Okay, well what paint program are you using, not real important, but can help.
1: with the cave entrances, its common to have a cave floor at 0. The first tile entrance will want to be 10. (again, this is just a typicall or common cave entrance) The cave entrance tile is a map tile, so it will start out at 0 (where your ground level is), and will streach to 10. Then you place the next cave entrance 20, wich will start at 10, and streach to 20. and then 30 (change these in the scripts if you need, by the example below).
2: The black tiles are simply black tiles. Thats what you get with Mod 9. To compete a vace entrance, you must use World Forge, and edit these areas to your preference. Change the black tile ID's to another black tile. Sorry, I can not remember right at the moment what ID they are, bot there are a couple others that allow you to walk through. NoDraw tiles will work too, but depending on your preference, a NoDraw will allow you to see any Item tiles that are behind it... Like a cave tile, if you have a cave entrance, that might be best.
3: The mountains above the cave you make will have to be 'painted' with World Forge again. Since the cave floor is both static tiles, and map tiles with Dragon Mod 9, you simply replace the cave tiles in World Forge with Mountain rock tiles.. making them randomized tile ID's and small differences of z-Level will make the better end result.
4: You can change Z-levels of tiles you paint very easy in the script- Dragon +Mod9/scripts/MapTrans.txt, Hers an example.
Code:
// (00) grass from dark green to light green with going up altitude
00 00 000 0003 0004 0005 0006
01 00 002 0003 0004 0005 0006
The first
00 is the color palete Hex ID#, dont change that one.
the Second
00 is the group ID#, dont change that either
Third number
00, wich is
002 in the second example line, that is the altitude of that grass color. This example is showing the very first 2 colors of Grass on the Dragon color palete, green. Change them to whatever you wish.
Oh, and the other numbers
003 004 005 006 those are the tile ID
Hex numbers Dragon selects, randomly.
to change to a negative Z level, you MUST leave an extra space after the group number, before placing a negative -2. That -2 is actually 3 characters, space then - then 2.
5: If sphere uses a Z-Level check for water, then you would have to edit the shard scripts, Im unfamiliar with sphere.. someone else will have to help you there.
6: Again, I do not know annything of Sphere, sorry. But, World Forge is still the best multi purpose World Building/editing tool out there, for finishing touches .
-Dian