Displaying results 1 to 15 of 26 (Page 1)
Sort by: Author, Date Submitted (Clear Search) | |
---|---|
Map: Hellfurnace-MegaForteresse - 218 | Icebird |
View / ReplySubmitted by: crash2455 - 2010-04-04Nice going. I remember I was trying to implement this once, but I didn't have a close enough source of magma or nonflammable materials. I definitely didn't think about having a giant reservoir above the entrance. |
|
Map: Frostbridged - 306 | Demonic Spoon |
View / ReplySubmitted by: crash2455 - 2010-03-30You know, I'm sorta surprised that you still have just a line of cage traps defending your fortress. You seem like the kind of person that would build a ridiculous (and probably very messy) fortress defense system. |
|
Map: Frostbridged - 303 | Demonic Spoon |
View / ReplySubmitted by: crash2455 - 2010-03-08I'd wanna see this map continue just to see how crazy the pillar of history gets. Knowing the game, it will probably consist of: |
|
Map: Stargate - 203 | Yarn |
Map: Organaxes - 243 | Viprince |
View / ReplySubmitted by: crash2455 - 2010-01-24I gotta say, that slaughterhouse is a pretty sweet design (if rather messy). |
|
Map: Podoshreelbus: A Kobold Camp - 1 | keizo |
Map: Sparkgear IX - 309 | _nil_ |
View / ReplySubmitted by: crash2455 - 2010-01-21Man, it's been so long since I've seen SG. How many mods are in this now? |
|
Map: Boardwhip - 333 | crash2455 |
View / ReplySubmitted by: crash2455 - 2010-01-21Alright, had to reformat and thought I backed this up. Boardwhip as it stands on this map is no more. |
|
Map: TallTower - 132 | Samus1111111 |
View / ReplySubmitted by: crash2455 - 2010-01-19Sadly, Talltower came to an end to due massive framerate issues and the matter of apathy towards rebooting the project. I have plans to one day start it again, but I do not presently have the desire to do so. |
|
Map: Arche-SGIX - 306 | KenboCalrissian |
Map: NorthFortress - 57 | TerminatorII |
View / ReplySubmitted by: crash2455 - 2009-07-27Aye, but vikings are far too manly to be bothered by the cold! |
|
Map: Twohermits - 157 | crash2455 |
View / ReplySubmitted by: crash2455 - 2009-07-23I'm assuming you mean that I could cram more bedrooms in that space. Yes, I could have added more bedrooms, but I maximized pathing efficiency by utilizing diagonals. Also, one floor of these can easily hold a hundred dwarves. |
|
Map: Boardwhip - 344 | crash2455 |
View / ReplySubmitted by: crash2455 - 2009-07-19It's pretty simple, really. Nobles used to be the leading cause of dwarf death (at about 5 a day), but then I permanently fixed that. |
|
Map: Rivercross DFMasters - 1006 | Neyvn |
Map: RivercrossMeta - 1005 | Meta |
View / ReplySubmitted by: crash2455 - 2009-07-14The star dorms are a cool idea. I should start implementing that in my future forts. |
Once this area is completed it'll be the main site for passive and active defenses in the fortress.
Lifting the east and west caravan bridges will leave the only path into the fortress through this maze of raised walkways. Enemies will be forced through in single file, running through traps and getting fired on by marksdwarves in the central tower the entire way.
Once all the enemies are dead, a series of retractable briges will allow the dwarves inside to run out and pick up all the loot without having to run through the maze themselves.
I've been bouncing around the idea of flooding the area between the walkways so domesticated carp can be released in there. Since they do such a number on my dwarves they should have a fun time dragging goblins to watery deaths. I guess I'll see if I can trap any of them or not. -
sirbobsalot