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Author Topic: Unified world: All important forts in one imaginary save.  (Read 1523 times)

Aldaris

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Unified world: All important forts in one imaginary save.
« on: June 27, 2009, 05:23:24 am »

This is something along the same lines of the hall of legends. As many story forts mentinon other well-known story forts in their continuinity, I made a thread to build a timeline and a world in which they could all exist, that way any future forts wanting to include existing forts in their story can do so without creating extremely glaring contradictions (Such as 5 forts all having been founded after the others.) and if any writer considers it worth the bother, going political is now a far more valid option. Due to the nature of the story section, this is a constant work-in-progress, and will be updated whenever possible, although I hope that the actual progress of discussing which fort could go where can happen in the thread linked to above.

The timeline and the maps so far, the legend shows the names of forts on each map from west to east.

The actual timeline, maps are spoilered as events at the date they decipt (More or less)
BAD - Before Arbitrary Date
AD - Arbitrary Date


BAD 2500 - The Epic Of Boatmurdered!

BAD 2000 - Copperblazes Founded

BAD ~40 - Abbeyverse Founded

BAD ~30 - Nist Akath Founded

BAD 20 - Olonkulet Founded

BAD 19 - 'Lanternwebs' destroyed.

Spoiler: Map BAD ~15 (click to show/hide)

AD 0 - Olonkulet Sealed Away

AD 80 - Waterbore Founded

AD ~95 - Waterbore Sealed Away, meets unknown end.

AD ~135 Lanternwebs Founded

AD ~140 Nilarzes Founded, Lanterwebs & Nilarzes caught up in large-scale war with goblins.

Spoiler: Map AD ~140 (click to show/hide)

AD 160 - Hateslaughter Founded in wake of Nilarzes/Lanternwebs' victories.

AD 700 - The Demon War

AD 1200 - Blockedlance Founded

Spoiler: Map AD ~1200 (click to show/hide)

Various Notes:
  • The location of the 2d forts of legend has been lost in time, modern dwarfkind would give up half their forts to find those mountains that have every resource.
  • The map as it is right now may not be entirely climatologicaly correct, if anyone here happens to know about that subject, please contact Deranged Imp.
  • This is the first draft of this thread, there will probably be some layout changes in this post later on.
  • On that subject, the maps and timeline are still subject to minor changes, don't make any stories that depend on their current form just yet, but the bigger picture is mostly final.[/i]
Credits:
  • Deranged Imp for the actual map-making
  • Lituem for the current timeline
  • The writers of a number of important story forts for supporting the principle and allowing their forts to be used.
  • The various people that helped determine what should be where and when.
  • Toady One the great for making a game so complex that this is actually a viable venture, and hopefully for stickying this thread somewhere in the future.
  • And finally me, Aldaris, for the initial idea, the thread, and a bit of coordination. As well as updating the first posts of the 2 threads.
« Last Edit: July 06, 2009, 04:38:50 pm by Aldaris »
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Aldaris

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Re: Unified world: All important forts in one imaginary save.
« Reply #1 on: June 27, 2009, 05:23:58 am »

RESERVED SPACE
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Aldaris

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Re: Unified world: All important forts in one imaginary save.
« Reply #2 on: June 27, 2009, 05:24:58 am »

RESERVED SPACE
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TheNewerMartianEmperor

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Re: Unified world: All important forts in one imaginary save.
« Reply #3 on: June 27, 2009, 05:29:32 am »

Oldbeard grades your map to be acceptable. He used to know where the old forts were located, but that's senility for you.
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Re: Unified world: All important forts in one imaginary save.
« Reply #4 on: June 29, 2009, 10:15:51 am »

Maggarg the Elder came from Copperblazes, but he thinks maps are made by the devil.
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MrGimp

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Re: Unified world: All important forts in one imaginary save.
« Reply #5 on: June 29, 2009, 11:48:04 am »

Woo!  I got my hellhole on the map!  Right on!

Not to be anal, but the mountains should be on the north and east sides of Blockedlance. 

It might fit better in the north of the map, however.  It fits Blockedlance's worldmap almost to a T.  Plus, Blockedlance isnt cold. 

Id say the best spot would be just west of Nilarzes, in that little mountain range.  It makes sense story wise (because Mogror is at Blockedlance) and also map wise.  If you turned that little puddle of water into a swamp, and then expanded the mountains over the north of it just a few tiles, you could put Blockedlance between them and this map would fit Blockedlances map, all the way to the mountains where Migrursut resides.

Either way, this maps cool!  Right on!
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Aldaris

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Re: Unified world: All important forts in one imaginary save.
« Reply #6 on: June 29, 2009, 02:19:36 pm »

I'll give Deranged Imp a head up.
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MrGimp

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Re: Unified world: All important forts in one imaginary save.
« Reply #7 on: June 29, 2009, 06:27:39 pm »

Hey in the pod cast from not too long ago, Toady mentioned there being an ASCII map draw tool still embedded within the DF code.  I *vaguely* remember this from an earlier version (but I might be remembering stuff that didnt happen...cuz of all the drugs).

Would it be possible to use this to draw a map in DF that looks like the above?  I'd be down to draw Blockedlance, even if it takes twenty years.  The space between fortresses would probably be blank....or could just be made to be all forest/hills/whatever, without trying to spice each terrain tile up.

I dont know how we would place entities or anything....but maybe it could be made to work?
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Untelligent

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Re: Unified world: All important forts in one imaginary save.
« Reply #8 on: June 29, 2009, 07:47:53 pm »

Assuming we're both talking about the same thing, it's possible to use the world painter to create maps like that, but it takes an uber long time to make anything remotely like a generated medium world, let alone a large.
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MrGimp

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Re: Unified world: All important forts in one imaginary save.
« Reply #9 on: June 29, 2009, 07:56:14 pm »

Assuming we're both talking about the same thing, it's possible to use the world painter to create maps like that, but it takes an uber long time to make anything remotely like a generated medium world, let alone a large.

This is true...however, DF players are known for patience and OCD.  If each fort was drawn by the creator (or by uber fans) and then the world filled in without any attempt at crafting every little nook and cranny, then I think it could be done in a reasonable* amount of time.



*Reasonable being used in the dwarven sense of the word.
« Last Edit: June 29, 2009, 08:03:26 pm by MrGimp »
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Heron TSG

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Re: Unified world: All important forts in one imaginary save.
« Reply #10 on: June 29, 2009, 08:30:55 pm »

How about this. The map creators replicate their maps. Afterward, you can hire people to do awesome terrain features ALL OVER THE MAP. Like traps+attractions, but better.
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Aldaris

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Re: Unified world: All important forts in one imaginary save.
« Reply #11 on: June 30, 2009, 02:04:19 am »

I honestly think it's not worth the effort compared to the ASCIIpaint map we have now. But if you're prepared to sink the time into it I'll gladly use it.
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RavingManiac

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Re: Unified world: All important forts in one imaginary save.
« Reply #12 on: July 07, 2009, 07:22:05 am »

This thread ought to be stickied.
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Aldaris

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Re: Unified world: All important forts in one imaginary save.
« Reply #13 on: July 16, 2009, 10:38:52 am »

This thread ought to be stickied.
Agree, up until then: Bump and Plea For Comments And Imput.
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