Im working on a RTS game, and i want to generate the map not based on a heightmap but on a map of tiles. The tilemap is just a 2x2 integer array that holds terrain IDs, they can represent water, shore, flatland, swamp, mountains and so on. Height and texture is dependent on the ID, not on a heightmap and blendmap as usual. Is this a shit idea? If yes, whats a better method to achieve RTS maps? The scale isn't a battlefield like AoE or Starcraft, but more on par with /gsg/ or Totalwar games, that's why the system seems to make sense to me.
Assuming there isn't a better method, how do i do proper terrain smoothing? I've got simple smoothing working, but corners are fucked, and after two hours of trying to develop an advanced algorithm my shit looks like pic related. I've tried to subdivide each tile into 9 zones, which each smooth out based on their 4 cornerpoints, with the middle zone not smoothing out at all. Turns out that this shit is hard to debug and im giving up by posting here.
Additionally, how do i get more than 4 textures on my terrain? All i find is using blendmaps, which don't go beyond that amount.