Muckgrotto - Martin - 108 Early Spring by martin

Map Description:

Submission for DFM2 - Muckgrotto survival challenge

Point of Interest: Project 1 - Aquifer Removal

The main project was to remove the aquifer for the majority of the map. With the exception of a 5-wide perimeter and the central round core, the entire map was collapsed 4 z-levels down below the aquifer layers, eliminating them entirely.

This was accomplished in 7 stages:
1) The inner aquifer breach was a relatively large initial breach. Miners dug down the north staircases and excavated via ramps a ring with an outside diameter of 30 tiles, 7 tiles wide, channeling down revealing the first aquifer layer, and providing an interior defensive barrier spanned only by a single bridge. Magma was poured in forming an obsidian cast, and a 5-wide excavation in the center (visible) revealed the 2nd layer, which was also turned to obsidian, creating both the access to the main fortress layers and serving as half the bathtub wall for later removing the aquifer altogether.
2) A 2nd, much larger square pierce took place at the exterior of the map. Also 7 wide, this formed the exterior barrier, accessible also by a single bridge. Magma was pumped in from 3 locations - west, north, and northwest, and when magma couldn't reach the far corners, temporary walls and one aquaduct to the south were erected to allow magma to reach all corners. A major problem was getting magma out of the pipe and still allowing it time to regenerate. This required an almost constant pumping effort. Magma was redirected by tearing down and building walls since no bauxite was available. After the first pierce, the center was channeled out creating a 5-wide and then a 3-wide channel since the aquifer changes height across the map. This formed the outer bathtub to excavate the aquifer.
3) The soil layer directly above the first aquifer layer (level 14 on the map) was excavated. The top layer of the map was held in place solely by the wooden walls used to direct the magma pumping effort. The miners channeled to the bottom of the map in the hopes that a fortification carved in the exterior edge of the map (SW corner) would allow water to drain out. Instead water poured in. Fortunately the miners prepared for this possibility and installed a door and then walled the area in. This was the first (and preferred) design for draining the map. On to plan 'B'!
4) The first aquifer layer (level 13) was dug out. All water-producing tiles (mostly to the south and east) were channeled out and all non-water producing tiles ramped out except for a 'wall' surrounding the water area. This wall was breached allowing the water to drain into the non-aquifer portion of the level. Because no water-producing tiles remained, it steadily drained. Channels down into the next aquifer layer down (12) were placed to speed up draining.
5) The 2nd aquifer layer (level 12) was dug out. This was nothing but aquifer - no dry tiles and the north magma pump was temporarily redirected back under the edge of the digging area to create a small obsidian cap so that the miners could channel down into the bottom aquifer layer (level 11). This served as the main drain for this level until the water level became low enough that additional drains could be channeled. Some water was directed down to the bottom level of the map to evaporate.
6) The bottom aquifer layer (level 11) was excavated much like level 13, with a wall separating dry and wet. The wall was breached providing a long flow so that water would steadily evaporate without the map reaching a consistent 2/7 depth. Some water was drained into the bottom level to help this along.
7) Once a dry section of the bottom layer was revealed a series of floors and supports were constructed to hold up the top layer of the map. This was attached to a lever for the final collapse. Because unrevealed tiles get revealed on collapse at the new level, the top level had to be flattened out so that the hills didn't turn into aquifer tiles on collapse. This was accomplished, and the lever was pulled dropping the top level down, wiping out all plants and trees (they'll grow back in time) and killing one dwarf who was knocked out by the dust and fell on a weapon trap (sushi!). - martin

There are 5 comments for this map series, last post 2009-09-28

Add a Comment


Submitted by: Markavian - 2009-09-27 to 108 Early Spring

Wow... simply wow. A tremendous fort, a superb megaproject.

Submitted by: DetailsInside - 2009-09-27 to 108 Early Spring

This.......this is nice.
Love the circular tower.
3D picture anywhere?

Submitted by: martin - 2009-09-28 to 108 Early Spring

No, I can't seem to get the visualizers to work. The saves are uploaded and I'd appreciate if anyone can run the final fort through one of them.

Submitted by: Caranha - 2009-09-28 to 108 Early Spring

Indeed a suberb fort!

But what are the "downramps" in the middle of the sky on level 16?

Submitted by: martin - 2009-09-28 to 108 Early Spring

The ramps are a bug. When you collapse a level, the down ramps from the level above don't collapse with it, they just hang there. I forgot to clean that up when I did the final collapse.

Viewer Controls


SHIFT + Key doubles keyboard scroll rate.


Do you only see a blank space?

Don't have Flash?
You can download the compressed map file: 2009-09/martin-Muckgrotto-Muckgrotto-108-572.fdf-map but you will need the .NET version of SL's DF Map Compressor to convert to the .PNG image format.