in indi's example, x is for 'left and right', z is for 'up and down' and y is static.
what he's doing there assumes that you have a plain/matrix/etc. textured and lying flat along the x-z axis
y is static so that the camera is always at the same height and it looks as though you are looking down. the other command that he's missing before the sync, though, is this:
POINT CAMERA CamX#, 0 ,CamZ#
that would give the top-down view i think you are looking for. you're also going to want to:
AUTOCAM OFF
...prior to loading/creating any objects so that the camera doesn't flip around on you.
hope this helps.
cheers.
-= i only do what my rice krispies tell me to do =-