This is what i mean With the ramps

Up there you can see the perfect example of a cliff ramp, blended to a smaller one, it gives you the impression there are three levels, while starcraft just has 2.
the bottom ramp is smaller and very well blended, it doesn't allow the unit to move freely although it's perfectly walkable
by "doesn't allow to move freely" I mean that like in real like, it's a path that you follow staright ahead to get to the top of the cliff, if you walk more left you fall in the abism and if you try to go right you can't because the mountain is right next to you, this master piece combines both the wide ramp and the small ramp.
Rooms

To give impressions like in any other rpgs, like, when you enter houses, temples, caves, in others. you see a room with everything that it's in there. The idea is to fit a whole room in the whole screen to make you feel like you are inside it and nowhere else. if in the screen you see something more you will say, "oh i know where i am i've seen that part before in the rpg" and it will lessen your attention in the room.
Always use isometrics, Hects look flat and it doesn't give you the impression you are in a place.
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Screenshot taken from Crescent Dyne Rpg[/sub]