I still have no idea what the hell that is about but hey…
My suggestion from the now locked thread:
For the actual view of the game there are two ways to do it. Multiple screens or a level view switcher.
I vote for the switcher, make the mouse wheel scroll the floors up and down since the screen is small enough as it is.
Quick and easy play wise. Still pretty sucky for seeing "oh shit" moments like a brute above a hole in the roof.
Probably having flashing ^Z and ^? symbols to indicate an enemy and sound on the above floors and v for lowers.
Just alternate between ^ or v, Z and current floor symbol played a few times. Eg . . . ^Z . . .^Z
For empty space show . .^ . .^
The main problem isn’t mine though…I don’t have to code the bitch 
Good luck to those that do…you deserve it.
It wouldn’t really used for high level differences, like vertical office towers, but for in between levels of said tower.
Imagine:
You are running through the third floor and you find a large pile of well lit rubble.
You see . . .^. sequences that show the large hole above you and a . . .^# for a nearby desk that you can still see at your angle.
You scroll up and see a whole bunch of # to show your blind spots as well as . . .vX sequences for the floor below. X being the terrain or furniture.
Also you see another ^. sequence above that showing another floor of empty space.
As you continue to scroll you find out that there is an angled hole going from the floor you are on to the roof, a total of 7 floors.
You continue past the rubble and a . . .^Z sequence appears behind you.
The zombie sees you and, being a retarded zombie, throws itself toward you and into the air.
The Zombie falls
The Zombie lands in the Sharp rubble
The Zombie is impaled by the Sharp rubble
It dies.
And so you continue on your merry way. Until you rush past the Z on the next floor.
The . . . (other levels symbols) would allow people who rush to be surprised by an enemy on another floor, purely because they cannot cycle yet. (unless you have alert on)
And with the scroll system included can give an easy, fluid and accurate view of other levels. See: Dwarf fortress.
The only problem I see is the symbol spam for the current level viewed from the next.
Probably just add a {current level} tag or something to filter out that one from displaying {next level symbols}.
And one other thing…how should enemies be counted on higher/lower floors? Shown as . . . ^Z or . . . ^X ^Z