So the smoother movement stuff is a bomb, but with proper usage of visual cues in map design, disorientation is no longer a problem. The reason why is views tend to be sufficiently different such that you don't really find yourself wondering what direction you're facing as long as you have a basic grasp of the map, which can be gained by walking around it like you would any other 3d game. What this does mean though is that sprite movement on the screen is currently particularly jarring, if you played Assault you have an idea of how this can be. I'm trying to work on a way to provide offsets from the actor itself on screen so that the display engine can adjust the position in the viewport so that pseudo between tile movement exists and it's not quite so bad, but I'm just not that good of a programmer and it's not exactly easy.

Per Tixus' advice I've gone and reworked the grass texture and colors, I think it looks much better now save perhaps that it gets real dark in the back.

and this is indoors. Indoor moat. yep. The ceiling texture, which is by extension the roof block currently, is not finished. You'll note that it hasn't changed since my first drunken post, and that's because I haven't decided on what I want it to look like yet. It's very ugly currently and has bad overlap problems that I need to fix with the clip lists. It's not such a big task really, I just haven't gotten to it. This is the part where Wervyn's engine really shines, there's no technical expertise really required to dump a ton of new art resources into the map, and by virtue of how it stores the information you can warp between boards with relatively little (if any) clean up required.
As you can see I've also revamped the user interface, it's not so intrusive at the bottom, looks a lot sharper overall. I really appreciate you guys taking an interest in what I'm working on, and the constructive criticism. I should start working on the game mechanics beyond exploration in the next week or so, my first major tasks are an inventory engine and quest log, which shouldn't be too bad.