Here is a link to two new 3D Maps that my father created. One is a trainyard and the other is a factory setting. Below I will also list the custom rules for each map...they really add a lot to the game.
1. All of the terrain (water, train cars, wood piles, shed) is removable. Players take turn placing the terrain at the start of the game, making for a new map each time.
2. Players with Super Strength can push the train cars down the tracks a total distance of half their speed (eg. character with 8 speed can push it 4 spaces if they have SS.) If a player is on the other end of the tracks and gets run over, he takes clicks of damage equal to the number of squares he is "run over".
3. The tops of the trains are elevated terrain. Fliers and players with Leap/Climb or phasing can get on them in regular motion. For other characters, there is a ladder on each end of each car that takes them 2 spaces to climb.
4. The inside of the boxcars is hindering terrain. Long range attacks that pass through the open doors of the boxcars are considered through hindering terrain as well.
Factory Map Rules and Features
Factory made entirely of Foam Core
1. There are two levels: the factory floor and the offices in the top level. To get from one to the other, you may leap/climb, phase or fly. Other characters must use one of the four-space ladders to get to the next level.
2. On the factory floor is a conveyor belt. The conveyor belt is hindering terrain (representing the characters are in motion). For each action taken (not each players turn, each action), any character on the conveyor belt moves one space in the direction the conveyor belt is moving. This makes for some interesting strategy as you can plan to have a character "Move" even when it is not your turn. It causes the players to really think ahead and figure out where their figure is going to be when it comes to their turn again. It adds a whole new dimension to the game.
3. Walls between the offices and hallways are blocking terrain and cannot be flown over. Windows between the offices/hallway can be flown through and shot through as hindering terrain.
The colors are pretty washed out on the pictures. The train map actually has a LOT of color in it with the water and logos on the train cars, the tracks, etc etc. The factory is pretty white-on-white, but perhaps some color will be added.
Second, we just use the broken-wall tokens for smashed walls. There are enough ways to get into the lower level (4 doors, plus from above) plus at least 2 ways, usually 3, to get into every room on the top level, that we just generally prefer to go around the walls than through. We do use the tokens when needed though.