Thankyou for taking the time to edit.
Lots of good stuff, especially that foreground column I hadn't considered.
I also wanted more structure and less perspective, but I kinda got caught up aiming for ideal tileability.
Here's my logic:
The red line being the actual path/solid (still fiddling with that ramp location), with the green being what i marked out to line up with the grid.
Notice with your edit the ground meets the wall in the middle of the tile?
I was trying to avoid stuff like this to reduce the number of tiles and increase their re-usability and options for variations.
For example I figured if I ended the back end of the ground at a grid line, then I can have the option of a either flat wall there, or something different like a large archway (with more ground and stuff behind).
As it is in your example, I would need double the number tiles to get this result, then multiplied by possibly several combinations of ground and background tiles
Anyone know any tips or examples on handling this better?
Right now it feels like a trade-off between aesthetics and funcionality.
EDIT: I hadn't considered using multi/sub tiles which I can have in the engine.
This way I could have most commonly used tiles as a single but spit some of them into 2 when I want variations.