Code:
var zP;
var xP;
var yP;
var xC;
var yC;
var caX;
var caZ;
var size;
var map = new Array();
map.push(new Array());
map.push(new Array());
map.push(new Array());
map[0].push("1");
map[0].push("1");
map[0].push("1");
map[0].push("1");
map[1].push("1");
map[1].push("1");
map[1].push("1");
map[2].push("1");
map[2].push("1");
map[2].push("1");
map[2].push("1");
map[2].push("1");
trace(map);
trace(map[0][0]);
trace(map[0][1]);
trace(map[1][1]);
trace(map[2][4])
trace(map[2][5])
trace("---");
//s = size
//ca = camera
function onLoad() {
	this.createEmptyMovieClip("cube",this.getNextHighestDepth());
	this.createEmptyMovieClip("cube",this.getNextHighestDepth());
	cube.lineStyle(1,0x00FF00,100,true,"none","round","miter",1);
	moveX = 0;
	moveZ = 0;
	size = 32;
	trace(map[0][1]);
}
function onEnterFrame() {
	cube.clear();
	cube.lineStyle(0.5,0x00FF00,100,true,"none","round","miter",1);
	if (Key.isDown(Key.UP)) {
		moveZ -= 1;
	}
	if (Key.isDown(Key.RIGHT)) {
		moveX -= 1;
	}
	if (Key.isDown(Key.DOWN)) {
		moveZ += 1;
	}
	if (Key.isDown(Key.LEFT)) {
		moveX += 1;
	}
	
	j = -1;
	while (j<map.length) {
		trace(i);
		j++
		trace(map[1][i]);
		i = 0
		while (i<map[j].length) {
			trace(i);
			if ((map[j][i] == 1) && (50+(16*j)+moveZ>1)) {
				xP = 0+(i*32)+moveX;
				yP = 50;
				zP = 50+(16*j)+moveZ;
				xP -= size/2;
				yP -= size/2;
				convert();
				cube.moveTo(xC,yC);
				xP += size;
				yP += 0;
				zP += 0;
				convert();
				cube.lineTo(xC,yC);
				xP += 0;
				yP += size;
				zP += 0;
				convert();
				cube.lineTo(xC,yC);
				xP -= size;
				yP += 0;
				zP += 0;
				convert();
				cube.lineTo(xC,yC);
				xP += 0;
				yP -= size;
				zP += 0;
				convert();
				cube.lineTo(xC,yC);
				xP += 0;
				yP += 0;
				zP += size/2;
				convert();
				cube.lineTo(xC,yC);
				//SECOND LAYER!
				convert();
				xP += size;
				yP += 0;
				zP += 0;
				convert();
				cube.lineTo(xC,yC);
				xP += 0;
				yP += size;
				zP += 0;
				convert();
				cube.lineTo(xC,yC);
				xP -= size;
				yP += 0;
				zP += 0;
				convert();
				cube.lineTo(xC,yC);
				xP += 0;
				yP -= size;
				zP += 0;
				convert();
				cube.lineTo(xC,yC);
				//*********************************************************
				yP += size;
				zP -= 0;
				convert();
				cube.moveTo(xC,yC);
				yP += 0;
				zP -= size/2;
				convert();
				cube.lineTo(xC,yC);
				yP += 0;
				xP += size;
				zP -= -size/2;
				convert();
				cube.moveTo(xC,yC);
				yP += 0;
				zP -= size/2;
				convert();
				cube.lineTo(xC,yC);
				yP -= size;
				xP += 0;
				zP -= -size/2;
				convert();
				cube.moveTo(xC,yC);
				yP += 0;
				zP -= size/2;
				convert();
				cube.lineTo(xC,yC);
				/*first cube done
				
				^.^"
				
				
				
				
				*/

			}
			i++;
		}
		
	}
	trace("done");


}
function convert() {
	xC = (xP*(200/zP))-(-300);
	yC = (yP*(200/zP))-(-200);
}
Well, there's all the code. What I want is to be able to change camera rotation, what would I use to do this? (change rendering according to a horizontal camera rotation variable and vertical, what would I change?)