>>27769417Yeah I got you.
The biggest problem with the map right now is that there are huge, open spaces. When you playtest the map in game, it will look unnatural as the game will appear very barren while the player walks around the screen, even apparently small spaces of open areas with only a grass/path tiles will stand out when you're playtesting. I marked some of the more open areas with red circles for you. A good tip for improving your maps is to reference Pokemon maps a lot, you'll notice that in their maps [and this translates to the games as well], there aren't huge, open spaces that only have grass/paths, the maps are either constrained to a smaller size, or there are things like houses, NPCs, etc near the player in most areas.
Another thing is that the path tiles are very erratic. Your paths are mapped in a very 'blocky' way, with their lengths/widths varying for no real reason. Most Pokemon maps look better with more 'straightforward' paths that don't frequently meander. Even though this might seem bland, it's easy to make up for this with surrounding details in the town [trees, flowers, signs, npcs].
Finally, your pond tiles can do without the greyish backdrop you have on them, it looks awkward and it'd be better just to get rid of that. The white/tan paths on your ledges loo a bit strange as well, it would probably be better to remove them entirely or change their base color to match your main dirt paths.
Anyways, I like your style of tiles a lot, your trees look especially cool. Your map reminds me of a game called Pokemon Grey (
http://www.pokecommunity.com/showthread.php?t=168607) which was one of my absolute favorites back in the day. Hopefully this wasn't too harsh but mapping is pretty difficult to get 'correct', especially when you're starting out. I still have some difficulty with it myself.