Mecheon, same question as kalbaern. '>
kalbaern, I was messing with Drylands over the Christmas break a bit and have a version of it with Gentle Hills, Waterfalls, Highbridges, Sand and Shallows added. I *think* I added Trees on Cliff Edges and Shadooow's Roads through Trees as well, with varying levels of success. I got distracted trying to take similar features into the Tropical tileset, stumbled on an old thread suggesting CM3 could fix a delta in the Z axis that initially torpedoed that idea, and now I'm wandering around various other projects.
My Drylands Redux is not in a release-able state on my Hard Drive, but I could tinker further with it if you or other folks were interested. Is the "Gentle Hill / Wayland Hills" type of feature what you are looking for? It's not a Hill Crosser I see in some other tilesets, but can build similar terrain in some cases - you need to Raise/Lower first then apply the hill adjacent to the elevation change to get nice hills.
I tried the Blender routine for re-generating minimaps on it at some point and it failed for unknown reasons, so it's still re-using the generic Rural minimaps, which look funny to me. I haven't looked into any nwmax routines for minimaps as I failed completely to even get that running a couple Christmases ago and have been limiting my modelling work to things I can do with text editors, partially as a result. I think Drylands could also benefit from some more loadscreens, but don't have plans to do anything soon in that department - not sure if CEP already did or not. I should likely run the entire things through CM3, as well, but haven't. I still haven't committed to using the Drylands tileset for anything specific myself.
-Dave