The problem is not the wall itself, but the way the sprites would contrast against it and the floor.
I'll put the context within spoiler tags to not make this a wall of TLDR.
Spoiler
I've decided a while ago to make the art style similar to that of Baldur's Gate or Commandos: quasi-isometric, rendered 3D sprites and photographic textures. I've made myself a rendering jig where I can control the camera angle, lighting and framing, and I'm running a battle plugin with animated *everything*, so each character gets unique animations and variations, on huge sprite sheets that I've already designed and measured accordingly. So, any changes in any variable of the design, is adjustable and inheritable down the line, so *changing* things is not a problem. The problem is keeping things simple, because larger sprites take more memory, and there are instances of battles involving 20+ different battlers, with the worst case being 20+ unique battlers, meaning 20+ huge sprite sheets loaded in memory, each sprite sheet being a good 10Mb uncompressed in memory.
Now, on *that* note, is that I established that I should keep the character sprites within 48x64p for characters, and 100x100 for battlers (being that battlers would have their weapons and gear visible, and be animated, and they need space to move), and *that* measurement would limit the vertical size of the sprites, and therefore the *angle* at which I would have to place the camera, and from *there*, the fake perspective I'll have to use.
Now, on *that* note, is that I established that I should keep the character sprites within 48x64p for characters, and 100x100 for battlers (being that battlers would have their weapons and gear visible, and be animated, and they need space to move), and *that* measurement would limit the vertical size of the sprites, and therefore the *angle* at which I would have to place the camera, and from *there*, the fake perspective I'll have to use.
Here's the dilemma.
This is a mockup because the floor tiles are actually 3:2 ratio, so the characters wouldn't align like this, but, just assume they would.
The characters are rendered at 35 and 40 degrees declination, and you can kind of clearly see how that affects the way they seem to "stand" onto the floor and coalesce with the wall: apparently realistically, or not.
What I can't decide on, is what combination of wall size, sprite size and floor design to stick with, because *all* of them I can edit and change, and I've been changing and trying combinations for months and I need a fresh perspective on this.
(...... no pun intended.... )
35º and 2-size wall? 40º and 2-size wall?
35º, 3-size wall? 40º, 3-size wall?
something else? neither?