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Author Topic: Building a Dungeon  (Read 858 times)

Girlinhat

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Building a Dungeon
« on: September 07, 2011, 04:01:35 pm »

The idea is simple, really, and I don't think I've seen any definitive examples of this being done.  The goal is to build a fort in dwarf mode, to be played in adventure mode.  There is a lot of freedom in design and use of traps and dwarven engineering available, not to mention the horrors of the average fort viewed first-hand by the wayward treasure seeker.

Has anyone done this, or does anyone have good ideas to utilize?

franti

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Re: Building a Dungeon
« Reply #1 on: September 07, 2011, 04:14:26 pm »

I thought about doing this, once. Might try it.
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Frogwarrior

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Re: Building a Dungeon
« Reply #2 on: September 07, 2011, 04:22:26 pm »

I had an idea involving building a megadungeon over an entire region square by successively embarking on each region. All of the safely-obtainable raw adamantine would be brought in adventure mode to the location that had the HFS embark tile and used to build an enormous statue. Connection between embark zones would be accomplished through raised and unraised drawbridges to make a continuous castle wall aboveground, and various megastructures both above and below ground.

The castle would feature traps and puzzles guarding important things like armories; e.g. you could have something like a room with a lot of bins of masterwork steel bolts, guarded by a succession of levers that must be pulled in the correct order or the room is flooded with magma; elsewhere in the castle is a room with identical setup but with clues as to the order of the levers.

If there's a way to ensure that invaders carry on into adventure mode, then that would be done (abandoning when under siege? cage traps, which are then all linked to a pressure plate which is triggered when you enter the fort?), otherwise I guess there will always be cave critters around.



It's probably a terrible idea though.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Saladman

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Re: Building a Dungeon
« Reply #3 on: September 07, 2011, 04:39:27 pm »

There was an awesome idea on the community forum for a succession game where instead of handing off their fort each player would abandon at the end and each new player would start a new embark, with the idea of building a whole world full of forts to explore.  I think the poster's idea was to minimize fatal traps to make it playable.  Unfortunately I didn't bookmark it, and I can't find the post at first glance, so I'm not sure if it ever got off the ground.
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Solifuge

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Re: Building a Dungeon
« Reply #4 on: September 07, 2011, 04:47:56 pm »

World of Traps and Attractions was the thread name, I think.

A year ago, I was considering a new DF Masters (been a while since we had one of those) that involved players competing to build Adventure "Dungeons" like this, and then playing through each other's designs as a poorly-equipped Kobold Adventurer. I like the idea still, but I wasn't able to keep up with it, and am not sure I have the time to run it now.

Link here. If anyone wanted to try and reboot the DF Masters competition with something like this, they're welcome to use it. If there's enough interest, I might be able to cobble something together to judge too.
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Dynastia

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Re: Building a Dungeon
« Reply #5 on: September 07, 2011, 05:16:55 pm »

Does DFHack's DFLair feature make captured monsters remain after abandon?
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Girlinhat

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Re: Building a Dungeon
« Reply #6 on: September 07, 2011, 06:14:37 pm »

Not sure about the lair, but I'm almost positive that if you use DFMode to swap from fort to adventure mode, it leaves your fort in stasis and the creatures and such remain alive and where you left them (unless they have room to wander).  Add in DFLair for good measure, and you should be able to make a fairly stable fort that remains how you left everything.

elf-fondling human

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Re: Building a Dungeon
« Reply #7 on: September 07, 2011, 07:22:42 pm »

You could try the Water Temple. With clever use of drainage and reservoirs it could be possible. For that matter, use the succession -> abandon thing to make a hyrule complete with all of the dungeons.
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Frogwarrior

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Re: Building a Dungeon
« Reply #8 on: September 07, 2011, 07:50:36 pm »

Oshit water temple would be AWESOME! So long as you level up swimmer first LAWL.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

OcelotTango

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Re: Building a Dungeon
« Reply #9 on: September 07, 2011, 08:03:17 pm »

Have a little swim skill leveling pond out front.
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Eddren

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Re: Building a Dungeon
« Reply #10 on: September 07, 2011, 08:11:45 pm »

Well, I need to know something-What do I need to change to make perfectly flat worlds?
And to what number?
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Murphy

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Re: Building a Dungeon
« Reply #11 on: September 07, 2011, 09:09:10 pm »

My guess is set the elevation min and max to something like 200, variance to 0, and remove the min number of mountain squares / mountain peaks required.
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Corneria

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Re: Building a Dungeon
« Reply #12 on: September 07, 2011, 09:09:43 pm »

There was an awesome idea on the community forum for a succession game where instead of handing off their fort each player would abandon at the end and each new player would start a new embark, with the idea of building a whole world full of forts to explore.  I think the poster's idea was to minimize fatal traps to make it playable.  Unfortunately I didn't bookmark it, and I can't find the post at first glance, so I'm not sure if it ever got off the ground.
I want this done. Obviously some kind of limit so there wouldn't be one guy running a fort for 50+ years, but the more developed ones that lasted several years would be awesome to explore.
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UristMcHuman

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Re: Building a Dungeon
« Reply #13 on: September 07, 2011, 09:14:45 pm »

I'm going to try this.

A 6x6 embark in the EXACT centre of a region tile. The initial entrance building will be 10 z's high, and will be shaped like a crude pyramid. The top will be 10x10 tiles with a 2x2 set of stairs leading down one level into the pyramid. This top level will have barrels full of food and drink to survive the harsh, monstrous, trap-filled environment of the dungeon. In the sub-ground regions, the rewards are better (gems, armor and weapons), but the risks are greater (corkscrew traps, arrows coming out of the walls). Above the caverns, when one gets drowsy, there will be 3x3 'safe rooms' with a bed, some extra food and drink, and place to drop your possessions. It is then possible to sleep. Once you wake up, you can gather your possessions, leave the room, and continue. Once you hit the caverns, a set of fortifications will be placed along the fort's edges in the caves, with raised drawbridges (and the levers to raise them being hidden in a sealed room), one per side. Creatures can hopefully get in, and get out. A solid floor will lead you to where the way to the next cavern layer is. You may wander off the trail, for useful items, tools and other trinkets lie, but keep in mind that dangerous traps such as Giant Cave Spider (GCS)-Cage Bombs will be strewn throughout the level. Pressure plates will set those off, and you will have no idea what just happened. After the caverns, you will be warmed (potentially uncomfortably burned) by the surrounding Magma and the Semi-Molten Rock (SMR). Passages to solid rock down deeper will be guarded by potentially lethal traps (10 Adamant spears/spikes per trap, compared to the one training spear above-ground, 4 bronze spears above the caverns, 7 steel spears in them), caged war animal cage bombs (war bears). Once (if) you manage to get into whatever way into Hell, the final prize lies there: All the artifacts you can get your hands on. In a few rooms on each dungeon level, there will be bins of ammo, weapons, and some random assorted monsters. In rooms in the deeper levels (SMR levels in solid rock), there will be high-quality weapons and armor, trap components, and lots of trinkets: Valuable gems--normal and large--, high-quality crafts and instruments made from rose gold, platinum, bright silver, orihalcum (Civ Forge), etc, and bars of many different metals that, added with Wanderer's Friend, are workable into a _very_ limited amount of weapons.

This, obviously, would take an INSANE amount of stone, a good bit of wood, and lots of workers. For me to build this, anyone with no stone-working skills (mason or engraver) is automatically conscripted to be a mason for building the walls and an engraver for smoothing the walls of levels above the caverns, and for engraving the walls and floors of rooms and halls in the Magma Sea. Anyone WITH stone-working skills are automatically conscripted for mining service to dig out the rooms and the stone to make the pyramid.

My apologies for the long post.
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