Partially. I have a more or less standard configuration I use for my main entrance level, my agricultural industries and my main living area. It's partially flexible to take advantage of water sources and soil layers, since setting up farms and wells will vary from site to site, but the main delvings of the fort can be easily moved around to accomodate them.
Main z-level is the entrance with a 3x3 entry hall leading to the first main chamber. Trade depot is just outside the main chamber with a bridge in front of it to seal off the fort in case of surface invasions. The main chamber is an 11x11 room which is used for an initial stockpile to empty the wagon and a basic drom until the first living quarters get dug out. The wood industry, hospital, well, and main stairs are all connected to this chamber.
That was my older setup. Here's a more evolved setup which places the depot off to the side to protect it better (and caravan guards usually don't end up on the bridge if I have to close it), I place a war dog pasture in the corridor next to the depot. There's also a hatched-off access stairwell down into the resevoir in case it needs to get cleaned or serviced:
Level z-1. Agriculture. All the food, drink, and plant processing goes on here, as well as the textile industry, leather industry, and soap industry. I place the main booze stockpile between the main stairs and the breweries. There's a secondary 2x2 stairwell on this level which leads down to the pantries. Farms and secure pastures will either be on this level or the level about depending on the site layout, with a seed stockpile between the surface and underground farm areas. Poultry coops and breeding areas for non-grazers are here behind the butcher shop. The current design is a bit more evolved than this, my coops are 1x1 rooms with lockable doors, breeding males and other animals get 1x1 pastures.
z-2-4. Main living area. Bedroom block, dining hall, pantry, kitchens, workshops, and burial area. Workshops and dining area get moved around depending on site layout. The 2x2 stairs connects to the agricultural industry for faster hauling. There's a smaller food stockpile behind the kitchen for ingredients like eggs, flour, sugar, quarry bush leaves, etc. A quantum dump and the manager/bookeeper's office are located right off the stairs. Workshops around the perimeter, and the main masons and crafters get assigned rooms to be close to their shops. Burial chambers further out from the central area.
Stairs get dug into the corners and center of the bedroom block to connect to the lower two living levels. There's a stone stockpile underneath the mason and craftdwarf workshops. Other workshops on the levels below as necessary. If there's a volcano, the third level will have the smelters and forges, with the magma chambers fueling them on the level below. More food stockpiles underneath the main pantry as space is needed.
z-5. Military barracks. The main stairs opens into an 11x11 room used for militray training. At the far end of the room a 2x2 stairwell is dug straight down until the caverns are reached and then sealed off. Pitting chambers get placed here, and a jail if I feel I need one.
If there are levels above the first level, they get used for storage areas connected to the main stairwell. If it's a flat embark, then I place the storage for trade goods underneath the depot if possible. The well will be built on a water cistern several z-levels deep. This cistern will get fed by a river or an aquifer, or murky pools if nothing else is available; haven't done a setup yet which actually required cavern water. There's a starwell in the cistern in case it needs to be serviced, the stairwell also goes down to a drainage channel that empties into a cavern or aquifer.
Below everything else goes the mines. I set up a grid pattern and passages on the first level of the mines to connect to the main stairs, and there are shafts all over the level going straight down, stoping just above the caverns. There are more passages below to get around the caverns, and I also dig fortifications high in the caverns to expose their layouts safely. Small breakrooms with beds, tables, chairs, food and drinks are placed about every 10 levels for dwarves who need to go deep. Finally, if there is no volcano, a magma based metal industry will be located down near the magma sea.
I use Prospector from DFHack to see what minerals I have to work with, this helps me determine how I need to set my defenses up early on, and what I will need to trade. I also use reveal to see where the soil layers are near the surface to set up the farming plots and pastures, but it gets turned off once that's done.