I'm keeping the majority of the walkable places constantly flat. That way placeables can be added with extreme ease. Ramps are going to have a variety of shallow step cuts, like seen in SCL, but otherwise remain smooth. Any debris will be simply placeables. The walls are also being left only slightly curved. The texture alone gives the appearance that it isn't mostly straight. With placeables and picture-like decals hung on the walls, you will have an entirely different look. I'm going to do most of the cave formations you could ever want as placeables, rather than putting them directly on the tile. This lets you change out whole portions, especially unreachable areas.
In the picture above, the 6x3 room, the pit shown on the far side of the ramp is a bottomless pit, rather than a height transition. I have both going in various tiles, but the bottomless pits, when completed, will be false scale, very deep looking, or be filled with something you cannot simply walk into.
In the first picture, the pit shown is going to be thinner and deeper when finished. It will become the pit crosser, which like the pit terrain, can be filled with something other than darkness.
Here's an updated list of parts I have right now:
- Open Cave (main terrain 1) "Grotto"
- Solid Rock "Rock"
- Solid rock crosser (makes nooks) "Curtain"
- Pit crosser "Pit"
- Pit terrain "Pit"
- Water crosser "Watery Pit"
- Water terrain "Watery Pit"
- (tentative) Lava terrain and crosser
- (tentative) Acid pool terrain and crosser
- Dark Lake terrain (main terrain 2)
- Docks crosser
- Large open corridor "Tunnel"
- Small enclosed corridor "Passage"
- Open Chasm terrain (main terrain 3) "Great Chasm"
- Chasm bridge crosser
- Height transition (done with groups)
- Mud swamp crosser "Stromatolite"
- Mud swamp terrain "Pool"