Bay 12 Games Forum

Please login or register.

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

Author Topic: Symmetry, Symmetry, Symmetry...  (Read 3139 times)

RPB

  • Bay Watcher
    • View Profile
    • http://rapidshare.com/files/70864746/scardagger_winter_1059.zip.html
Re: Symmetry, Symmetry, Symmetry...
« Reply #15 on: October 10, 2008, 06:42:24 pm »

My forts are mostly symmetrical. But then, my forts mostly consist of giant cavernous rooms stacked vertically.

Hallway? What is this "hallway" of which you speak?
Logged

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Symmetry, Symmetry, Symmetry...
« Reply #16 on: October 10, 2008, 06:45:01 pm »

I am a FIEND for symmetry.

I prefer odd-number symmetry so you can have statues/etc. as centerpieces.
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!

darkedone02

  • Bay Watcher
    • View Profile
Re: Symmetry, Symmetry, Symmetry...
« Reply #17 on: October 10, 2008, 07:14:27 pm »

I don't care about the color of the walls, all i want is to make sure it's all balanced and used nicely. my bedrooms are shaped like that so each and everyone of them has it's own goods. My bedrooms have their personal dining room (yeah, got the S symbol for it as well).
Logged

dermal_plating

  • Bay Watcher
    • View Profile
Re: Symmetry, Symmetry, Symmetry...
« Reply #18 on: October 10, 2008, 08:21:33 pm »

The annoying thing about symmetry in DF is the fact that each tile is higher than it is wide. So when building a pyramid, which I have done before, if you want it to be technically symmetrical then it will look like a rectangle instead of a square. What you think would be 10x10 actually needs to be 10x15. I'm wondering if this is ever something that will be adjusted.
Logged

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Symmetry, Symmetry, Symmetry...
« Reply #19 on: October 10, 2008, 08:24:47 pm »

The annoying thing about symmetry in DF is the fact that each tile is higher than it is wide. So when building a pyramid, which I have done before, if you want it to be technically symmetrical then it will look like a rectangle instead of a square. What you think would be 10x10 actually needs to be 10x15. I'm wondering if this is ever something that will be adjusted.

One could always adopt a square tileset; barring that, someday the default tileset may be square.
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!

dermal_plating

  • Bay Watcher
    • View Profile
Re: Symmetry, Symmetry, Symmetry...
« Reply #20 on: October 10, 2008, 08:39:25 pm »

I haven't really messed around with tilesets much. I'm not a fan of the fancy graphical ones, do you know of any good square tilesets that keep the same budget ascii look?
Logged

Mechanoid

  • Bay Watcher
  • [INTELLIGENT]
    • View Profile
Re: Symmetry, Symmetry, Symmetry...
« Reply #21 on: October 10, 2008, 09:43:59 pm »

I use 8x8 squares in a grid, aligned to any of the corners.
Hallways are 4-wide, 3 tall, and go through the middle of the 8x8.
A common bed room is 3x3; the designation does not touch any walls, thus lowering the price dramatically. A noble bedroom is 6x6 or 8x8, stuffed with metal furniture; designations do or do not touch the walls, it depends on the noble.

A 16x16 example:
Spoiler (click to show/hide)

How do i get the hallway 3 tall? Up/down stairs, of course! The top level is only 2 wide, to make it look like it arches.

If i ever get around to it, i'll upload an example of all the 8x8 tiles i've thought up to the map archive. (of course, actually digging the bloody things out and dealing with the stone it generates is annoying and boring as hell, and i've always seemed to abandon the fort before i upload it)
Logged
Quote from: Max White
"Have all the steel you want!", says Toady, "It won't save your ass this time!"

inaluct

  • Bay Watcher
    • View Profile
Re: Symmetry, Symmetry, Symmetry...
« Reply #22 on: October 10, 2008, 09:57:57 pm »

My fortresses are the definition of sprawl. They stand as a monument to the inner humanity of all dwarves (you know what I mean), growing outward unplanned and un organized, in a magnificent expression of naturalism. Channels are dug into bedrooms. Towers are built on top of workshops, butcheries stationed near dining rooms, and carpenter's shops put in huge artificial tree-like structures.

Nothing fortress disgusts me.
Logged

Qmarx

  • Bay Watcher
  • "?"
    • View Profile
Re: Symmetry, Symmetry, Symmetry...
« Reply #23 on: October 10, 2008, 10:54:59 pm »

I haven't really messed around with tilesets much. I'm not a fan of the fancy graphical ones, do you know of any good square tilesets that keep the same budget ascii look?
Lord Nightmare's is what I'm currently using (maybe with a couple of pixels of modification).  It's on the wiki.
Logged

Core Xii

  • Bay Watcher
    • View Profile
Re: Symmetry, Symmetry, Symmetry...
« Reply #24 on: October 11, 2008, 08:09:52 am »

http://www.dwarffortresswiki.net/index.php/List_of_user_character_sets#Unknown

This tile set (the lower one) is the default one but resized to 12 x 12 square. I use it.

It's funny... on the wiki it says the author is unknown, so it could very well actually be my original edit :D
Logged
Reality is for people who lack imagination

glitchopo

  • Bay Watcher
    • View Profile
Re: Symmetry, Symmetry, Symmetry...
« Reply #25 on: October 11, 2008, 08:20:53 am »

True symmetry - no. But I love patterns so I do have some but I often just wanna get a room in quick and then later I realise how it could have been done far better. Although I do tend to have a lot of workshop rooms, store rooms and farms that are one [shift] move wide x one [shift] move high (I haven't counted the actual number in a while, although it should really be a square). Good general perpose room size and easy to "draw" and quick to navigate around.
Logged

Duke 2.0

  • Bay Watcher
  • [CONQUISTADOR:BIRD]
    • View Profile
Re: Symmetry, Symmetry, Symmetry...
« Reply #26 on: October 11, 2008, 08:23:27 am »



 I base the original design on symmetry, halls and stairwells based around general geometry. However, the rooms that are connected by the hals are whatever the hell I want. Do I want a smiley-face room here? 'll do it, with no other smiley face anywhere else.

 Gwahahaha!
Logged
Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

Onlyhestands

  • Bay Watcher
    • View Profile
Re: Symmetry, Symmetry, Symmetry...
« Reply #27 on: October 11, 2008, 08:52:19 am »

My forts are usually somewhat organized. I always have atleast 3 tile wide hallways, or at least two for less travled area, and most rooms are the same size. However I always mess up or get lazy, and the fort becomes more organic as I play on.
Logged
What if you didn't have any genitals, couldn't you just go naked as a dude (because showing your nipples is okay)?
What if monkeys created civilizations on the moon?

Reasonableman

  • Bay Watcher
  • ...Probably.
    • View Profile
    • Twitter is dead, long live Cohost
Re: Symmetry, Symmetry, Symmetry...
« Reply #28 on: October 11, 2008, 09:33:47 am »

I spent a lot of time (in class) a while ago figuring out a highly efficient and adaptable design system. I determined that a system of interlocking 10x10 predetermined 'tiles' with different specializations worked best: 10x10 bedroom sets with room for several dwarves; 10x10 halls with room for extra beds or workshops, should it come to that; everything fit together, with roads forming little 2x2 squares of individual 10x10 modules. It worked rather nicely, because at each intersection of the road grid I could put stairs up and down. Problem was there were no real choke points, so it was much better playing without invasions.
Logged
A sane man must be reasonable, but a reasonable man need not be sane.

Foa

  • Bay Watcher
  • And I thought foxfire was stylish in winter.
    • View Profile
Re: Symmetry, Symmetry, Symmetry...
« Reply #29 on: October 11, 2008, 01:17:49 pm »

I am a FIEND for symmetry.

I prefer odd-number symmetry so you can have statues/etc. as centerpieces.
Have you defined a heptagonal symmetry system?
Because I like seven.
Logged
Pages: 1 [2] 3