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Fortress: Rhymedmansion mounf

Zays Animal traps

At the request of Zay, our resident animal trainer a number of traps have been installed in the desert. To increase theie effectiveness they are placed at artificialy created choke points.

They also may act as an early warning system for ambushes if we are lucky.

Submitted by: mounf - 2014-07-19

Fortress: Rhymedmansion mounf

Worksite: Food production.

This large hall will contain the food production facilities of the fortress. Still a few z-levels to dig out yet though.

Submitted by: mounf - 2014-09-11

Worksite: farms

The 2 large rooms will contain farm plots. The southern one for underground crops, the Western for above ground (light well yet to be built). These are located directly below the kitchen hall.

Submitted by: mounf - 2014-09-11

Fortress: Rhymedmansion mounf

Wood hall

The center of the wood industry. With access to the caverns due in 258/259, we should soon be able to obtain a plentiful supply of local wood for our carpenters and furnaces.

Submitted by: mounf - 2014-08-12

Fortress: Rithmesir-the_adequate_library mounf

Were-Mayors quarters

This section of the cavern is now secure. The lake is slowly draining (It's in the way of the tower construction).

North is the were-mayors quarters. Of course we would get an highly skilled socialiser, manager, organiser and broker in the first large migrant wave who would get mauled by a were-tapir before he could even get to the fortress and would then be promptly elected mayor.

He's now got "secure" quarters in this cavern. Where he can focus on keeping our stock lists up to date and doing some engraving of his room for occupational therapy.

It's working out quite well. The only problem is timing the visits of representatives to avoid any... unpleasant incidents.

Submitted by: mounf - 2020-04-05

Fortress: Watchdiamonds mounf

Welcoming hall

Provides a welcome area for the unwelcome. 3 levels up bridges can be opened to drop a layer of magma into this area, eliminating threats and greatly simplifying cleanup. magma can then be drawn off through the fortifications to the east and pumped up to the reset magma reservoir ready for re-use.

Submitted by: mounf - 2014-01-10

Fortress: Rhymedmansion mounf

Water stack base and machinery

The lower pump, waterwheels and machinery in the 3rd cavern for the water stack

Submitted by: mounf - 2015-09-28

Fortress: Watchdiamonds mounf

Walkway of pointy death.

Entrance defence for the main entrance. Drawbridges can be used to divert enemies across the walkway which may be equipped with a few spike traps. The cavern below will most likely contain magma to help avoid needing to much cleanup. Archery galleries cover the walkway.

221 - The area below now contains magma for ease of clean up. Conveniently the entrance drawbridge is ~20 range from the marksdwarf fortifications with the unintended consequence that elite ranges attackers tend to stop and stand on it to attack my marksdwarves. One quick lever toggle then solves the problem...

Submitted by: mounf - 2013-11-18

Fortress: Rhymedmansion mounf

Vucar Damidtarun

The forgotten beast Vucar Damidtarum. A huge scaly ribbon worm with deadly dust (it belches and croaks). To nasty for a full on military attack, it is now trapped in this small room, awaiting some time when my miners can create a cave in to deal with it.

Submitted by: mounf - 2014-08-05

Fortress: Rhymedmansion mounf

Trade depot

The new trade depot location, delayed by power plant problems until at least late 261. The trade depot sits on a platform over the cavern 1 lake, near the heart of the fortress.

Submitted by: mounf - 2014-08-12

Fortress: Rithmesir-the_adequate_library mounf

Top of the library dome

Would have a nice view, if the buzzards would just stop bothering us.

Submitted by: mounf - 2020-04-14

Fortress: Watchdiamonds mounf

The clothiers guild

Containing the cloth industry of WatchDiamonds, Looms, dyers and clothes-makers. The leather working building is immediately to the south and both share output stock piles located several levels below.

Submitted by: mounf - 2013-11-18

Fortress: Watchdiamonds mounf

Temporary quarters #2

Second region of temporary quarters. Mostly for military (mainly put in to chear them up after an unfortunate uniform/nudity error).

Submitted by: mounf - 2013-10-30

Temporary quarters #1

Temporary quarters and dormitary. Another area directly below here provides more space.

Submitted by: mounf - 2013-10-30

Fortress: Rhymedmansion mounf

Temporary main corridor - Upper

The upper catwalk of the main corridor of the temporary fort. Temporary workspaces branch of the corridoor North and South.

To the east is the main stockpile.

To the Northeast is the millitary barracks and stores.

Submitted by: mounf - 2014-07-19

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