Without the other plant types on the hill, and the more brown texture for pine needle covered hills on slope 2 and 3, it definitely looks weird to me. But its just an intermediate stage. It reminds me more of the summertime up in the bighorns where you have the combination of tall grasses with tiny tundra things, plus the rocks showing. Right now, you can still grab the v3 without grass if you reinstall the "Full" zip.
The plant covered variety is going to be a lot more confined feeling, which is why having both is a plus. Right now the grass covers faces which are up to 45 degrees above a zero plane. When I get this vegetated one done, grass will only be on faces up to 27 degrees over zero. Any slope higher than that will only have odd plants and pine needles under ponderosa pines and spruces.
From 28 to 54 I plan to have walkable steep faces, covered at least to 45 with pine needles, with 45 to 54 being rocky debris, probably in slate-looking forms, or boulders taken from the surrounding granite. I'm thinking less flat boulders should be placeables rather than on the tile. Flat ones can be on the tile if you can walk on them.
I'm going to leave 0 to 27 completely free of trees, but offer up the same trees from higher slopes as placeables, that way you can personally cover flatter areas with pines, spruces, oaks, and aspens, as your area needs. Areas from 28 to 54 will have trees growing right out of the walkmesh surface. I'll then leave 54 to 90 treeless except for placeables you can jam in cracks, or make L-shaped arms coming out of the rock faces. I plan to offer at least 100 trees combined, if not doing 101 trees for each species. Variety is good, and script-built variety is super simple. Offering that many in a single package may sound overkill, but allowing people to look through a visual catalog and then pick, by filename, which ones they really want to use in their placeables.2da, is a much better goal. So if I do a package of 50-100 each: black hills spruce, scrub white oak, Colorado aspen, and ponderosa pine, that should help me get the variety filled black hills environment I am looking for. I'll do another half that each: beetle-killed pine, and fire-killed pine. A portion of the black hills spruce options will be moss covered, or mossy and mostly dead at the same time.
For ground cover placeables, I have these picked out to cover the plain but noisy ground: dirt path, crushed granite like from a mine, tailings piles also from a mine, wildflower collections and singles, sections of stacked limestone and stacked mine chunks for use as walls, but not as an on-tile wall.
Instead of putting them on-tile, I've also decided to do some red sandstone and yellow limestone outcrops as placeables which cover 1/3 to 1/2 of the base of a cliff. I'm going to make them wedge shaped, so that the majority of the smaller wedge section is inside of the hill, but if you use it away from a hill, it makes a slanted wall shape. I'll probably end up doing schist and gneiss outcrops the same way, instead of adding visible options for the cliff walls.
I've also decided to go with placeable granite spires of various widths. If I do about 25 variety, they can be used up the side of a slope, placed directly out in the open, or buried any distance into the ground and serve multiple purposes.
Tomorrow I may start work on the road tiles. They'll be the easiest to start and finish, and will give me an idea of what I may need to change for streams.
If the ideas from roads don't pan out for streams, I will start up a test on streams using only tile diagonals. It will be a system of streams much different than people are used to, but I think it can be very interesting looking, and will save a lot of time for the builder to just plot points this way rather than using a crosser. What I am thinking is to allow only any two corners on a tile to have a stream terrain. If only one corner is stream terrain, it knows the stream has only touched on that location, and should not show much stream. If two corners are used, the stream must go from either 0 to 0, or 1 to 0, or maybe even 2 to 0, in relative corner elevations. This substantially cuts the number of tiles which can have streams, and cuts the ridiculous work of making all-things-possible down to a workable collection. I'll then release stream combo group tiles, so you choose exactly where a stream comes together, or flows underground, or comes out of a crack, or whatever, instead of letting the stream be open-ended while drawing, or accidentally draw to just where ever you drag your mouse. My guess is this adds less than 250 more tiles total, and hopefully even less. The script gods will be able to tell me. Below are the combos I'm coming up with so far for trails and streams using this method:
where x is >0:
00xx: two options x-x right and left (11, 12, 13, 14, 21, 22, 23, 24, 31, 32, 33, 34, 41, 42, 43, 44) [=16]
where x is >0:
0xx2: one option 2-0 (11, 12, 13, 14, 21, 22, 23, 24, 31, 32, 33, 34, 41, 42, 43, 44) [=16]
where x is any number:
0xx1: one option 1-0 (00, 01, 02, 03, 04, 10, 11, 12, 13, 14, 20, 21, 22, 23, 24, 30, 31, 32, 33, 34, 40, 41, 42, 43, 44) [=25]
where x is any number:
0xx0: one option 0-0 (00, 01, 02, 03, 04, 10, 11, 12, 13, 14, 20, 21, 22, 23, 24, 30, 31, 32, 33, 34, 40, 41, 42, 43, 44) [=25]
82 or less with duplication from previous sets? I can live with that.