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Fortress: Sparkgear 3 nahkh

meant to build a fortification here

Couldn't hurt to have an archer post for the utility entrance

Submitted by: _nil_ - 2009-07-08

Fortress: Twohermits _nil_

The lock mechanism

A slightly modified version of the plan detailed by forum user Sutremain here. The two pitchblend "turn-ending" levers hook up to two of the gears. Since gears toggle on levers they don't interfere with each other. The status of the gears determines whether water flows over two pressure plates. One triggers when submerged and the other when not; these plates are hooked up to the entry bridges. This way, when one bridge is raised the other lowers, effectively separating the east and west fortresses.

Submitted by: _nil_ - 2009-07-11

Fortress: Sparkgear 3 Barbarossa the Seal God

Mayor's quarters

This room is sometimes a bedroom, sometimes a dining room, and sometimes both, but it always belongs to the mayor.

Submitted by: _nil_ - 2009-07-13

Barracks

Submitted by: _nil_ - 2009-07-13

Fortress: Twohermits _nil_

The old water locks and the pool

The lock mechanism that once operated the gates have been horribly vandalized, and the magma now flowing into the pool threatens to cut off the west fort's water supply. Things have never looked better for the east fort though--now they can forge all the steel they want.

Submitted by: _nil_ - 2009-07-13

Fortress: Fenceskull _nil_

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.

As of 330, water can be poured down the ramp, pooling both enemies and gear at the bottom. The drainage chambers are visible here to the lower right.

Submitted by: _nil_ - 2009-07-14

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 can 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. The drainage system has been functional so far, although I have to be careful using anything here during the fall--if water freezes on the interior road it can cause a cave-in.

Submitted by: _nil_ - 2009-07-14

Dome floor

This design is made from brass, bronze and copper blocks, rose gold and black bronze bars, raw hematite and adamantine, and some plain old marble blocks around the edges.

Submitted by: _nil_ - 2009-07-14

Fortress: Sparkgear 3 nil

Southern fortifications

In progress. Whoever is next should carve fortifications and build in the gaps after these walls are built. Or don't--if there's one thing Sparkgears can never have too much of it's half-finished projects.

Submitted by: _nil_ - 2009-07-22

Eastern fortifications and entrance

If you want access to the outside would and the southern trench is filled with lava, this is your best bet--the marksdwarves can defend this entrance against any ambush, although a seige--and particularly orcs--would probably get through. The drawbridge is to the north of the fortified bluff.

Submitted by: _nil_ - 2009-07-22

Western entrance

While not as well fortified as the south or even the east, this entrance is usually far from the action making it a good spot to sneak friendlies out of.

Submitted by: _nil_ - 2009-07-22

Southern trench

This serves as the main entrance for the fortress. Using the magmaduct, this trench can be flooded. Be wary of letting dwarves out here when the magma is still evaporating, there have been reports of heat-related death despite not actually touching any magma. If we could claim and melt that equipment we'd be able to outfit a few soldiers with good steel...

No idea how you open the floodgates in front of that catapult.

Submitted by: _nil_ - 2009-07-22

Main (southern) entrance

This drawbridges open to the same switch in the main control room; the larger one is magma-safe. Anything that gets past here will still face a couple more shooting galleries and another layer of drawbridges.

Submitted by: _nil_ - 2009-07-22

Final drawbridge

A lever controls both this and the a second drawbridge that serves the same function by the central entrance to the overfortress. This should only be used as a defense of last resort--the roof of the noble tower is only one z-level below.

Submitted by: _nil_ - 2009-07-22

Noble tower, main room

Highly and fully engraved obsidian royal dining room/throne room. Currently unoccupied, but if we ever get a noble this would be the logical spot. The lower stories aren't finished, but the plan was to build the second level out of obsidian blocks.

Submitted by: _nil_ - 2009-07-22

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