Basically in the SCMAP files there is data for the height of the of location of the mouse pointer. This data is also used for the pathing of the human controlled demigod but not grunts (AI demigod don't use it that much ether.) But while the height data is used for the initial placement of the object, it is not used for pathing other then to say you can walk here but you can't walk here because there is to much of a height difference. If you make a slow slope you can see the mouse pointer moving up in 3d but your demigod stays on the same plane eventually disappearing under geometery.
To any extent picture 4 show what I used to generate the pathing data (Or what I will use if I ever finish the map) So although there are slopes and what not in the map, their really just invisible walls.
Hope that clear it up.