I don't see it happening.
Badspot and that other guy worked hard on make thousands of bricks not lag. To do so they have to assign as little dynamic data to each brick. That of course removed the ability to rotate bricks other than 900 and prevented movers.
Even so...with a decent amount of bricks 50,000-120,000 depending on machine and connection, it can be laggy.
Now imagine 100 players (bots). Each has its own physics to calculate, mesh to place, raycasts to shoot and more. All that data and more has to be sent back and forth to clients and the host many many times. That means lag.
It might be possible for a singleplayer game or such but a multiplayer game with a large number of players and bricks is not concievable in the Torque Engine.