That's all well and good, except I have ramps next to walls. I actually have a series of ramps leading down.
WWW
. . .
R R R
WWW
. = open space
R = ramp
W = wall
I repeat that down about 4 z-levels, with the next levels of ramps being in the open space of the level above it.
(As per message that follows, actual uploded saves/map-pics will help, but...)
Assuming the above is a top-down view (not a slice), as I'm sure it is, there's ambiguity:
1) Are the ramps up-ramps (built/dug on that level) or down-ramps (what up-ramps passively look like when viewed from tje next level up?
2) Is that really open space (nothing on this level) or uncluttered ground (walkable floor)?
3) Are those actually walls, or wall-
tops (again, walkable floors)?
I'm currently assuming the first example, in each case, in which case it won't work anything like I think you think it does. But it is complex to explain (additional to prior explanation).
First, please let me take the liberty of rotating the assumed map-view:
W.RW
W.RW
W.RW
Now imagine rotating it down into the page, to view as side elevation;
.... <- air above
W.RW <- your Z-level
#?## <- the ground below
The "?" depends a lot on what the rest looks like.
Switching characters a bit to show you what I
think you've done.
_ _ 'Wall top' flooring, there automatically
# /# Solid wall and a ramp
# ## Open space
# ## ...more open space..
#_## Bottom of excavation, with no access except by wall-climbing/falling in.
#### Undug terrain
What you
want is more akin to:
_____ _
##### /#
#### /##
### /###
## /####
#_/##### <- Access to/from this layer is perfectly possible.
#######
Not that it needs to be in a line. You can twist it in a spiral (circling round a 2x2 area, each level switching 90 degrees from the one above). But you first need to get your mind around the side-elevation, I suspect, before working out how to do that without causing other problems.