I am gonna force to let my graphics guy (Codein <3) read your post, Loriel, seeing as I have no graphic knowledge and will not be able to change much of it.
The criticism part was not meant to be arrogant, I just.... Well, sometimes people presume that their style is the only working one, and that has been the reason I am reluctant to posting here.
Oh, and Maximus, those corner tiles are left out on purpose (except for on the cliffs, better fix that. The grass has the corner tiles, but it looks way too... blocky... I guess, if I use those tiles. The way I used them in the higher/lower grass right now, to me it looks like a more natural flow from high to low, if you catch my drift.
And Loriel, I have read your entire post, but picking it apart and responding to each different part is too much, if you dont mind.
You have a good point on the cliffing, and I will try to make them higher if it doesnt disrupt the level too much.
The blocking off the cave entrance is for gameplay purposes. I am indeed going to make a dungeon below there, and although I am not sure what exactly the dungeon will be themed with, a dark diablo influenced tileset is certainly what I aspire.
I like the criticism so far

Yes, it is for Ardeo, and I have a very logical way I have set the gmap up, so water is indeed not an option, maybe a well or something if I can convince Codein to make one.
Haha, you guys are giving him tons of work!
I have this vague complaint about my own work, there is something missing in the detailing, maybe someone can help me spot it? Since I have no clue...