Is it possible to flag map elements the same way things are flagged depending on player class and difficulty setting?
Example 1: say there is a church that only the cleric is allowed to enter, and if the player is one of the other two classes, there is a gate/door/barricade/wall/whatever made out of a 3D floor (in the same sector which when the player is a cleric has no 3D floor, only the normal passable sector).
Example 2: in the "extended RPG features: off" mode, the corridor is unbarred. If the setting is on "simple" or "complex", there is a barrier in the corridor, blocking passage, and disappears only when a certain script is executed (after killing a certain monster or picking up a certain item).
Example 3: a door requires no key to open in the "off" mode, a relatively quick and easy to get key from the hub on the "simple" mode, and a different key in the "complex" mode, which is only attainable after killing most of the monsters in the hub and collecting several keys behind cascading locked doors.
If coding this would be too complicated, using things which are 3D models of doors/walls/etc and despawn when using a script would work too I guess, although would limit the scope of use.