Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Hall of (Not so) Death  (Read 1152 times)

TerminatorII

  • Bay Watcher
  • [PREFSTRING:Adamantine Skeleton]
    • View Profile
Hall of (Not so) Death
« on: April 17, 2009, 12:09:29 am »

So I decided I'd make a death trap fort after reading the sandlion fort thread. I made a LONG corridor (62 tiles long) covered with bridges (retracting) linked to 10 pressure plates. Any hostile creature goes over and bam falls down my 6z hole of (not so) death. Aparently, almost every creature has a 50% chance to survive that kind of a fall, and the wagons that I wanted to go splat keep my bridges from retracting when they are on them. :( Is there some way to make the wagons fall down? and how many z levels does that hole really need to be? (only have 16~ underground z's to work with,)
Logged
No, I think the cook would be in charge of sugar-coating the cows.

You are a lifesaver! Round and probably in tropical flavors.

Elvang

  • Bay Watcher
    • View Profile
Re: Hall of (Not so) Death
« Reply #1 on: April 17, 2009, 12:14:05 am »

I'd replace the bridges with a collapsible floor design if your trying to get the wagons caught in the trap as well. I don't know what the minimum height to guarantee death is, the dwarfiest solution though would be to make use of all the z-levels available to you.
Logged
The Practicalities of Fire Imp Defense
Tileset fonts for dfterm/telnet
Win 0.34.11 SDL with 7 binary patched bugfixes
Quote from: They Dig
I have come here to drink booze and breach HFS... and I'm all out of booze.

TerminatorII

  • Bay Watcher
  • [PREFSTRING:Adamantine Skeleton]
    • View Profile
Re: Hall of (Not so) Death
« Reply #2 on: April 17, 2009, 12:33:42 am »

Would a plan like this work?

Code: [Select]

#####BBB========================BBB#####
   #                |                #
########################################


But how to make it user friendly, (no rebuilding) AND a leathal fall?
Logged
No, I think the cook would be in charge of sugar-coating the cows.

You are a lifesaver! Round and probably in tropical flavors.

Time Kitten

  • Bay Watcher
  • Evil Spirit
    • View Profile
Re: Hall of (Not so) Death
« Reply #3 on: April 17, 2009, 12:37:26 am »

the dwarfiest solution though would be to make use of all the z-levels available to you.
Not just the pit all the way to the bottem, but raising the road up to the topmost.
Logged

Teferi

  • Bay Watcher
  • Planeswalker
    • View Profile
Re: Hall of (Not so) Death
« Reply #4 on: April 17, 2009, 12:48:18 am »

simple, apply magma to the bottom of the pit
Logged
I think it'd be better to just throw him in a pit.
By pit I mean "ledge designated as pit some 30 levels above the ground water magma" and that would,as they say be the end of that.
Unless a sword/axedwarf gets to 'em.. then it's rhesus pieces...

Time Kitten

  • Bay Watcher
  • Evil Spirit
    • View Profile
Re: Hall of (Not so) Death
« Reply #5 on: April 17, 2009, 12:49:21 am »

But be sure to avoid any chasms, so you can appriciat the splatter.
Logged

TerminatorII

  • Bay Watcher
  • [PREFSTRING:Adamantine Skeleton]
    • View Profile
Re: Hall of (Not so) Death
« Reply #6 on: April 17, 2009, 12:51:09 am »

ohh trust me nothing on this map except a brook on the (nearly) flat surface. That also means no magma etc. although I could make the bottom a 2 level drainable pool. but that doesn't solve the whole how do I drop those wagons.... :(
Logged
No, I think the cook would be in charge of sugar-coating the cows.

You are a lifesaver! Round and probably in tropical flavors.

Elvang

  • Bay Watcher
    • View Profile
Re: Hall of (Not so) Death
« Reply #7 on: April 17, 2009, 12:51:30 am »

You could also add a pressure plate at the entrance to a corridor that leads to the lever that opens the trap. Link the pressure plate to spike traps at the bottom of the pit and make sure the plate is at the right distance from the lever so by the time the dwarf hits it on his way back out your victims are already at the bottom of the pit.
Logged
The Practicalities of Fire Imp Defense
Tileset fonts for dfterm/telnet
Win 0.34.11 SDL with 7 binary patched bugfixes
Quote from: They Dig
I have come here to drink booze and breach HFS... and I'm all out of booze.

Time Kitten

  • Bay Watcher
  • Evil Spirit
    • View Profile
Re: Hall of (Not so) Death
« Reply #8 on: April 17, 2009, 12:53:46 am »

Oh, oh, i know... have the wagons move alongside the pit, then just wash them off with a mild stream of water... and be sure to have an overhand, and make the pit wide enough that you don't get horses embeded in your walls.
Logged

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Hall of (Not so) Death
« Reply #9 on: April 17, 2009, 01:20:22 am »

I wouldn't go with a trap door idea myself, as to drop a wagon it needs to be three tiles wide. And the middle tiles will need support coloms(sp) (As in my current design).

My pit o' death is seven is 7z tall. However I am also going to line the bottom with magma safe spikes, that gets extended when the trap floor is released.


Code: [Select]
WFFFFFFFFFFFFFFFF.W
+HHHHHHHHHHHHHHHX++
+HHSHHSHHSHHSHSHX++
+HHHHHHHHHHHHHHHX++
WFFFFFFFFFFFFFFFF.W

W=Wall
H=Hatch
+=Floor
S=Support Collum with retracting spike trap
F=Fortification
X=Flood Gate

My idea is to pelt them with arrows, if enemy proves to be overwhelming; I throw a switch and trigger the hatches into the pit, which will also trigger the retracted spikes at the bottom pit upward as well as the retracted spikes on the support collum(sp). If any that survive landing on spikes, walk onto the service landing, will activate a magma pump and drown them all.

Still working on the bit at the bottom. My first real use of magma.
The flood gate ares controlled via another lever.
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Tallefred

  • Bay Watcher
    • View Profile
Re: Hall of (Not so) Death
« Reply #10 on: April 17, 2009, 06:05:12 am »

Falling floors will destroy your traps I believe. I tried building something like that for my nobles once.
Logged
This is to make me recognizable.

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Hall of (Not so) Death
« Reply #11 on: April 17, 2009, 06:22:11 am »

Hmm...
Suppose I'll find out for in a few hours when I figure on how concentrate my scattered brain mason/mechanic. I just need 36 more mechanisms then I can attach them to the floor hatches and spike traps. Then wait for the bastard eleves to come by. Teach them not to trade with me.
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

zchris13

  • Bay Watcher
  • YOU SPIN ME RIGHT ROUND~
    • View Profile
Re: Hall of (Not so) Death
« Reply #12 on: April 17, 2009, 12:35:02 pm »

Hmm...
Suppose I'll find out for in a few hours when I figure on how concentrate my scattered brain mason/mechanic. I just need 36 more mechanisms then I can attach them to the floor hatches and spike traps. Then wait for the bastard eleves to come by. Teach them not to trade with me.
Most effective way to do that is to kill their diplomat.
Logged
this sigtext was furiously out-of-date and has been jettisoned

dornbeast

  • Bay Watcher
    • View Profile
Re: Hall of (Not so) Death
« Reply #13 on: April 17, 2009, 04:31:04 pm »

...my 6z hole of (not so) death. Aparently, almost every creature has a 50% chance to survive that kind of a fall...how many z levels does that hole really need to be?

In my experience, ten z-levels is good enough for most goblins, elves, and kobolds.
Logged
Quote from: Dornbeast
Urist Austin, Axedwarf.  A dwarf barely alive.  Gentledwarves, we can rebuild him. We have the technology. We have the capability to build the world's first bionic dwarf. Urist Austin will be that dwarf. Better than he was before. Better, stronger, faster.

Tigershark13

  • Bay Watcher
    • View Profile
Re: Hall of (Not so) Death
« Reply #14 on: April 17, 2009, 09:07:38 pm »

hmm... use a retractable bridge if you make it big you'll only need minimal timing...
Logged