I''ve actually lowered the map tile size to 4 bytes, so the entire game map is 64mb even. (2 bytes for z level, 2 bytes for type). I can ditch the height and just spoof it with a lookup table.
The map isn''t all going to be held in memory at once, only a very small portion (configurable on the client, maybe between 32x32 up to 128x128 tiles at once... whatever needs to be seen on the screen). The server program on the other hand will handle quadtree-ish regions of the map, which are configurable in a text file, so that multiple systems may be used to host the game.
Basically, the client is only responsible for that tiny 32x32 area. The server is responsible for the whole map, but I''m working on an allocation/deallocation scheme depending on where the action is so that the server isn''t overloaded.
This is an online persistent-state-world game, by the way.
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