The only problem with 2x2 trees as border that they don't work too well on the Y scale, due to each screen being 11 tiles high. Still, I did work around it to produce this:
Also, if you go up the post box, you now get a message criticizing Link for trying to steal someone's mail.
Okay, here's my advice.
First off, keep screen scrolling in mind. Any solid tile on the border of the screen is going to need a solid tile on the border of the neighboring screen. Using trees like you did does work, functionally. However, the way that you did it will make your overworld look artificial, like a series of rooms. You complained that the screen doesn't work well for bordering things with that size of trees, but your complaint will actually help to make it look more natural.

Here's a picture from my quest. I'm using a tileset similar to yours, with the same size of tree. Do you see how they can overlap each other like that, and I have half of a tree on the sides of the screen? If you do that, it will make your layout look much more natural.
A common "rule" that people on this site tend to use is to never have open corners. In my opinion, it's more of a guideline for beginners. It will help you design your screen gameplay-wise, and over time you can experiment and learn when this "rule" can and should be broken. Rather than line all of the sides with trees, just tuck a couple in the corners instead. You'll have a more open feel to your town, and if you combine it with what I said before about overlapping and screen-crossing trees, you'll get a much more natural look to it, while keeping the same functionality, gameplay-wise. Am I explaining this well?
If you don't mind uploading another picture, try applying what I said and see how it turns out.
Edited by kurt91, 11 November 2015 - 06:04 AM.




