:o so I see...
3 pages, though ouch...
Well, from those images on the other post (pardon me for crtiquing them here, but 3 pages is quite meaty), here is what I think:
l8fall: awsome color scheem. Exactly what I had in mind. Some things need more detail, ie the stump. I like how what looks like was originaly the long grass tile, looks almost like fallen leaves... and if thats not the intention, then theres a new idea for ya

Also, I absolutly LOVE your trees. You should strive for that kind of coloring, as it would look realy awsome as a nice break from the usual classic style or bad isometrics. One thing I like about those trees is that they don't have a black line boarder and actualy rely on color and depth to give them shape (and they do that well!)... reminds me of some good old snes games, like seiken densetsu 3... (thats a complement from me

)
From looking at the 'seasons.png' where you have it split into 6 sections, but the last one is blank, I see that its been recolored, and slightly retextured :/ the snow doesn't look all that clumpy, and the bushes and rock make it look like they've just been set into the existing snow that has been pounded into the ground from alot of use. I say, the snow doesn't realy need any texturing, as it makes it feel more like ice when it is textured. Things like clumped grass could be changed to be more like foot prints in the snow. Don't be afried to make 1 tile something compleatly different based on the seasons. That'll add some more depth.
Also, another idea I have, is making the summery seasons feel more saturated than the winter seasons, so winter feels a little more gray and sleepy, and summer would feel more lush and lively.
The twilite one is an intresting idea, but you realy shouldn't use a board tiledef for that, because it'll take forever to load for alot of people, and end up looking like crap because of the loading time.. I sugest for daynight and other similar effects that you use the nifty seteffect command. (though if you're making them for no particular reason other than fun and trying to make the illusion of that particular setting, then by all means continue

).
The bush style looks realy familiar... I think it would be cool if you could make it resemble the style of the tree... (this is in responce to the 'new decor' file)...
now the tree I'm talking about is the one that has no black lines and looks nicely blended... the isometic tree lacks value to give it depth, and even then the black (dark is probably a better word... the thing is a bit zoomed out in this picture, so I dunno) lines make the leaves to contrasting of eachother...it has a blocky look to it, rather than a smooth and natural feel... granted the bush is a bit better than that, but not by too much.
I think it would be wise to scrap the bush and the similar tree.
Lastly, you might want to tinker with your grass pattern... the way it is now makes it repeat in such a way it makes a little grid on the ground. the cause of the grid is that the color doesn't blend smoothly from one tile to the next: ie the left-down area is darker than the upper right. Actualy, in the case fo the tiles, it looks like the verticle line of the grid is formed in the middle of the tile (fix that, and it'll blend nicely as the adjacent up and down sides seem the blend well)... as for the horizontal part of the said grid, it looks like the very bottom of the tile is a bit darker than the top....
Another remidy for this little problem is make several different grass patterns, and then use some kind of level editor npc-tool to randomly disperse them over the grass field. (like how there is a path tool for turning grass into path).
Or you could disperse said tile by hand.
In this fix, it might be an intresting idea to make the new tiles different shades, so you can simulate a change in the evilation of the ground and make it look a bit less irregular or fake lighting. I've seen this alot in the castles and such from the golden sun series, and it works.
well, that concludes my ranting for now, I guess. 'hope it helps
