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I really like the mood the torches are setting on the map, and I like your nifty mapping ideas, like the barrel on top of the box and whatnot. Near the top around the middle though, where the three boxes are stacked in that corner, if you want to be terribly realistic, the box in behind on top of the other one technically doesn't have enough room to be behind the tall box, judging by where it's placed on the floor.
Again, I'm just being annoyingly nitpicky, but hey, this stuff helps people...sometimes :D
Oh, and to add to my previous comment, gRaViJa, there's another little thing I noticed. The entrance in the upper right, the edge of that cliff falling down into the water, since the edges are so close together, on of those little cliff corner pieces got cut off by another one. I know that there aren't tiles that have two corners on them besides the cave RTP tilesets, but with all the edits done already, I can't see this being an issue to fix. :)
Oh, and a little lame screenshot from me:
[img]http://img826.imageshack.us/img826/963/battlework.png
Evented battle system started an hour ago. Whipped up some fancy text in Photoshop, layered the heck out of it, and through a series of Self Switches, picture swapping, fading, erasing, and too many event pages, I now have a fully functioning "choice window" mockup that I can expand on and actually make stuff work. Hitting up and down, like in normal choice windows, plays the sound effect, and the arrow moves, fading out the other choices. The key to making this work is the Button Input Processing event command. More specifically, using it as a placeholder to branch the event off depending on what buttons are being pressed (up and down in this case).
Check it:
It's so motivating when you make even the smallest amount of progress.