█X█ <- Hatch cover linked to mechanism in the stairs.
Please explain "Hatch cover linked to mechanism in the stairs"
Tested with clowns. All stair filled with clowns, with no other distraction, and nobody attack the Hatch Cover. The lever can cut the flow of clowns in the stairs. Open or Close, the Hatch cover is untouchable with walkeable tile orthogonally adjacent.
As a note, a non-linked door/hatch cover can be controled by the player, but if a enemy move across the door, you loses control of the object until some dwarves move across the door. A mechanism linked object can only be controlated with a lever/pressure plate, is better in zones under enemy control.
Dig/build a 1x1 stair, and dig a tile next to the stair.
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Dwarves can move to that tile and build a Hatch cover in the Stair. And link the Hatch to a lever. (non linked door/hatch loses control
Build a wall in the tile, cutting acces to the Hatch cover.
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As a simple test, you can't build a Hatch cover in a 1x1 stair surrounded by walls. If you can't build or remove the building, Destroyers can destroy the building. In the 1x1 hatch, the game report a "no access". Diagonal tiles don't solve the problem, only N-S-E-W walkeable tile permit access.
The wiki don't reflect the need of walkable perimeter in the building destroyer page, but i remember see the info about destroyer who ignore valid furniture in the same tile. Something about drop a building destroyer in a 1x1 tile over furniture. I haven't tested myself, but the 1x1 hatch coverprove the concept. As a rule... if a dwarves can't interact, is safe from building destroyer.
I have another design that involve ramp up, Door in the Z+1, and ramp down. If the door is the only walkeable tile in the level, nobody can destroy. I put the ramps in diagonal, if a flying destroyer move the the hole above the ramp, but i haven't tested with flying destroyers, only clowns.
+ z+1
▲█▲ z 0
view from above
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- Draining magma of the map.
Smooth a stone in the border of the map.
Carve fortification
The liquid move across the fortification and exit the map (and every moved by water).
- Black Hole Track Stop
Make a 1x1 Track stop, dumping to some wall
Put a Minecart in the Track Stop hauling route
Pump liquid in the tile. When the level is 7/7, the minecart refill 2/7, but dump in the wall.
Because a wall is ocuping the space of the liquid, the liquid is destroyed. The Minecart can remove all liquid.
My design uses 2/7 magma, pumping the magma in the lower level to a little room is enough, evaporation solve the problem. But for every minecart uses, 2 tiles for evaporation are necesary. a 7x7 tile is enough for evaporate the content 25 minecarts, every use can melt 8 or more enemies, is a 200 army (an enemies retreat before lose all the soldiers).