Well, as I feared, as I went along, it started to break. It looked to work so much at first XD I'm pretty sure I'm not using the Pick all correctly...
+ System: For each tile_ground
// WALL_UP RIGHT
----+ tile_ground: Is overlapping tile_wall
--------+ tile_wall: X = tile_ground.X
--------+ tile_wall: Y = tile_ground.Y-tile_ground.Width
------------+ System: Trigger once
-------------> tile_ground: Spawn test_target_up on layer tile_ground.LayerName (image point 0, create hierarchy: False, template: "")
-------------> tile_ground: Set tile_type to "WALL_UP"
--------+ tile_wall: X = tile_ground.X-tile_ground.Width
--------+ tile_wall: Y = tile_ground.Y-tile_ground.Width
------------+ System: Trigger once
-------------> tile_ground: Spawn test_target_corner_up_left on layer tile_ground.LayerName (image point 0, create hierarchy: False, template: "")
-------------> tile_ground: Set tile_type to "WALL_ANGLE_UP_LEFT"
--------+ tile_wall: X = tile_ground.X
--------+ tile_wall: Y = tile_ground.Y-tile_ground.Width
--------+ System: Pick all tile_wall
--------+ tile_wall: X = tile_ground.X-tile_ground.Width
--------+ tile_wall: Y = tile_ground.Y
------------+ System: Trigger once
-------------> tile_ground: Spawn test_target_up_left on layer tile_ground.LayerName (image point 0, create hierarchy: False, template: "")
-------------> tile_ground: Set tile_type to "WALL_CORNER_UP_LEFT"
--------+ tile_wall: X = tile_ground.X
--------+ tile_wall: Y = tile_ground.Y-tile_ground.Width
--------+ System: Pick all tile_wall
--------+ tile_wall: X = tile_ground.X+tile_ground.Width
--------+ tile_wall: Y = tile_ground.Y
------------+ System: Trigger once
-------------> tile_ground: Spawn test_target_up_right on layer tile_ground.LayerName (image point 0, create hierarchy: False, template: "")
-------------> tile_ground: Set tile_type to "WALL_CORNER_UP_RIGHT"
--------+ tile_wall: X = tile_ground.X-tile_ground.Width
--------+ tile_wall: Y = tile_ground.Y
--------+ System: Pick all tile_wall
--------+ tile_wall: X = tile_ground.X
--------+ tile_wall: Y = tile_ground.Y+tile_ground.Width
------------+ System: Trigger once
-------------> tile_ground: Spawn test_target_down_left on layer tile_ground.LayerName (image point 0, create hierarchy: False, template: "")
-------------> tile_ground: Set tile_type to "WALL_CORNER_DOWN_LEFT"
--------+ tile_wall: X = tile_ground.X+tile_ground.Width
--------+ tile_wall: Y = tile_ground.Y
--------+ System: Pick all tile_wall
--------+ tile_wall: X = tile_ground.X-tile_ground.Width
--------+ tile_wall: Y = tile_ground.Y
------------+ System: Trigger once
-------------> tile_ground: Spawn test_target_corridor_horizontal on layer tile_ground.LayerName (image point 0, create hierarchy: False, template: "")
-------------> tile_ground: Set tile_type to "WALL_CORRIDOR_HORIZONTAL"
--------+ tile_wall: X = tile_ground.X+tile_ground.Width
--------+ tile_wall: Y = tile_ground.Y
--------+ System: Pick all tile_wall
--------+ tile_wall: X = tile_ground.X-tile_ground.Width
--------+ tile_wall: Y = tile_ground.Y
--------+ System: Pick all tile_wall
--------+ tile_wall: X = tile_ground.X
--------+ tile_wall: Y = tile_ground.Y+tile_ground.Width
------------+ System: Trigger once
-------------> tile_ground: Spawn test_target_deadend_down on layer tile_ground.LayerName (image point 0, create hierarchy: False, template: "")
-------------> tile_ground: Set tile_type to "WALL_DEADEND_DOWN"
--------+ tile_wall: X = tile_ground.X
--------+ tile_wall: Y = tile_ground.Y+tile_ground.Width
--------+ System: Pick all tile_wall
--------+ tile_wall: X = tile_ground.X
--------+ tile_wall: Y = tile_ground.Y-tile_ground.Width
--------+ System: Pick all tile_wall
--------+ tile_wall: X = tile_ground.X+tile_ground.Width
--------+ tile_wall: Y = tile_ground.Y
------------+ System: Trigger once
-------------> tile_ground: Spawn test_target_deadend_right on layer tile_ground.LayerName (image point 0, create hierarchy: False, template: "")
-------------> tile_ground: Set tile_type to "WALL_DEADEND_RIGHT"