Look up the Games Workshop product Dungeon Rooms, Caverns, and Dungeon Lairs. There was a Phase 1 that were in color but drawn simply. There have been attempts to make more like that from Inked Adventures, but they aren’t as cartoony and colorful as the Phase 2 GW ones, and there’s a bit of nostalgia for me with these in particular. There are also colorful tiles from GW’s Warhammer Quest game which is apparently seeing a resurgence. The difficulty for people is that WHQ is also out of print and expensive on the secondhand market.
The first problem is that the old out of print GW floors were scaled too small, they weren’t 1″ squares. I discovered that when I bought the Rooms and Caverns sets off Noble Knight. After re-assembling the cut-out pieces and scanning them, I’m now trying to get the scans repaired where the white rumpled cut edges are showing. Then I can resize.
The next concern is coming up with a method to keep them from sliding around too much. I think a textured backing and using them on a big sheet of felt on the tabletop could do it just fine. Adhesives would fail over time and attach when not desired, transfer / remove ink, etc.
Last I think is whether I’d laminate them. Because the back can’t be too slippery, I’d have to attach a backing after lamination, which means they can’t be double-sided.
The upside is it’s a product that can be printed inexpensively by a company but would take a ton of ink and produce not-so-great results if done on a home printer. Packs flat so shipping is easy. And for the user, storage is much easier than 3d dungeon tiles. This last one is mainly what I care about.
There are also a lot of chipboard material dungeon tiles from WotC and Paizo. Think like board game components that you punch out of a whole sheet. These are okay but aren’t cartoonishly brightly colored so they don’t fit in perfectly with the GW sets. Also, plenty of these tiles look like 2000s 3d renders (for a while I was trying to take screen captures of game environments from the Neverwinter Nights 1 adventure toolkit, but they were too pixelated and low-poly so they looked inescapably rendered).