This discussion of changing palettes at runtime using shaders is very relevant to my interests! I'm still torn between attempting this approach (which means learning about shaders, but is probably a cleaner way of doing it) or pre-baking the colours into textures made during the procgen stage (no overhead at all during gameplay, but could be fiddly and time-consuming when generating the world).
For now, I've replaced the sample colours with Endesga 32 (or rather,
Weltall Zero did and I shamelessly appropriated it). However, I realised that the only way to make the doors (and stairs) large enough is to increase the size that each "block" in the room layout represents.
Originally this was 24x24, or 3x3 tiles:
I've had to adjust it to 32x32, or 4x4 tiles:
Aside from the door size, this has some advantages and disadvantages. It means the edges will need to be handled a bit differently for the upper and lower floors, so the routine for converting the room layout into a full-size room will be more complicated. However, it has the huge advantage that the multiple for the floor tiles is better, so the edge pattern looks the same all the way around.
Here it is without the lines:
I got feedback that the floor is a little boring because the material isn't clear, so I'll try at some point to add a bit of edge lighting/shading to them to make it look more like tiles. It also needs to look weathered/cracked sometimes, but I'm putting that way down the to-do list because I have a lot of other temp art to create.
I have a slight concern that the walls look a bit less even/regular now that I've adjusted the width and redrawn the lines, but I don't know how much of this is in my head...