[Claim]
EDIT: Not too proud of this one, but I made it:

Please, nobody make that staircase a dungeon (unless we're doing multiple entrances to Misery Ruins, which could possibly be a good idea, but I'm really not sure). Also, the waterfall is hiding a cave.
I used the wrong combos to make the watery effect around the stone floor, but I noticed it and it's fixed in the actual file.
http://www.mediafire...p422-m1-s5f.qst
I've realised that some of the edges of the map could allow the player to move off the screens, whereas some don't. I think I mentioned it before (suggesting looping), but the current state of the map doesn't really allow that (since we'd be looping from the entrance to level 2 to the Misery ruins entrance, for example. The way I see it, we have three options vis a vis edge screens - we change the screens to allow it to loop (i.e. walkability is consistent; screens unwalkable at the top just don't loop); we change the screens so you can't loop (basically changing the watery screens at the top and bottom); or we add another map into the overworld.
I'm bringing this up now because so far we have only one offending pair (if we want to loop them), and so we're at the point where it'll start mattering, but we can still make minor changes to fix it either way. I'm in favour of a looping overworld, as it would open the avenue for more secrets, and also make movement a little faster. I personally don't like the idea of expanding the overworld to another map, though, because I think it'd drag out the project too long. I just mentioned it to cover all the bases.
Edited by klop422, 05 May 2018 - 07:37 AM.