The problem of finding optimal paths in 3D space is computationally more complex than in a 2D plane. While a range of different approaches have been developed across different fields, there has been relatively little work studying the complexities and tradeoffs of implementations for path planning in 3D space. This paper describes the 3D path planning problem faced in the game Warframe. The solution used by industry was tuned for their own constraints, but little is known about the applicability of other approaches to solving this problem. Thus, the makers of this game have made their underlying planning data available for researchers to use. This paper describes this new data set which is publicly available for study and dissemination.