How complex is the 3d under question? Ex, if you're going with the roguelike "0=clear, 1=wall" thing, and you have a small enough vertical range, you could extend it so that each bit represents the tile at a specific height.
I was experimenting with a format that let me define tile properties, mapped to chars, so as to use a string array for the map. Each type has various optional properties, including the previously mentioned bitwise vertical thing, whetr or not any part of it should be a ramp, and what sounds to associate with it. Since I was doing this with a text editor and defining the tiles afterward, I did make a few mistakes—ex, forgetting to define a certain tile, or doing the terrain wrong so that below a balcony sounds the same as upon it. And there are probably still a few ramp-related bugs in the engine (bumping the underside of the stairs and not getting teleported to the top is tricky business, for some reason), but it otherwise works enough to play with.
The main disadvantage is having to keep track of what tile means what at what height. As you can imagine, the number of tiles you need for a halfway complex map can get pretty large. Off the top of my head, the map I've done most of my testing with has something like 50-60 types, iirc, a lot of which comes from me trying to distinguish the rooms well enough to make identifying them without Swamp-style zone information being necessary. If all you need is "wall upstairs, wall downstairs, wall everywhere, floor everywhere, hole", then you only need those 5.
看過來!
"If you want utopia but reality gives you Lovecraft, you don't give up, you carve your utopia out of the corpses of dead gods."
MaxAngor wrote:
George... Don't do that.