Walltiles, yes they will be upgraded eventually to give much more possibilities. You could in theory specify any kind of corner diagonal you might want. Imagine a single tile is surrounded by 8 other tiles. The combination of the 8 surrounding tiles give this tile its pattern... i.e. if there's a tile to its left and to its right, well the tile should be a straight horizontal. Thick walls can be done the same way... if a tile has neighbors like this: [X][X][X]
[X][O][X]
[ ][ ][ ] Then it's the bottom part of a thick horizontal wall. Some combinations have no particular interest in most cases, but if you need a particular kind of corner/diagonal, it will be possible. For example, these 2 combinations would most likely require the same tile: [ ][X][X]
[ ][O][ ]
[X][ ][X]
[X][X][X]
[ ][O][ ]
[X][ ][X] Also, an important part of what I had in mind... These combinations don't only result in 1 output tile, but in a complete block, much like the LVZ+tile combo blocks I mentioned earlier. So if you want 3-tiles-thick walls, you could actually tile with only a single width line, and each tile you specify would be replaced by a 3-tiles-thick wall. Note that all this will be storable directly in the LVL file, requiring eLVL tags only for the block definitions. This also means that unlike the current walltiles system, which are actually just normal tiles drawn automatically, these will be recognized by the editor as walltiles, and you'll be able to see them as such. So if you tile a full base with the single-line-becomes-3-tiles-thick thing, it's still easy to edit since you can simply change the single-width lines. Hmmm, for the perspective, the only way this is possible is by making bg## images to replace the planets and stuff... but you can't decide where they end up because they'll be placed randomly.