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Author Topic: Tessellating Tomb Design  (Read 898 times)

Karthas077

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Tessellating Tomb Design
« on: January 15, 2019, 11:52:12 am »

I've seen a lot of fractal/tessellating bedroom layouts, where the average walk distance is an important factor in their design, but nothing for tombs where the only traffic is likely to be when dropping the body/belongings off. So I decided to do some experimenting on compact shapes and maximizing space efficiency, and I came up with this.

Peasant Floor
Spoiler (click to show/hide)

Each tomb is a 3x3 space connected to a 3x3 stair room (only one stair). A random 11x11 slice of the tessellation will have an average of 7.166 rooms, which is more space efficient than pretty much anything except a grid of interconnected tombs (Where you have to walk through one to get to the next)

A lot of people might argue that 3x3 tombs are overkill for non-noble dwarfs, but it patterned easier and allowed for the construction of the following:

Noble Floor
Spoiler (click to show/hide)

Each tomb is 5x7, interspersed with stairways that lead up/down to peasant floors. The actual pathway connections between stairways and rooms could be adjusted to only have one entrance per tomb by constructing an outer ring to connect to each diagonal strand. Doing so however would prevent this pattern from being extended.

Both patterns can be extended indefinitely in any direction, and even layered on top of each other in any order by replacing any one directional stair with an up/down stair. The only real requirement is that at least one "Noble Floor" is required (somewhere) for access to the "Peasant Floors". I personally stacked mine as Peasant/Noble/Peasant, but any sequencing would work.

If people like these designs, I might be persuaded to upload a quickfort file for each of them ;)
« Last Edit: January 15, 2019, 11:55:13 am by Karthas077 »
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pamelrabo

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Re: Tessellating Tomb Design
« Reply #1 on: January 19, 2019, 04:22:33 am »

Please do. One of my recurring projects is carving a necropolis fortress for each one of the dwarves in my civ, and your design would be neat (also, I'm thinking of using a reduced version of it for surface buildings).
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Sanctume

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Re: Tessellating Tomb Design
« Reply #2 on: January 22, 2019, 12:54:18 pm »

I prefer a Moria level design to it's not easy to steal the candy armor and weapons in Balin's Tomb. 
Magma moat and traps included. 

paldin

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Re: Tessellating Tomb Design
« Reply #3 on: January 25, 2019, 01:32:04 pm »

I've never understood why people make it a point to maximize 2D space in a 3D map. I mean, I get why you'd do this for tombs, but not bedrooms. The tessellations are usually beautiful, but 200 (currently living) dwarfs can be served by a 6x6x6 sized pattern. Your rooms are obviously going to take up more than 6x6 on each z-level, but you only need 6 z levels to make it happen. You don't have to put all 6 together either, just wherever you think you'll need 36 dwarfs to sleep nearby. Considering how many will die by the time you reach the end of accessible memory, a couple levels like your tessellation makes sense.
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Dunamisdeos

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Re: Tessellating Tomb Design
« Reply #4 on: January 28, 2019, 09:18:23 pm »

The tessellations are usually beautiful

This explains most of why anyone does anything like this in DF, TBH.

The maximizing of space in projects like this is to retain a sense of practicality within the bounds of it's artistic goals.
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Saiko Kila

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Re: Tessellating Tomb Design
« Reply #5 on: January 29, 2019, 07:38:03 am »

I've never understood why people make it a point to maximize 2D space in a 3D map.

In my case it's pretty simple - it's easier to memorize locations of interest on a single z-level of any type. If there are multiple levels with similar/identical layout, like it happens with bedrooms (300-400 citizens) or sometimes with workshops, it can lead to mistakes. I go from the hotkey location, and after too many similar level I find it difficult to quickly pinpoint a place I want to do something to (I know it was three keypresses west from the hotkey, but was it level above or level below?). With layout contained on a single level it's easy, at least to me.

Sometimes I intentionally build differences into the particular level, to make it stand out, despite the overall design being already optimised.

Now, with this particular project my only issue is that I don't see a reason to make tombs for general dorfs. When a dorf with a tomb dies, his items are not inherited, but await transfer to his tomb, littering his room and vicinity of his no-longer-unoccupied body. One sock at a time. Which happens only if there's a free floor space in said tomb. Makes a mess of the bedrooms after some deaths.

However, I see a potential in a "personalise temple district" for this. Once I have dwarfpower, I'm going to do something like that.
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