@CobeSlice - I like the colours of this forest map, but there are too many sections that are too square or straight. Curve the clearings a bit more like that crystal clearing to the top left (you were doing so well there!).
The same goes for the treeline tiles. That thin, straight section south of the broken pillars and that long treeline around the three stumps don't look very good. Make fatter, rounder sections. You might also want to break up the monotony of the forest floor by adding dirt tiles or trees.
In the top right corner, try to space out the flowers in a more natural way. Notice how they are all in the same row?
@Kayz - Thanks, Kayz! That name is far easier for me to spell. You can zoom in to look at the room? That's awesome. Any particular useful reason (like searching for an item) or is that just for aesthetics? For bringing intimacy, like you said.
I love those smudge marks on the walls and the look of the door. My only concern is that because the lower part and legs of the bed are so short, it looks like we're getting a top-down view of the bed. Forgot to say that space art is gorgeous, and that Korulimbo(?) screenshot too.
@Anorak - I like the claustrophobic feel of the rooms, which suits what is apparently a horror game.
Screenshot #1 - That being said, for a first room it might be a little cluttered. I'm not sure if there's a story reason for the tank to be there. Personally I would remove the tank and move the cabinet in that corner so it gets out from under that light fixture. Because it's dark, I also can't tell if that left side is just shadow or if there's some kind of furniture there, which is partly why I suggested moving the cabinet against the left wall. That's just my nitpick however.
Screenshot #2 - I think esbie is right about using objects to break up the monotony of the space, but I don't particularly feel you need to change the lower wall. I would rather fill up the empty space in front of the sprite eg gurneys, tables etc to add to that claustrophobic feeling. I'm also wondering why the 'broken-up' tiles are close together when you could be spacing them apart or adding more. The walls are also looking a bit empty - no pictures, signs etc?
Screenshot #3 - Unlike #1, the bed on the left side helps me distinguish that the dark place against the left wall is shadow. I kinda think that cabinet(?) has an odd design - it doesn't look like a wardrobe or a filing cabinet. It doesn't blend in as well as the green cabinet in #1. I dunno why, but unlike the first room, I feel like I'd want a picture or something else on the wall in the right corner.
Screenshot #4 - I like how you made it easy to navigate the room and reach the desk. That being said, perhaps you could fill in the middle section by adding another shelf, crates, other clutter? Is that red thing a firehose box? For some reason it looks like a door for me; would it look better one tile higher?
@Snoop and esbie - I think esbie did an excellent menu. Not only is it clean and organised, but has an extra map location functionality. Snoop, you can design your windows however you like, as long as it looks balanced.
@Mellipon - No reason why you still can't use your lamia idea

There's no such thing as an original idea. What makes it different is how you execute it.
As for your map, the one thing that stuck out for me is the path tile you used. It doesn't look like earth you'd see in a forest and so doesn't blend well with the grass. I also find the path a bit too straight, and it draws the eye when players should be looking at the rest of your map. Why does the window with the flowers have another window beside it, by the way? I also think you might be using too many different types of trees and plants; sometimes less is more

I also think you could break up the forest floor with more grass and dirt tiles, personally.