I know mapping is really hard and tedious (I tried it...), but I think you should shape the borders and the cliffs so that they're never huge perfectly vertical or horizontal blocks. More irregularities would add to the realism of the scenery and make it less rectangular. Just my 2 cents of course.
The cliffs on the Dactyl's Nest is a nice example of non blocky cliffs:
http://www.chronocompendium.com/images/wiki/a/ad/Dactyl_Nest.png
Yeah, I already noticed things were looking kind of square, and I do plan on fixing it eventually. It looks square-ish right now, but I don't plan on it staying that way, just untill I get all the explorable/open areas better mapped out. I'm trying (will be trying) to come up with ways to fill the space, make it interesting, and make it look more natural.Dactyl's Nest is very nicely mapped out, but a good 50% or more is visuals only, not alof of movement possible in it, just a "Follow the trail" type map.
Heh heh.... I'm tempted to make that solitary tree an enemy and have the party battle it.... A singing tree enemy on Singing Mountain, and maybe a Kilwala that says 'Singing Mountains're nice."
>_>
<_<
The bushes and leaves would be perfect for a tile-copy/ leaf rustling sound combination, and have an enemy jump from them. (the tile-copy would just swap a few leaf tiles repeatedly back and forth, to make them look like they are being moved about from the inside)