Honestly Castchaos, I wasn't being sarcastic. Looking at your map the first time, I genuinely got the impression that the entire area was one large town. You got the big dirt wall blocking it off to the south, all those people on the river in the NE,the paths branching off the map, the buildings scattered everywhere... it really feels (to me) like a really large sprawling town. Maybe thats what your going for, I dunno, but from the whole map view, thats what it feels like.
The one, biggest thing, that I feel detracts the most from the map, is the blockyness. Your lake is square, your plateaus are square, your field is square, the mansion area is square, the dirt walls along the south border are square, your castle is a bunch of squares... Even the whole map has a one tile square border to it.
Square isn't bad. The areas can be squares, thats ok (thats a limitation of the program, no fault to you). The problem is when the areas actually LOOK like squares. Long flat boundaries with right angles, it kills the natural feel of an area (which also adds to the unnatural/manmade/town feeling).
For counter-example, the south cliff of the plateau with the windmill, its perfect. It's a border of a square area, but it itself isn't just a flat cutoff. If you made all your cliffs like that (front, back and sides), and did something similar with your lake boundary, rivers, and the dirt paths outside your town, it would be an amazing map.
The next biggest thing, which is pretty far from the first, is you've got a bit of a repetition problem... (not that none of us do, working with a finite number of tiles). Specifically referring to the rocks in front of the church (the gray ones). Mix them up a little, maybe not have them all in nice neat rows (same argument as above), maybe some could be a different color. You've got other kinds of rocks too, mixing in some of those could help. Theres a couple other areas that suffer from this
Also, since it seems like your big on the maps continuity (which I like), you may want to fix up the cliff interfaces on either side of your waterfall (by the screen edges), also the corner of the river SW of the windmill. And perhaps consider an extra layer to fill in the water in your forest, as it goes N into the underbrush.
Those are the biggest things. Aside from that, I really do like it, its got a good layout, and lots of nifty details. Like I said before, It's not bad, but with a bit of polish, it'll look spectacular.
And for the whistle warp comments, If thats not the only overworld you have,
![icon_eek.gif](http://www.purezc.com/forums/public/style_emoticons/default/icon_eek.gif)
. Remember, the original LoZ (which is about the same size area) had 12 warps, and without them, it would take a lot longer getting to places. 12 might have been overkill, but they all really helped. I don't know the details of your quest, but keep that in mind. This is a large map, and without some way of getting across it in some reasonable time frame "oh man, that ____ is soooo far away..." will become a big gripe. At least in my opinion.
What! an hour already! I must type slow.... or I just type alot.