While Looking good, this way of creating cliffs has a few other gamechanging problems...
As you mentioned you have to add Pathing to it.
Adding No ground Pathing to the Cliffs was no Problem at all.
Then you have to make sure you can't build buildings on the edges of the cliffs or on the ramp as well since that could change the terrain to look ugly and unintended.
Another problem is that despite looking Cliffy we terrain is still "flat". Which means units on the low side of the cliff can see units at the high side. So there is less tactical Bonus for positioning units there. Maybe you can workaround that with triggers bound to that region, I don't know.
While Looking good, this way of creating cliffs has a few other gamechanging problems... As you mentioned you have to add Pathing to it.
Adding No ground Pathing to the Cliffs was no Problem at all. Then you have to make sure you can't build buildings on the edges of the cliffs or on the ramp as well since that could change the terrain to look ugly and unintended. Another problem is that despite looking Cliffy we terrain is still "flat". Which means units on the low side of the cliff can see units at the high side. So there is less tactical Bonus for positioning units there. Maybe you can workaround that with triggers bound to that region, I don't know.
But nonetheless nice work and tutorial :)