available on your hard drive. And fortunately, that's unpacked.

As for the RAR collection, 5 in all, that's still 366MB total. So yeah...

Of course, you'll have to check out DFFD or my project's OP for the links.

[Message edited on 2010/04/05 at 03:22 by Itnetlolor]

Map: Bloodfist - 213 Itnetlolor

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Submitted by: Itnetlolor - 2010-03-30

And here's the latest it looks right now. Not 100% complete, but damn close enough. I'll replace it with the completed in due time. Plus, I'll modify the image to look how I imagine it to look with props.

A BBCode picture

[Message edited on 2010/03/30 at 11:17 by Itnetlolor]

Map: Razorlength - 1029 Jong89

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Submitted by: Itnetlolor - 2010-03-04

Looks like the perfect kind of location for my ship and it's crew to visit.

Map: Bloodfist - 212 Itnetlolor

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Submitted by: Itnetlolor - 2010-03-04

Here's the Visfort for the end of the year, as promised.

A BBCode picture

[Message edited on 2010/03/04 at 12:46 by Itnetlolor]

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