It would be confused in the sense they wouldn't patrol between floors, but that's not a problem, because this behaviour is disabled anyway when they spot an enemy. So they can chase after you even if you change the floor.
Well, that's great, no problem then.
It's a very interesting project of yours, thanks for taking a stab at this. And can you explain more what you are trying to achieve, regarding the Syberia Base example? Some sort of a mix between horizontal and vertical map composition?
I don't like how base assauts begin in the 'lifts'. Two-stage missions too, they are the remnant of '94 engine limits, and not some ingenious game design.
Siberia base is the only example to the contrary and I like it much better. But it's a custom-designed terrain, thus there can't be anything other than snow and shacks on the top.
For the bases I think two map layers generated as they are now, one facilities, the second the terrain, then linked in certain places will do.
But there should be other applications of the multilayer map support, those which I can't imagine right now, but which might require something more than just two layers and merging top layer blocks with blocks defined to accompany specific blocks (facilities) at the bottom.
So I ask for any obvious ideas that are generalizations of the above and also how to better represent this in the rulesets.
I know for sure that many z-levels, especially with lots of objects, inflict a heavy burden on the CPU.
Yes, it's most noticeable when defending a built-up base (and also mansions). But since it's quite rare, I think there's not enough pressure to optimize the drawing. I for one thought about it, but decided that two rare mission types isn't worth reading that much code. When it ceases to be rare I'm sure someone will get fed up and will fix it.