So, there's the following 'world'
It shows just the tiles (no walls, save that there is no connected tile), and the sloped tiles have the slopes left on the edges to make them obvious (while, apart from under the 'figure of 8' part, I've removed all other inter-level connecting lines).
Seen as a plan view, some points share tiles, and paths loop around so much more than the simple plan might indicate.
But if "current height" is given neutral grey, higher heights go whiter, lower heights go darker... This is an analogue to something else applied to textured tiles (could be saturation of the tile graphics, could be (pre-full3D) GTA-ish resizing of flat-tiles to emulate a top-down-with-perspective). Starting at point 'A', you see.
(Notice the 'fudge' where two equidistant tiles (purely by path distance) are shown by giving each a triangular-slice (whereas the tile directly above 'A' is not shown because it would over-write a known square). Perhaps a "higher tile bias" might be better. Or worse. And I'm not making any LOS-type calculations
at all in the presentations of these images.)
Moving to point 'B', you can see the neutral shade moves with the 'B' point.
And if we go up to point 'C', the deeper levels fade into the black background.
(Conversely, the other images I have for points G and H have the upper reaches bleach-white and I put in a shine-effect... In reality, however, it'd probably be considered beyond the 'fog of war' rendering point. Or the 'greyness' (or equivalent effect) could have been normalised to allow all actually visible elements to scale their 'off-Z' responsiveness.)