So, we've all heard of the doomsday lever that will collapse the single support holding up the entire fortress, innocuously hidden amid the normal but unlabeled levers needed for standard fortress operation. What I'm wondering is whether anyone has ever put together something even more subtle and intricate... Say, half the levers in the fortress are linked to one of many supports on multiple z-levels so that the fortress collapses if and only if you pull *too many* of the wrong levers or the right combination of wrong levers or something like that. Or, better yet...
Let's say that one player constructs the fortress for others to attempt to solve, completing it by sealing the dwarves into the part that's sitting atop a single support -- all the dwarves but one. One dwarf is below in a maze full of doors/bridges/obstacles controlled by remote mechanical contraptions. On the other end of the maze is, besides the exit, the one lever that unseals the precarious section and lets the rest of the dwarves back down to earth. The doors/bridges/obstacles are controlled by levers in the precarious section -- the only thing in the precarious section, so your dwarves had better hurry if they don't want to starve. But there's a catch: Every lever in the precarious section is linked not only to the doors/bridges/obstacles in the maze (or to some intermediate contraption for achieving the right mode of control over them), but also to a repeatable mechanical contraption for reliably ticking down some kind of countdown. Each time you pull a lever, the countdown gets one step closer to its end -- and at its end, then it triggers whatever mechanical gizmo deconstructs the single support holding the dwarves up, killing them and leaving the final dwarf stranded in the maze till he starves. So you've got to figure out how to get a clear path through the maze in so many lever-pulls or else your fortress collapses.
Anyone with a better grasp of dwarven mechanics and puzzlemaking than I out there? 'Cause I'd really like to see something like this (and, of course, try to beat the puzzle).