Then wouldn't the cubescape be a waste? You might as well just make it 100% brickscape. The gap looks ugly if you don't fill it in or hide it somehow. I tried that style with Althur with limited success, so I just made the valley 100% brickscape.
Hell, I think it would be easier if it was like that, except for the cliffs.
1:1 and 2:1 isn't too efficient, but I guess it works. Are there any gaps in the terrain? Sometimes if not monitored well using just those scale bricks will end up with a lot of holes, and if you don't use a 1x4, 6, 8, or 10, it could be filled in with loads of tiny bricks.
Any problems with "Floating Brick" issues?
We also tried adding erosion, but it was way too slow to be part of the generation process.
IF you could find a way to implement it this would revolutionize terrain generation.
also here's a fairly old picture from when 2x detail was first implemented:
that's some good terrain but i can see plate height issues and that's really bugging me. Brickscape terrain is supposed to be made so that normal buildings can be made atop it with relative ease (since it fits with the brick height grid) but yours just tiles stuff on top of cubes with a disregard for this height problem.
Nonetheless its beautiful.