I have taken some of the textures and altered them so that they fit the purpose I need them to in my map.
I saw that the current grass texture being used on the cliff/grass transition is a 1024 texture but the cliff is 2048, so the grass is scaled up double. Additionally, it is the dry mountainlab grass that seems more alpine than tropical. I have fixed this by making the grass more green, and making a 2048 version for the cliff transition, and a 1024 version for ground transition.
Additionally, I took the half brick and ground textures and reduced their contrast by 25%, in order to use them as floor textures. The floor texture had too much contrast for my liking, and I wanted more than one floor type so I went with the altered half brick.
Finally, I took the two aztec_skinny_wall textures in the cp_mayan folder, and reduced their noise significantly, and matched their color with the main brick textures. These two textures have already come in very handy, both for columns and for the support behind ornamental trims.
If you would like these textures, here they are. I think that they will come in very handy.
https://drive.google.com/file/d/0B3GKNCEr72suaFExOUJlY05rRkE/view?usp=sharing
Please let me know if you want to see any other minor alterations.
Once we have enough textures and assets like this that aren't included in the original pack, we can create a mayan_zoo_2.vmf. That way we can provide a variety of helpful extra textures, as well as perhaps prefabs and pre-set lighting that work in the mayan theme.
I think it's good for YM to focus on finishing the predetermined props for the pack extension first, instead of worrying about providing us these extra features. Just share whatever lighting you're using and how it is working out for you, and we can go from there.