##.
#^.
...
where the ramp's "orientation" is ambiguous?
In that case the ramp can simply points northwest. There is some trouble in getting this across in one tile (rather than having the slope spill into adjacent tiles, either above or below) - in SC2K, the two orthogonally adjacent tiles above would have a corner cut out, and the slope tile itself only has one corner off the ground.
if we use a rendering engine that can generate tiles from a 3d model that can be flipped or rotated
That's kind of excessive. I think it would suffice for community artists to render their own sprites from high-res models a la Infinity Engine, if they didn't want to go the hand-drawn route.
The problem is that there's so many tiles to contend with. With an isometric camera, each tile can be pre-rendered once (for a given texture) and then cached.
What might be more interesting would be to _smooth_ the terrain - declare ramps to be half-height initially, then use some sort of smoothing function on the height map (with discontinuities at cliffs)
Mithaldu did something like this for Lifevis, I think. An isolated ramp (one that doesn't let you climb up to anything) is a sort of flat-topped octagonal mound about half as tall as a tile, and then as walkable walls get added around the ramp, extra panels get added to link the top of the mound to the tops of the walls. That was in 3D. In isometric 2D I think it's reasonably straightforward -- you draw one sprite for the central mound and 8 additional sprites for each of the possible connections, and then layer them back-to-front as appropriate.
That's nothing like what I said. That's actually more like what I was hinting at when I talked about a fallback case (but I think we really do want - for example a ramp that's part of a straight row of ramps going from a straight row of floors to a straight row of walls, i.e.:
###
^^^
...
or even:
##^
#^.
^..
- to look like a simple slope, and not some octagonal stepped monstrosity. Can you post some screenshots of lifevis?
By "smoothing" I meant turning the coarse height-map of floor / ramp into a smooth function to where a slope might actually become a continuous level change three or more tiles in both direction. I.e. if our ramps look like
________
/
/
_______/
instead have it look like
..--''
..--''
..---''
The biggest trouble there (apart from computation) is preserving cliffs.
Now, as for empty space, what I meant by that was that
#
^
.
should look like a simple ramp, but
.#.
.^.
...
should probably make it more clear that it can be entered from most directions below and not just from the south.