Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 5

Author Topic: The Underworld Challenge  (Read 10851 times)

Kagus

  • Bay Watcher
  • Olive oil. Don't you?
    • View Profile
The Underworld Challenge
« on: March 19, 2008, 03:40:00 am »

Hey there, all you forumdwellers with nothing better to do.  I've recently thought up a new challenge for those with a lot of spare time and a reasonably good processor.

This challenge imposes no restrictions on what you bring, what you make, or how you build things.  It is not a restrictive challenge, it is a constructive challenge.


Here's the thing:  you must settle in a place that has a cave river, a magma pipe, and as many underground levels as you can get.  Preferably no chasms, but they are allowed if they are outside of your construction territory (in other words, they're only there for capturing and taming large bats.  I'll explain later).  The point of this challenge is to turn as much space as possible into three layers.  Three seperate and unique environments.

Layer number one
This is the "bio" layer.  It takes up three z-levels.  Find the cave river (which must be relatively high up to provide space for the other layers), and carve out as much area on that z-level as possible, to create an underground forest (not tree farm, forest).  The goal of this layer is to be covered in mud, tower-caps, cave spider webs, and to be littered with artificial cave ponds which are dug into the layer below.  There is a free layer above to serve as a cavern ceiling.  This layer can hold some small buildings, so long as they are mostly agricultural in function, and so long as they are made out of tower-cap wood.

code:

▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓

♣  τ ♣  ♣
░░░░░░░░░░░~~~~
░░░░░░░░░░░░░░░

Layer number two
This is the abyss layer.  It takes up as many spare z-levels as you can spare.  Carve out every tile of every z-level, down as many levels as you can go.  Build (or carve, if you prefer) a few pillars of varying heights, and extend narrow bridges, small platforms, and some hanging structures for housing dwarves, workshops and whatever else you might want, so long as the structure is at least partially over the drop.  This can be your main activity layer, but the pillars must be a fair distance away from each other, in order to keep the feeling of incredible spaciousness.  If you can, tame and then release several flying creatures into the darkness (chasm will give you giant bats).

code:

     ──╥──
       ║>    ┌───┐
┌─╖    ║<    └─╥─┘
└─╢    ║>     >║
  ╟─   ║<     <║
  ║    ╟┬──────╢
  ║    ╟┘      ║


Layer number three
This is the fire level.  it can consist of two to four levels, depending on insanity.  Dig out the bottom z-level, and open up all the obsidian around the magma pipe, allowing for full access to the magma flow.  Then, build bridges and platforms on the level above, which will host your metalsmithing operations.  Leave as much open space over the magma as you can, to enforce the sense of a roiling sea of molten rock.  For insanity measures, dig out a space above the workers and/or a second level of magma.


Well, it's not called a "challenge" because it's easy.  It's called a challenge because it's different, and can produce some absolutely amazing results.

[ March 20, 2008: Message edited by: Kagus ]

zagibu

  • Bay Watcher
    • View Profile
Re: The Underworld Challenge
« Reply #1 on: March 20, 2008, 04:36:00 pm »

Truly interesting. I still struggle with a regular fort, though, so I better not start something as incredible yet.
Logged
99 barrels of beer in the pile
99 barrels of beer!
If some dwarves know the way to the pile
0 barrels of beer in the pile!

Derakon

  • Bay Watcher
    • View Profile
Re: The Underworld Challenge
« Reply #2 on: March 20, 2008, 04:38:00 pm »

The results do sound impressive, but until there's a less tedious way to mine out layers than to dig a series of fishbone channels and then remove the "bones" one square at a time, I won't be attempting this.
Logged
Jetblade - an open-source Metroid/Castlevania game with procedurally-generated levels

Boksi

  • Bay Watcher
  • Everyone's dumb in their own special way
    • View Profile
Re: The Underworld Challenge
« Reply #3 on: March 20, 2008, 04:45:00 pm »

I have got to try this sometime...
Logged
[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

Kogan Loloklam

  • Bay Watcher
  • I'm suffering from an acute case of Hominini Terravitae Biologis. Keep your distance!
    • View Profile
Re: The Underworld Challenge
« Reply #4 on: March 20, 2008, 05:14:00 pm »

If you dig a ramp, it removes the earth above it as well. Ramps allow massive digging projects.
Logged
... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

Boksi

  • Bay Watcher
  • Everyone's dumb in their own special way
    • View Profile
Re: The Underworld Challenge
« Reply #5 on: March 20, 2008, 05:17:00 pm »

Curiously, it only does if you dig downwards : <

Dwarves won't dig tiles adjacent to the ramp, but one z-level above, that is, adjacent to the downwards ramp.

Logged
[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

Gislamo

  • Bay Watcher
    • View Profile
Re: The Underworld Challenge
« Reply #6 on: March 20, 2008, 06:01:00 pm »

I'm trying it. Anyone has a suitable site?

Actually, I might just try a modified version. We will see. Should I reveal?

PS: Is automating magma pumping hard?
Also, found a good site.

I may not do all of this: the river is too far and the map too awesome. I'll do a huge abyss and a little cave river complex though.

Got some hidden fun stuff, too. Tough I think it wont spawn  :(
[ March 20, 2008: Message edited by: Gislamo ]

[ March 20, 2008: Message edited by: Gislamo ]

Logged

Fist_Of_Armok

  • Bay Watcher
  • Shorer, Kobold Pimp cancels Work: Too Pimpin'
    • View Profile
Re: The Underworld Challenge
« Reply #7 on: December 23, 2008, 12:15:02 am »

In the name of the Emperor...

...wow...

I've not so much as made my first underground farming complex yet (working on it) and this...this just...wow.

I am in awe, gentlemen. Awe.
Logged

Neoskel

  • Bay Watcher
  • Read or the owl will eat you.
    • View Profile
Re: The Underworld Challenge
« Reply #8 on: December 23, 2008, 12:30:36 am »

Ah, you got tired of waiting for underground diversity in the next version i see.
Logged
Urist Mcsurvivalist has been accosted by edible vermin lately.

Goblins: The fourth iron ore.

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: The Underworld Challenge
« Reply #9 on: December 23, 2008, 12:55:15 am »

For bonus points: Biomes, it seems, fully penetrate Z-levels. Keep that in mind when looking for your cave river/pool areas.
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Fist_Of_Armok

  • Bay Watcher
  • Shorer, Kobold Pimp cancels Work: Too Pimpin'
    • View Profile
Re: The Underworld Challenge
« Reply #10 on: October 03, 2009, 07:10:06 pm »

Reviving this, with good reason. Once the new version comes out, there'll be massive caves to work with, making this much more possible.

Discuss?
Logged

shadowclasper

  • Bay Watcher
  • Urist McSpacemarine, AxeDwarf
    • View Profile
    • My Portfolio
Re: The Underworld Challenge
« Reply #11 on: October 03, 2009, 07:15:23 pm »

I'll try this if someone gives me a map with the requirements. My luck has been totally nonexistant in terms of normal stuff >_<;

Question? Do we seal off the top? AKA: the entrance. Do we seal it off once we get below ground and then open up an underground road for migrants, invasions, etc.etc?

Also. the pillars can't be TOO far apart, because if ya do make them too far apart bridges can't reach... of course, ya COULD build massive freaking floors I guess... if you're careful...

Bonus: If ya make it so that all access to the Abyss section is only possible through one central pillar that doubles as storage. All other areas would be on satellite pillars.

Bonus: Don't carve into the pillars themselves (unless you use the giant central pillar method that one may be carved into, no others), all housing must be constructed ONTO the pillars themselves.

Bonus: Open up holes onto the edges of the map to allow invasions into your fort.

Bonus: Don't lose a single dwarf when you open up the bottom of the magma pipe to allow it to drain out. (You are offically made of pure win and god if you achieve this bonus)

Bonus: Before carving out the actual abyss, get your lava sea working first. Then carve out the abyss.

Somebody should put this into the MEGAPROJECTS section of the wiki.
« Last Edit: October 03, 2009, 07:23:26 pm by shadowclasper »
Logged
Project Manager for Towergirls: Subtitle Pending

Chromie

  • Bay Watcher
    • View Profile
Re: The Underworld Challenge
« Reply #12 on: October 03, 2009, 08:34:16 pm »

Quote
if ya do make them too far apart bridges can't reach..

Retracting bridges can be built on the edge of other retracting bridges.
Logged

Kanddak

  • Bay Watcher
    • View Profile
Re: The Underworld Challenge
« Reply #13 on: October 03, 2009, 09:49:42 pm »

Bonus: Don't lose a single dwarf when you open up the bottom of the magma pipe to allow it to drain out. (You are offically made of pure win and god if you achieve this bonus)
I do that kind of thing as a matter of routine, it's really not that impressive.
Logged
Hydrodynamics Education - read this before being confused about fluid behaviors

The wiki is notoriously inaccurate on subjects at the cutting edge, frequently reflecting passing memes, folklore, or the word on the street instead of true dwarven science.

shadowclasper

  • Bay Watcher
  • Urist McSpacemarine, AxeDwarf
    • View Profile
    • My Portfolio
Re: The Underworld Challenge
« Reply #14 on: October 03, 2009, 09:56:57 pm »

How'd you do it then? bottom of those pipes are usually the smallest, so it's nearly impossible to do the ol' "Channel out a square" trick. I can figure out how to deconstruct it with the loss of -1- dwarf, but no fewer than that.
Logged
Project Manager for Towergirls: Subtitle Pending
Pages: [1] 2 3 ... 5