Floor -1:
The entrance corridor. The entrance and exit are ramps up against fortifications. Units can use the ramps, but the fortifications don't block the water globs, and units can get smacked through the fortifications as well.
Notice the stationary minecarts behind the fortifications at right. A minecart will fly through a fortification if it's over a gap, but it
can't fly through another immobilized minecart. They run down the ramp, hit that cart and fall into the gap. There's an extra fortification width on each side, so water doesn't hit the walls behind the fortifications.
Hatches block the outlet from the magazine below until ready. A floodgate can be closed to block one lane, since four lanes fill the corridor with enough water to block pathing even with the drainage system described below.
Floor -2:
The water-filled "magazine" and perpetual motion aquifer "reactor". The carts are all copper, and unlike wooden carts, aren't likely to be pushed around by moving water. The pumps transmit power to the rollers that fill the magazine. Each lane has the roller on "low" speed, except for the 2 tiles farthest to the right, which has "highest" speed to keep it clear for carts falling through the holes above. Rollers may not transmit power lengthwise but always transmit power to their sides, so as long as their lengths are staggered you need no additional gearboxes.
The holes for pumping from the aquifer were widened somewhat on the aquifer level to bring in more water flow. Most of the carts look yellow because of mud piles.
All the other rollers for pushing carts east up the ramps are highest speed.
Ground Floor (0)
Entrance and exit of the corridor shown, with part of the ramp upwards visible as well. The drainage system consists of pumps above the corridor pumping through grates and draining back to the aquifer. The set on the right pulls water from 2 tiles to the left of the fortifications, so anything the fluid pushes stops before being pushed into the fortifications.
Floor 7:
Top floor of the ramp, where carts turn around and speed back down the ramp.
In action:
Each lane fires a glob every 15-20 ticks, though with only 20 carts there's a periodic gap in firing. The water is very good at blowing goblins away from the inner ramp, and may trap them at the far end while it hammers them to death. I haven't been able to test its effectiveness on larger creatures, though, and if you want to make sure it finishes them, seal off the opening with a retracting bridge.