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Author Topic: The Great CLIFF Challenges! (Three Challenges for all interested!)  (Read 5221 times)

Featherblade

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-+= The Great CLIFF Challenges! =+-


Welcome all, to the great fortress challenges that await you! Here I have three embark locations upon this mountain: The Tower of Dying. Each of these embarks increases in difficulty, especially when held to challenge conditions. You can be tested on conserving water, engineering and constructing in limited horizontal space, and using mountain fortifications properly. These small, but awe-inspiring areas can all be found in a single region area at the base of The Tower of Dying, pictured on the collage of local maps below.

Spoiler (click to show/hide)


-Download of the map is Here, and at every challenge. They are all the same map, so only download it once.-

This naturally generated cliff area spans vertically upwards very sharply, with an enormous horizontal cliff face, and two square based spikes which thrust up from the land some 50 z-levels. The general area is heavily forested, and all embarks contain flux stone in the form of marble. Water is only found in murky pools at one spike and the cliff, with no overground water on the right most spike, as it is in a badlands area.


The Goal:


In all these embarkments, your goal is to only construct your fortress at ground level and up, within a spike or the cliff. You can mine down deeper than your spike/cliff, but you may not build workshops down there. Instead, bring magma or water back up to your Spike Tower of Fury to power the magma kilns, or create the Niagara Falls over your cliff face!

Other goals can be to turn your spike into a giant wizards tower, where the noble and pure live at the top, controlling the lives of all who live in the base. Or perhaps A massive military compound looms within the fortifications, ready to battle Goblin seiges with ease! Lastly, you could turn your fortress into a hotel resort: misty waterfalls and gem-studded nether-cap barrels for all to enjoy!


It's the cliff's and spike's which make this map unique, but feel free to break the only rule if you just want to see awesome towering spires, and establish a working fortress. It's just that there is a lot of enjoyment to be had confined within a stone spire.


The Sites:


There are three main sites within the region: The Cliff, the Grass Spike, and the Desert Spike. Information and pictures are available alongside each embark location. Please follow the instructions for embarking at each location, as some are different than others.


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(Easiest) CLIFF Challenge:


This cliff extends vertically over 100 Z-levels, with around 12 Z-levels of almost vertical wall at the base. This makes it an appealing location for a fortified cliff, with tons of room out behind the face for dining rooms, barracks and the like. Imagine what it would look like with a water fall extending across the entirety of the wall face?

Embark Instructions: Download the map, here, and extract it into your "Save" folder. Start a new Dwarf Fortress, and hit {Shift+R}, the {-} key, then {Esc}. This should bring you to the area pictured in the spoiler.
Spoiler (click to show/hide)

The boxed area on the local region should be where you should embark. You may embark with whatever goods you want.




-----------------------------------------------

(Medium) SPIKE Challenge:


(This embark location is susceptible to errors, so caution is advised here until a clear-cut fix is found.)

This spike extends some 50 Z-Levels into the air, turning from a square base, to a circle, to a diamond shaped tip before ending sharply. These narrow confines make for excellent practice at cramming in lots of things to a small space. Embarking here often leads to your caravan being destroyed as the dwarves will land halfway up the side, but never fear: additional supplies and dead turkeys are provided.

These supplies (which I didn't want to give you, but oh well) consist of:
- A caravan and 11 logs of towercap.
- 24 barrels of booze, 4 barrels of meat, 2 barrels of plump helmets, 5 barrels of fish.
- 6 bags of seeds, one for each underground crop.
-Three pieces of Granite, an iron anvil and five pieces of Malachite (Copper ore).
-Roughly 20 or so rotton carcasses of various animals, including dogs, turkeys and horses.

Due to these supplies, you may wish not to bring any articles of your own food, or bring resources which would otherwise cost too much. You will still want to give skills to your peasents though.


Embark Instructions: (IMPORTANT, THIS EMBARK IS DIFFERENT TO THE OTHERS) Download the map, here, and extract it into your "Save" folder. Start a new Dwarf Fortress, and hit {Shift+R}, the {-} key, then {Esc}. This should bring you to the area pictured in the spoiler.
Spoiler (click to show/hide)

The boxed area on the local region should be where you should embark. However, the game will not let you embark until you use the "just embark" software. Simply download "just embark", here, and then run it once with Dwarf Fortress open. If it works, it will not give any confirmation of doing so. Instead, the 'e' on embark will highlight as per normal, allowing you to embark.



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(Hardest) DESERT SPIKE Challenge:


Similar to the other spike challenge, except there are no extra supplies, virtually no grass, no trees, no surface water, and the only real food sources are two bee hives and the herds of camels. Farming space is difficult to find as there is no way to grow above ground crops for a while, and the only water is located underground. Space is severally limited in this challenge, and efforts should be made to negate starvation at all costs. Remember that Dwarves almost always arrive at this site via Dwarven catapult, so virtually never have their caravan intact. Remember this, as that is three less logs to build from.

Embark Instructions: Download the map, here, and extract it into your "Save" folder. Start a new Dwarf Fortress, and hit {Shift+R}, the {-} key, then {Esc}. This should bring you to the area pictured in the spoiler.
Spoiler (click to show/hide)

The boxed area on the local region should be where you should embark. You may embark with whatever goods you want.



-----------------------------------------------

I hope there are members out there who want to give the challenges a go! When you download it, feel free to reply to this thread saying which embark you are taking, and post images later of whatever architectural/industrial/engineering/militaristic wonders you create on it!


World Gen info can be found here:
Spoiler (click to show/hide)


« Last Edit: April 25, 2011, 06:34:38 pm by Featherblade »
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CapnUrist

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #1 on: April 25, 2011, 01:38:22 am »

Awesome sites, downloading the cliff one to play around with it. You should upload the save folder to DFFD.
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Untelligent

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #2 on: April 25, 2011, 02:10:45 am »

I already did one of these back in 40d.

Spoiler (click to show/hide)

I did build some stuff outside of the 100-story cliff, but that's because hey, no point in leaving that much space completely empty.
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Lord_Phoenix

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #3 on: April 25, 2011, 02:32:02 am »

The middle one reminds me of old 2D DF.
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Oliolli

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #4 on: April 25, 2011, 03:47:04 am »

Someone want to try Boatmurdered 2.0? :D

By the way, which version is this with exactly?
« Last Edit: April 25, 2011, 04:17:30 am by Oliolli »
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nanomage

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #5 on: April 25, 2011, 04:43:08 am »

looks great, I'll try the desert one.
Is it meant to be some sort of community play or do players just do whatever they want and post screenshots?
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imperium3

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #6 on: April 25, 2011, 05:32:21 am »

I'm going to embark on the spike, I think I can make my own version of Isengard there... :D

Just a note though, your link to the Just Embark utility leads only to the source code which most mere mortals don't know how to use. Maybe link it to the .exe version instead?
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Featherblade

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #7 on: April 25, 2011, 06:39:28 am »

I'm going to embark on the spike, I think I can make my own version of Isengard there... :D

Just a note though, your link to the Just Embark utility leads only to the source code which most mere mortals don't know how to use. Maybe link it to the .exe version instead?


Oh interesting, I better find the proper link for it.

Thanks for spotting that.


EDIT: Fixed now.


-----
looks great, I'll try the desert one.
Is it meant to be some sort of community play or do players just do whatever they want and post screenshots?

It's not any sort of "Pass and Play", unless someone wanted to start that. I've just seen that there are always people asking for challenges, and building a fully fledged fort is hard inside the spires (and plain cool in the cliff!).

What I liked about this was how the three areas are all found on the same region tile, in varying levels of difficulty. If the cliff face was narrower, the two spikes could have been "Guard Towers" to the central cliff face, however loading the whole area at once is fairly laggy.
« Last Edit: April 25, 2011, 06:45:22 am by Featherblade »
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imperium3

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #8 on: April 25, 2011, 06:55:13 am »

I'm a bit concerned that something is corrupt about this embark, actually :(

After about five minutes in there was a bit of a flicker and all my early digging, along with designations, vanished. (luckily all dwarves were still outside). I dug it out again and what had been orthoclase was now a mix of microcline and diorite. Now there are strange patches of revealed soil in odd places underneath the plain. Combined with this nearly all trees are now just called "Tree" with a red T (I'm using the same tileset you are, Mayday's from the Lazy Noob Pack, so they should have their proper images and names) and are impossible to cut down, shrubs are a red V, and most of the dug out rock from the first digging, along with all the abandoned bodies from your original embark, is gone.

Is this just a localised bug or a glitch with the map, do you think?
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Featherblade

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #9 on: April 25, 2011, 07:35:14 am »

I'm a bit concerned that something is corrupt about this embark, actually :(

After about five minutes in there was a bit of a flicker and all my early digging, along with designations, vanished. (luckily all dwarves were still outside). I dug it out again and what had been orthoclase was now a mix of microcline and diorite. Now there are strange patches of revealed soil in odd places underneath the plain. Combined with this nearly all trees are now just called "Tree" with a red T (I'm using the same tileset you are, Mayday's from the Lazy Noob Pack, so they should have their proper images and names) and are impossible to cut down, shrubs are a red V, and most of the dug out rock from the first digging, along with all the abandoned bodies from your original embark, is gone.

Is this just a localised bug or a glitch with the map, do you think?


If you were on the grass spike, it might be because of the old fortress being over it (the one you have to use "Just Embark" to use). I really wish there was a way to get rid of that fortress, because that was the caravan I used to find the mountain in the first place. If anyone else has that error, then it could be an issue with the old fortress being there.


It is possible to reclaim that fortress (by going {shift+R}, {-}, then {enter}), but the area won't be as big, and the spike will be in the cornor.
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blue sam3

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #10 on: April 25, 2011, 07:42:27 am »

I get the same issue, wiped everything I had built - with my one miner and one pick inside. He isn't dead, but he is in unrevealed rock.

EDIT: New issue. I reloaded the map and the entire area covered by the original embark instantly spawned trees.

EDIT2: Abandoned and reclaimed my new embark, no issues so far. Resources have rerolled though (to microcline  :( )
« Last Edit: April 25, 2011, 07:47:27 am by blue sam3 »
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Featherblade

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #11 on: April 25, 2011, 08:27:09 am »

EDIT2: Abandoned and reclaimed my new embark, no issues so far. Resources have rerolled though (to microcline  :( )



Potentially the solution. If this solves the problem, then I'll do it to the main file and re-upload it. Of course, I have no idea how multiple fortresses on the same tile are going to react.
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ledgekindred

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #12 on: April 25, 2011, 09:03:58 am »

you can always try to export worldgen parameters and re-gen the world.  Since you know where the embark site is, you could look for it again.  Somewhat unusual cliffs like those might have been a bug in the original worldgen which might cause buggy behaviour on the reclaim.  It'd be interesting to see if they were still there after regenning with the same parameters.
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I don't understand, though that is about right with anything DF related.
I just hope he dies the same death that all dwarfs deserve: liver disease.
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blue sam3

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #13 on: April 25, 2011, 10:10:23 am »

EDIT2: Abandoned and reclaimed my new embark, no issues so far. Resources have rerolled though (to microcline  :( )



Potentially the solution. If this solves the problem, then I'll do it to the main file and re-upload it. Of course, I have no idea how multiple fortresses on the same tile are going to react.

Left it running. Now two years in, no glitches to report. Seems effective.
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nanomage

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Re: The Great CLIFF Challenges! (Three Challenges for all interested!)
« Reply #14 on: April 25, 2011, 10:47:03 am »

no such issues on desert spike map, so i'd suggest take it instead to those who feel afraid of all that bugs and glitches.

embarked with "play now" half-year in game now, everything looks fine all vital industries are established and dwarves are safe behind the huge drawbridge gate.
i've played to the point where i usually build magma furnaces and forges above the magma sea and start mass producing adamantine weapons and gear, but adamantine sort of kills the challenge, and this is a challenge game after all.

I decided to ask the OP of the thread or the entire community if use of adamantine is permitted, encouraged, or shunned in this challenge.
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