Map Representation help, resurrecting Molez

I have searched the web and the forum for this, I even searched under scorched earth as that is a similar problem, but I haven't found anything.
I am resurrecting an old DOS game called molez for a class project. The problem I am having is an efficient way to represent the map. For those not familiar with Molez the map is a single screen the starts out nearly full of dirt, with a few rocks and holes in it. Your mole starts out in one of the holes and the goal is to kill the other mole(s). The dirt can be destroyed by the weapons, the rocks cannot. Molez is the grandfather to Worms however it is real time, not turn based.
I have thought of useing a 2D bit array (not sure how, maybe an array of BitSet objects).
I will have to do colision checks on the map constantly for up to four moles as well as many projectiles. Does anybody have a good idea for a data structure that would work better than the aformentioned array of BitSet's.
I don't need code, but if you know of a useful object in the API I've missed I'd appreciate it.
Thank You for your help.

I don't think the Area will work, it looks like it keeps track of a Shape and the 'terrain' in my game would get broken up to much.
The terrain is very much like scorched earth, in fact I did some searching for scorched earth solutions hoping to find something that would help. The 'terrain' layout is almost the same, just imagine that instead of haveing the surface somewhere in the middle of the screen, move the surface above the screen and put the tanks in a couple of little holes below the ground. (if that makes any sense)
I think I've started on a solution, not real sure. I'm creating my own class that keeps track of a 2D collection of bits. If it works out I'll probabaly post the source here in case anybody else might find it usefull.

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