I'm no great fan of the points system, so my opinion of a given fortress will be based almost entirely on the style and layout, as stated before.
Toaster, Plankmortals
You seem to have done very well considering the location of your fort, but it will most likely have to be a point victory. The layout is nondescript, with hallways and rooms placed as necessity demanded. The fortress looks well-enough equipped for a goblin siege, but once the trolls come in you're going to have a rather nasty time unless your marksdwarves can kill them off before they reach the gap in the wall by the trade depot. If they get inside, it's just two doors and two dogs beofre you've got trolls in the middle of your food stockpile.
The layout is somewhat cramped and not very easily expanded upon, but it's the natural way most folks will dig a fort if they didn't have something specific in mind. 6/10 is my rating. Oh, by the way, there's a way to remove the pillars from the ends of the "42". Build a door at the end of each, link the doors to a lever, and pull the lever.
Jamini, the Sorrow of Fire
Holy carp that's a lot of engravings. Between the excessive cage/weapon traps; the positively rampant engraving; the catapults in the dining rooms, throne rooms and tombs of some of your dwarves; the slighlty unimaginative stripmining projct; and the vast, empty rooms with a speck or two of furniture in them to cover the most basic of requirements, there's a little tickling at the back of my mind that this isn't going to get many points for style.
However, it's a veritable powerhouse. Overall, I give it 5/10. I would've given 4, but the combination of a pet dragon, an arena to put that dragon in, "sculpted ice" walls, the fact that yu're flooding the bottom level with magma, and the symmetric layout of floor -6 pushed it up to 5/10.
GeneralValter, Channeledequaled
Wow, haha. That's, um... Spacious? Pouncing pachyderms that's a crazy layout.
The first couple of layers brought to mind thoughts of rat or kobold warrens (not necessarily a bad thing), the rest are just huge caverns with junk stuffed in them until you reach the stripmining project. All throughout these stone layers are coffins that are set up when someone happens to snuff it, with seemingly no rhyme or reason as to their placement.
The place probably could've been turned into something better if there was enough time to iron out the oddities, but as it stands now it's just a chaotic jumbled heap of dwarves, statues, and narrow rhesus macaque leather loincloths. 4/10
Boksi, Ancientfences
Not much to say, really. Effective, but rather dull. +1 rating point for the waterworks, the dwarf mosaics, and for covering an entire room in blood. 6/10
EDIT: Torak, Chaoscomets
Not bad, not bad. There's a bit of crowding in the dining room, the workshops are all bunched together, and your fort's entrance isn't all that inspiring but tere are some nice touches. I particularly like your dungeon master's tomb, and the cave-in trap over the crypt entrance. Your stripmining project is also slightly less annoying, but it's still not that purty to look at. The bedrooms are stuffed into each other, and there are some vast mined-out areas that look a little funky, but things even out a bit. You've got some nice areas, but the fortress on the whole just isn't ironed out. 7/10
That one tomb is about the only place I've ever seen floor detailing actually look alright. I would like to notifiy you, however, that the cave-in trap won't actually work. The wall-chunk sitting above the pillars is connected to the layer above, and thus won't fall.
---
Yeah, I'm a hardass. Can't help it.
[ April 28, 2008: Message edited by: Kagus ]