Yes you can use 3D terrain already. You first need to know how to use the 3D terrain. To use it you should have a program called the terrain genorator. Which I happen to have

. Then it allows you to make a world by how ever many levels you want and how ever you want it to look. once you design your world on the terrain gen you should save 2 copys of it 1 in gmap form and 1 in levels form. Once thats done then you put a spific code in the starting level or in a players npc so that it will show the terrain when ever you are on the set of levels made with the terrain gen. The gmap is actually like a map txt allowing you to use terrain when activated with an npc on the levels that start with a certain word. The word you chose should be the name of your server. Then in the level editor there will be little + signs over the tiles that will allow you to move them up or down to make the terrain go up or down. Ill explain the npc thing later k

. Also In the npc code you put in the name of the gmap which will connect all the levels like a map txt file does only it lets you use terrain.
There is also another code youl need for your tileset to work which Ill explain about later. Also when your tileset is finshed youl want to make it a little lighter then usuall because the terrain has a habit of making tiles a little darker then they really are.
Ok here are the npc codes youl be needing.
if (created) {
loadmap yourgmapname.gmap; (This loads the map txt file which is the gmap and allows you to use terrain on the levels all starting with the name you chose for the levels to start with when saved on the terrain program.)
addtiledef pics1.png,start,0; (Add tiledef is another story entirely. I will post my entire guide of how this works in a minute.)
addtiledef2 newwatertiletile.gif,start,0,0;
}
First you must understand a tile is 16 pictules by 16 pictules
and once you make a tile you can add it to Graal in a way less lagy way like using it as a npc. there is a thing called addtiledef now in Graal level editing there is a big menu of tiles to use now what addtiledef2 does is it takes a tile and covers it over any tile on that menu a easy way to do this is put a npc in the level you want lets say this level is named newtiles now put a npc in your level and put the following script in it
if (playerenters){addtiledef2 nameoftile.gif,newtiles,0,0;}
its really hard to guess where to put the tile so to make it easy I just copy pics1.png and add what ever I want this way I can control which tile is ground and which is not which ones the player can walk on and which he can not now your probly wondering why the nameoftile.gif and the newtiles and the 0,0 thing ok ill explain that first copy pics1.png and add what ever you want then lets say you name it pics to the script would be addtiledef2 pics2.gif,newtiles,0,0;} but why the newtiles thing ok well lets say you just put new rather then newtile that would make all the levels with the word new have that tile in the tile menu but this can be good for like making a server when you want to have all the levels in your server have this new tile set but if you just want one level to have it just put the name of the level with out the .nw or .graal ok so you understand that now for the 0,0 thing
well that's the y and x of where the tile will be put on the menu this is why I copy pics1 because I can just cover the whole thing over and have what I wanted added added so now you understand addtiledef your welcome


also if you added something you dident want to add just get rid of all the words in this file tiledefsoffline.txt
Please note my addtiledef guide is old so there might be some grammer "mestakes".