Made a little update to my dual-grid map parser, to support additional half-tile shapes along with ramps, and add full support for smooth and sharp-faceted tiles.
Had to make strict rules for them, to keep the number of combinations down; players can either place cubes or generic half tiles, and whether it becomes a half-bump, ramp, or half-divot is based on what's adjacent to it. But it should give a bit more shape variety to environments, and allow for both smoothly winding or craggy cave formations, and more angular artificial terrain.
Hope that keeping the palette of shapes simple and tile-based will help players quickly read and reshape the environment, without too much fussing too!














