Generating wall around an object

I am making a tile map with 3D cubes. It’s generated through a script, and can be expanded by changing some values and I want to make a wall around that tilemap, but I don’t know how to script that. I tried hard-coding it, but the problem is, that the tilemap will be expandable to different directions, so I can’t do that. So how do I make a wall around the tilemap with script?

if its a square or rectangle you can do something like this:

	float i;
    Color c;
	int d;
	int w;
	int height;
    GameObject g;
	Vector3 pos;
	float scale;
	void Start () {

		height = 5;//block height of wall
		w = 23;//<<this is how many cubes wide
		d = 10;//<<this is how many cubes deep

		pos = new Vector3(1,1,1);//<<this is your start position
		scale = 2;//<<this is your scale

        while(height>0){height--;
			i = d;
		while (i>1) {i--;
			block(new Vector3(i,height,0));
            block(new Vector3(i-1,height,(float)w-1));}
		
			i = w;
			while (i>1) {i--;
			    block(new Vector3(0,height,i-1));
				block(new Vector3((float)d-1,height,i));}}}

	void block(Vector3 v){
		g = GameObject.CreatePrimitive (PrimitiveType.Cube);
		g.transform.position = v*scale+pos;
		g.transform.localScale = Vector3.one * scale;
		c = new Color (Random.Range (0f, 1f),Random.Range (0f, 1f),Random.Range (0f, 1f), 1);
		g.transform.renderer.material.color = c;
		}

if you have irregular shaped floors there is an algorithm for that !!! The same algorithym that a paint program would use to “flood fill” a texture would also find all your needed wall locations!!! if you can post some sort of code example of how you are setting up, I can post a code example how to implement it in your situation.