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Fortress: Fenceskull _nil_

Cross section of dome and entrance ramp

This view makes the central oculus look much bigger than it actually is, but otherwise gives a pretty good sense of Fenceskull's scale.

Submitted by: _nil_ - 2009-02-25

Swimming pool

This swimming pool is used for training up injured soldiers (especially heroes) that are difficult to boost otherwise, as well as for some turtle-fishing. I have to be careful, though; around mid-autumn the pool flash-freezes and anyone still in it dies a terrible death.

Submitted by: _nil_ - 2009-02-25

Drop zone

This bridges can be retracted to allow my melee dwarves to drop behind invading enemies. It would probably be simpler to use levered doors or something, but this prevents any unauthorized access to the secure parts of the dome and, in my opinion, is much more dwarfy. Also on this level is a statue garden and a barracks.

Submitted by: _nil_ - 2009-02-25

Champion bedrooms

This bedrooms are for champion marksdwarves, while the ones one and three levels below are for melee champions. One level up is the king's dining hall.

Submitted by: _nil_ - 2009-02-25

Sand farms

Interestingly, while the tree farm one level down makes nothing but silt, this one produces sand--my glassworks are at peak efficiency.

Submitted by: _nil_ - 2009-02-25

Animal processing level

While I still haven't cleaned up the dome floor entirely, I hope to eventually have my animal processing entirely on this level (maybe the one below it too). In the upper left, I have the path to my breeding pit paved with retractable grates; the idea is that I can trap escaping animals behind the various pet-impassable doors then easily drop them back into the pit. It's not foolproof, but it works as long as I don't butcher too many pitted animals at once. Miasma constantly comes out of the trench in front of the auxiliary entrance, which looks pretty cool.

This level also holds the gym.

Submitted by: _nil_ - 2009-02-25

Map-breaking little bastard

I haven't seen any action in the year and change since this guy lodged himself in the sky, and given the rate that they were coming before that, I'm pretty sure this means they're not gonna. I tried collapsing rocks on him as well as a utility or two, but nothing seems to work.

Submitted by: _nil_ - 2009-02-25

Necropolis

Although at this point it's more of a 'necrovillage,' I hope to pimp this out into some towers eventually, possibly rising out of a dwarf-made underground lake. The small structure to the lower left only holds formerly hostile dwarves that came leading enemy armies; strange (but kinda cool) that they would be given proper dwarven burials like this. Most of the other deaths are from construction accidents, with a few military casualties.

Submitted by: _nil_ - 2009-02-25

Fortress: Fenceskull _nil_

1. The ramp

This ramp is the first section of Fenceskull's entrance. Under normal conditions, this section is uneventful for both friendlies and enemies; the refuse littering it is from caravan guards and the occational champion chasing stragglers. The road up to it is lined with granite block pillars topped with exceptional obsidian statues, while the ramp itself is mostly lined with exceptional steel statues. There's a walkway underneath where marksdwarves can shoot at enemies who might otherwise be shielded from the dome by the water gate, although there are very few situations where I would want to do this.

Submitted by: _nil_ - 2009-04-13

2. The skulls

Flanking the ramp just before it meets the dome, two skulls serve as both an identifier and a final warning to enemies.

Submitted by: _nil_ - 2009-04-13

3. The water gate

This all-green-glass structure (save the foundation, mechanical parts and some copper pieces) brings massive amounts of water above the highest point in the entrance path. There, I should be able to direct it either way, using a wall of water to either flush down (and hopefully bunch up) units coming up the ramp or to flush in, trapping anything in the dome and moving items onto bridges. Need to build a drain before I try that though.

Submitted by: _nil_ - 2009-04-13

3a. Holding tank

Submitted by: _nil_ - 2009-04-13

4. The road down

At the flip of a switch, my three champion melee squads drop into the chamber on the left. They spend a moment stunned, then go down the ramp and kill everything in their path. Invariably, a few champions weren't quite standing on the drawbridges and don't get dropped; they start heading up the spiral road killing everything in their path (even after they all meet in the middle these guys keep going all the way to the top). Any enemies in between have already been devastated by the marksdwarves. Except for sieges so large or spread out that routing enemies escape from the dome before the the last squad enters, nothing survives entering the dome.

Submitted by: _nil_ - 2009-04-13

4a. Kill zone

Here, Asob leads a squad of 20 legendary marksdwarves (some are at the next two fortifications to catch those who break through here). One of the two surviving original soldiers from the first immigrant wave, he has 153 named kills, wears artifact leather armor and wields an artifact crossbow. Only the violet xelics make it past here with any regularity, even they only do so in small numbers.

Submitted by: _nil_ - 2009-04-13

5. Dome floor

Friendlies and extremely lucky enemies who make it to the bottom of the spiral road will come to the dome floor. When the bridges on the road are opened, the gear on them falls to collect here, where it can be quickly and safely collected for trade or melting. I'm hoping to put a cool design here later in metal blocks; what I have now is made out of obsidian, hematite, cinnabar, brass and copper. While the idea of a dome with an oculus was ripped off from the Pantheon, the idea of putting something cool and shiny (in this case a masterwork crystal statue encrusted with every precious gem, type of glass, and a number of metals, set on top of a crystal and clear glass block platform) was ripped off from Markavian. Thanks for the site dude!

I also put my outdoor farms here. More crystal statues keep the wagons from driving over my sun berries.

Submitted by: _nil_ - 2009-04-13

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