Return-to-Wavehandle - 204 Early Spring by Itnetlolor

Map Description:

Another time, another year.

It may appear that I have not made much progress; but more has been done than it seems.

I patched up any remaining holes in my security perimeter (thank you kobolds), I have made the main security feature more functional (now I can choose the path for my invading friends), the spike-strip is underway, as is IUv2. Production for war dogs is slow, so the bottom floor is developing just as slowly as the rest of the security parts.

I have expanded industry and housing (though it's still merely a barracks), and have installed a prison. I have my first elites trained to serve as primary a security leader and a sheriff (both separate guys).

I must say, things are going better than I thought. Even the drawbridge/walls are working how I imagined them to. I have yet to witness DM-DB in action. I might see what I can do about that to test it out. Then again, it's been a fair amount of time since last ambush/siege. Thanks to Kitty-Security, if anyone is to invade, I should know about it.

Point of Interest: Choose Your Own Adventure

123
_X
__1
__2
__3

If you don't understand that, lemme explain:
123 are the switches that operate the drawbridge/walls per level. X is the military/stronghold port in case I feel like having my military have some fun (3 down and spikes off).

The vertical 1-2-3 is basically the doorway switches so I can choose the fates of my invaders, or give them a choice. I can even modify the pathing a tad with these so they can choose an optimal path in.

EX: 1=open with 1=up, 2=open, 2=down, 3=open, 3=down (spikes off).

What's a better fate? Dodge-dog? Deal with fewer traps? Or deal with the military that's waiting in the arena? Or same thing, but with fewer spikes to dodge?

There's a reason I keep those corners filled. I do intend to use them to screw with their pathfinding. And if any [building_destroyers] find it funny to mess with my equipment, then that's alot of equipment to destroy. Plus, they should be easy to replace. - Itnetlolor

There are 1 comments for this map series, last post 2010-06-30

Add a Comment

Comments

Submitted by: Itnetlolor - 2010-06-30 to 204 Early Spring

Well, crap. As it turns out according to my tests, this boiler system has more function as an aesthetic element, than a repeater. It does still make a convincing device nonetheless; provided the upper pressure plate is linked to something.

I'm debating whether or not to keep it up there. I might keep it, and build a more proper repeater near it and link the upper pressure plate to the main power axle of the repeater. This way, it looks like the repeater is powered by the boiler (which in a sense, it is).

I don't feel like scrapping this. I already have plenty of excess iron. BTW, I like my idea. It could make this fort look more awesome. Especially when running movies of the massacres. :P

[Message edited on 2010/06/30 at 10:54 by Itnetlolor]

I found a repeater plan that can possibly work (but would require some windmilling, but the orientation could look like pipes/flywheels). Just sketched out the plans. It may take a year to build, but I have a way of making it all look connected, but still function as I originally intended it to.

If this entire plan doesn't work out, then I guess the spikestrip should be a manual-operated device as a contingency plan. Whatever works, I suppose. Nonetheless, I think I should keep the machinery for design-sake. Make use of the area.

[Message edited on 2010/07/01 at 12:59 by Itnetlolor]

Viewer Controls

g

SHIFT + Key doubles keyboard scroll rate.

Problems?

Do you only see a blank space?

Don't have Flash?
You can download the compressed map file: 2010-06/itnetlolor-Wavehandle-region6-204-7.fdf-map but you will need the .NET version of SL's DF Map Compressor to convert to the .PNG image format.

Login: