Timberborn

Timberborn

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Lost Valley
   
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5 Aug @ 5:44am
8 Aug @ 6:20am
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Lost Valley

Description
The Lost Valley of beaver legend has been rediscovered by a group of adventurous beavers, but there is much to do before this land is transformed into a beaver paradise. There are ancient aqueducts to repair, reshape and upgrade with sluice gates to efficiently manage fresh and badwater. There are collapsed tunnels to open up again to make the steep mountains more navigable. There are reservoirs to rebuild, clean up and refill, so the colony can thrive and protect itself from the threat of droughts and badtides.

The central valley is lush, spacious and well supplied with water, but as the colony grows, the beavers will eventually need to find ways to cross the imposing walls surrounding them and connect the scattered resources of the land if they wish to undertake major projects. Some areas are easier to navigate, others, less so. While they will have to use tried and tested construction methods to scale the cliffs at first, building winding paths made of platforms and stairs, these solutions might prove slow and hard to build and expand over the long run. Thankfully, the newest inventions of beaver tech can help them create an efficient network of transportation that can make crossing long distances over difficult terrain musch easier, be those tubeways running through mountain tunnels or ziplines moving them out of the valley and over the cliffs.

There are many ways the beavers can make use of the land’s resources and overcome its challenges, the only surety, is that with hard work, they can turn the rediscovered Lost Valley into a beaver utopia



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Author’s note:

The map is meant to be a medium difficulty one, with a relatively easy start position, at the center of the map, in a valley surrounded by cliffs and with a large rock formation at its center. Managing the water is not too difficult, but to make the colony self-running, sluice gates and some terraforming is needed, either to repair or destroy parts of the existing “natural” aqueducts. Surviving longer droughts and badtides with a high population will also necessitate building large reservoirs, for which there are multiple opportunities.

Parts of the map are difficult to navigate by design. The cliffs can be conquered with winding paths or large constructions of platforms and stairs, but the map has been built with the newest features in mind, so think about tunneling through (using the layer tool can help locate collapsed tunnels that only need a bit of work to open up again) and/or using tubeways/ziplines to make movement more efficient. The tunnels are especially helpful for ironteeth and the pillar over the central lake is a great way to build a hub for folktail ziplines. There is quite a lot of metal scattered across the map which should last quite a while, but permanent sources are available too. These are quite hard to reach and will require either major constructions to reach efficiently or usage the new fast transit methods.

I designed the map with both beaver factions in mind. Folktails have an easier time at the start and there are multiple places across the map for them to user their water crops, but ironteeth have advantages too. They can make use of massive reservoirs and with badwater discharge ports andthey can create some permanent fast badwater rivers on one side of the map for power.

I playtested the map and made improvements based on that, but I’d love to get feedback from others too for further tweaks.

The map size is 180x180.