Only looked at Town 1, so far, because I'm on a slow link ATM and it's awkward.
Sorry, Cespinarve, but I think that the default tileset is more readable. (Plus you couldn't expect Toady to use a custom one for such a reveal without
de facto supporting it, at least in some people's eyes...)
Hard to say, but I also picked up that some of the rooms (especially the ones based upon the Z-level 188, it appears) are multi-level open spaces, probably made that way to keep contiguous roofs over ostensibly ground-floor rooms created across multi-level terrain. No actually roofless rooms, that I could see, though plenty of nominally inaccessible roofs (no change there), and I might have missed it, but the wall-towers (upper exits closed by hatches) and battlements (roofless, as if the dwarfs have never encountered flying enemies) seemed to be inaccessible from anywhere
except the skies...
(Oh, and is that a stairwell, disappearing down below what I assume is the Keep of the Town 1? Wonder where
that goes...)
Yes, probably armour/clothes and leather, as it's now been said several times so I really don't know why I'm echoing the sentiment.
The way the roadways and buildings are constructed, I'm wondering if there's scope for something a bit like The Shades (Discworld), or at least The Shambles (York, UK), because it's heading that way. (Won't bother linking, you can find details about them easily enough if you don't already know.)
Very much not how a player would create a settlement. Maybe I
should build something like that. Horribly over-engineered walls (I mean...
I horribly over-engineer walls, but not in such an inefficient manner that is probably in preparation to besieging troops having some form of construction-destroyers that need to be kept busy) and a far more organic feel to it, including "within" and "without" parts of the town. Change some of those "front room/back room[/even backer room]" combos into proper shop (i.e. storeroom), workshop and living quarters combos (making them single-artisan occupancy and suitably interspaced by non-workshop and non-sleeping buildings, e.g. bars, food halls and the like, to help sort out the inherent noise/disturbance problems) and I could operate a fort like that with enough haulers to ensure most skilled dwarfs are kept happy in their work...
Of course, this was made for Adventure Modes and, despite any apparent complaints I've made, I find it very a satisfying procedural creation. Bear in mind that a lot of player-built fortresses (at least in lock-down mode, and often in the default one too!) have large areas that are currently impregnable to Adventurers, and at least this (inaccessible walls, apart) has the possibility of walking through normally as long as there's no local resistance to the character doing so...
Ah, almost ninjaed by Word Of God, except that I had just decided to delete my poor excuse for an answer.