Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Devices o' deathy doom! Share yours!  (Read 1294 times)

Zarhon

  • Bay Watcher
  • Bizzarehitect
    • View Profile
Devices o' deathy doom! Share yours!
« on: February 07, 2010, 01:25:27 pm »

Post your ideas/schematics for the most insidious, complex, over-the-top killing machines you accidentaly caused built!

I'd like to present the multi-purpose pit of multiple-choice demises, horrors, profit and fun*, also known as
Spoiler (click to show/hide)
*fun not gauranteed to be your own

Side view:
 
-----IxxxxxxxI------
-----IxxxxxxxD -> Exit for dwarves, riddled with cage traps or weapon traps. This level also works as a temporary holding area for marksdwarf training.
-----I          I------
-----IxxxxxxxD -> Exit for Hammerer who you dropped suffered an unfortunate accident and must stay in bed for a few years to recover.
-----I          I------
-----I          I------   
-----I          I------   Legend: D = doors (lock them during use to cause avoid unwanted accidents)
-----I          I------               - = ground
-----I          I------               I = walls/edge of pit
-----I          I------               x = bridge (retracts), connected by individual levers for each floor
-----I          I------               F = floodgates, connected to levers.
-----I          I------               
-----IxxxxxxxD <- Entrance/exit, for collection of chunks, corpses, weapons, armor, bones and other noble, dirty hippy, orc and goblin remains.
-----IxxxxxxxF <- Water source, for flooding/freezing/obsidian preperation chamber.
-----I          D <- Entrance/exit, for mining out obsidian (Pour magma in bottom level, fill upper level with water with both bridges closed, drop water)
-----I______F <- Magma source (make it drainable as well for best results) + another tunnel for collecting/digging obsidian

9 out of 10 dwarves agree that this device o' doom dispenses the most entertaining forms of dwarven justice onto elves unwanted hostiles (the 10th was a snotty noble and was used for testing).
Want to burn your enemies? Drop them directly into the magma on the bottm.
Want to seriously injure them? Drop them 4 levels.
Want them liquified? Drop them as many levels as you can!
Want them to drown? Drop them into the partially filled water level, close the bridge above, then fill the level up!
Want to mix fun and profit? Drop them in the water chamber (so they survive the fall), then drop the water and them together on top of the magma. Instant obsidian encasing!
Flying, fire immune enemies getting you down? By sacrificing obsidian constrution, place magma-proof upright spear/spike traps inside the magma they are swimming in and have them impaling until enemies are sufficiently deadified.
Want some ice statues? If you have a freezing envirovment, just expose the water level filled with hostiles to the harsh outdoor climate and let nature do it's course!

P.S: For best results, place pit in an area sieges pass en-masse. Pit size/depth is up to personal preference.

« Last Edit: February 07, 2010, 01:30:47 pm by Zarhon »
Logged
Cupcakes: Because not everything is viable for home decor.

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: Devices o' deathy doom! Share yours!
« Reply #1 on: February 07, 2010, 02:48:28 pm »

I'm working on what may be the last project of my fort, the Tower of Nine Perils.

I've finished the first six perils and am currently working on the seventh.


1) Cage traps
2) Flinging bridges (activated by a dwarf repeatedly pulling a lever) that could potentially fling invaders into weapon traps (single silver short swords) or off the sides
3) Obligatory Bear Gauntlet
4) Stone trapes
5) Shallow (2 deep) pool full of weapon traps (single silver short swords)
6) Weapon traps (10 large iron serrated discs each) overlooking the pool (for rain of fingers)
7) Repeating menacing spikes
8) [probably] floor hatches along the inside wall of the tower activated by pressure plates elsewhere on the level
9) [probably] Hydra


Pictures when it's done. Maybe when it's done I'll build a statue on top of it.
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Zarhon

  • Bay Watcher
  • Bizzarehitect
    • View Profile
Re: Devices o' deathy doom! Share yours!
« Reply #2 on: February 07, 2010, 03:00:55 pm »

I'm working on what may be the last project of my fort, the Tower of Nine Perils.

I've finished the first six perils and am currently working on the seventh.


1) Cage traps
2) Flinging bridges (activated by a dwarf repeatedly pulling a lever) that could potentially fling invaders into weapon traps (single silver short swords) or off the sides
3) Obligatory Bear Gauntlet
4) Stone traps
5) Shallow (2 deep) pool full of weapon traps (single silver short swords)
6) Weapon traps (10 large iron serrated discs each) overlooking the pool (for rain of fingers)
7) Repeating menacing spikes
8) [probably] floor hatches along the inside wall of the tower activated by pressure plates elsewhere on the level
9) [probably] Hydra


Pictures when it's done. Maybe when it's done I'll build a statue on top of it.
Is the tower meant for adventure mode suicide runs exploration or as a scenic route for goblin sieges?

Also, the 5th peril pool needs carp that killed dwarves but were tamed for maximum terror rating (making them immune to the traps and viciously hostile at the same time).  ;D
Logged
Cupcakes: Because not everything is viable for home decor.

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: Devices o' deathy doom! Share yours!
« Reply #3 on: February 07, 2010, 03:55:55 pm »

Goblin sieges.


Alas, the only aquatic wildlife I have are turtles.

If only I could make war turtles...
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Beanchubbs

  • Bay Watcher
  • Khorne Flakes: Crunchy & Delicious
    • View Profile
Re: Devices o' deathy doom! Share yours!
« Reply #4 on: February 07, 2010, 04:03:31 pm »

Goblin sieges.


Alas, the only aquatic wildlife I have are turtles.

If only I could make war turtles...

I'd say you could mod them, but I don't know how modding vermin affects things.
Logged
Yikes, the Orcs have a nasty language.  Traditional foreplay would be right out for them; how would they ever "say my name" for one another?  No wonder Ocrs are always so bloodthirsty and violent, they're getting sub-par action.

LordBucket

  • Bay Watcher
    • View Profile
Re: Devices o' deathy doom! Share yours!
« Reply #5 on: February 07, 2010, 05:14:44 pm »

schematics for the most insidious, complex,
over-the-top killing machines youbuilt!

EDIT: Ahhh...found an old, incompleted version on the map archive: Helmsline

Legend
Code: [Select]
* Wall
. Floor
/ Ramp
\ Ramp
X Stairs
- Fortification
| Retracible upward spikes
D Drawbridge

Ground level +2
Code: [Select]
*******
*.....******************************
*.....*                        -...- 
*.....*                        -...-     <----- archers stand here
*.....*                        -...- 
*.....**************************...*
*.X................................*
************************************

Ground level +1
Code: [Select]
                       Actual length of corridor: ~150 tiles
*******                Straddling over top of entire Main Keep
*..BBB***************************************************************
*..BBB   -   /|||||||||||||||||||||||||||||||||||||||||||||||||||||||\
*..BBBBBB-   /|||||||||||||||||||||||||||||||||||||||||||||||||||||||\
*.....BBB-   /|||||||||||||||||||||||||||||||||||||||||||||||||||||||\
*.....BBB************************************************************
*.X......*                         ^
**********                         |
                Spikes set to autorepeat during sieges

Ground Level
Code: [Select]
*******
*.....*  **************************************************************
*.....*  *.../*..............DDDDDD..................................
*.....*  *.../*..............DDDDDD.................................. ---> Main Keep
*.....*  *.../*..............DDDDDD..................................         and
*.....*  *...**...*******************************DDD*****+******+****** Fortress Entrance
*.X...*  *........*                                   *............*
*******  *........*                               ^   *..Barracks..*
         *........*                    Shortcut   |   *............*
         **********                    Caravan  --|   *............*
                                       Entrance       **************

ZergSpartan

  • Bay Watcher
  • OH GOD BEES
    • View Profile
Re: Devices o' deathy doom! Share yours!
« Reply #6 on: February 08, 2010, 12:06:27 pm »

A simple carp trap:

Code: [Select]
(Side View)
XXXXXXXXXXXXXX
___DDDDDDDD___
XXX\LLLLLL/XXX

X Wall or unmined
\ or / Stairs
D Drawbridge
L lower channel
The therory is that when invaders arrive the drawbridge will be retracted, forcing the invaders to path through the lower channel, the lower channel is filled with 4/7 of water and loose Carp.

Problem: Water wont stay at 4/7 for pathing reasons (currently adjusted with Dorfs armed with buckets)
Problem: Capturing enough live Carp (Currently caught with a series of grates and waterlocks, often causes the lower channel to flood to 7/7, the 2-4 i get down there are often killed by kobold zerg rushes)
Logged
"Yeah. My plan was to drop some kittens into the siege, and have my dwarves freefall into battle, landing on top of the kittens. The plan was kinda dumb though because the kittens were standing on grates, and the goblins killed them with arrows just as I was releasing the freefalling dwarves. So the dwarves weren't able to land on kittens and just fell and died."