I'd situate the outdoor gardens in flat area #2, so the top part of the resort should begin in the first stone layers below that. Figure the 3-z lvl Tavern area, (with the hospital and youth hostel towards the main entrance and the cisterns the same level as the river, to give them a gravity feed of fresh water, then the guest bedrooms reaching up towards the gardens (so long as there is rock to carve them, otherwise any sand or dirt levels above those should be cleared in 10 x 10 underground plots off of the upward stair.)
A note: That Bitch really dislikes purely vertical up/down stairways, which she calls "damn ladders", so the stairs will need to ascend/descend diagonally like:
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in a line or a spiral around a center column.
Figure a stack of 4-6 store-rooms per level for nine levels with hallways framing them and stair wells reaching down to Highmax's Forge on the 10th level - that should give you the rough dimensions of what I'm imagining. The main entrance should be a 3-wide way leading to the trading Depot via a twisting route, with a more direct 1-wide way leading there as well (and filled with cage traps). I prefer to set up a "neverending hallway" in front of the cage trap area to discourage unworthy prey from entering. (never-ending hallway is a 1 x 10 bridge over a channel triggered by a pressure plate at its inner edge. The channel leads to a another bridged channel at right angles to the first, that is also triggered by a pressure plate at it's end, but also ascends to the outside for pathing purposes. The second channel passage leads back to the begining of the first channel passage, with subsequent attempts to escape stymied by successive activations of that pressure plate and the bridge attached to it, resulting in a succession of being dumped into the third passage over and over as everyone rushes to get out of the second one. Since this is all happening away from the first passage, fortress dwarves don't become frightened of all those baddies under the bridge until a few finally vault the bridge before it opens once more and escape off the map. These few worthy fellows will then be able to vault the initial trap bridge next time and be captured in the cage traps, ready to be taken down to the gladiatorial arena for the amusement of the guests.
Unfortunately, any dwarves caught in the neverending hallway will probably be rent limb from limb by the various beasties and baddies down there before they can make it across the bridges and out the other side. It's one of the dangers of the design, so it's a good idea to forbid that path to any fort dweller, making them use the longer caravan road instead.
Kitten trees are simplicity itself to "plant".
Step 1: build a 1x1 wall surrounded by empty space
Step 2: build a ramp next to the wall
Step 3: designate a "pen" on top of the pillar and assign 1 female cat to it
Step 4: Wait until cat is placed in that pen
Step 5: remove the ramp
Step 6: remove the pen designation
There you go: Kitten tree is planted and ready to grow.