Cool idea, but how would you suggest handling the age old problem of how to handle maps in a level with a lot of verticality. It has been handled, with varying degrees of success, in the past in a number of ways but in almost all cases I would say it's better to focus on creating interesting scenery than worrying about multilevel design. (unless you create a compelling use for the multiple tiers like puzzles or encounters of course)


Chaotic neutral, not chaotic stupid.