I don't like the way the entire inside area is paved. It would look much nicer with more green space -- and adding parks, orchards, allotments etc would make the space feel more lived in without requiring you to design more buildings.
There should be a central focal point where people can meet, and where most of the important buildings tend to be located. You already have the eye-catching pond in the middle of your city, so with a bit of rearrangement, you could make that the pond in the town square. (By the way, what is the purpose of the pier?)
@Aurawhisperer First things first, get rid of those horrendous shadows. MV's default shadows are terrible, terrible, terrible. Otherwise, the map seems rather unpolished. The autotiles are messed up for the blacksmith's wall and the church's roof. The borders of the ground don't line up well with the backs of the houses. P.S. the ground tiles for the ground are extremely similar to the tiles for the top of the wall, which could cause some confusion.
The prier is suppose to be limited resources for fishing. All water is achieved under the cities pave. Like a pipeline. City was also meant to have little grass cover as possible, let alone natural. If anything, man made development. What shadows would you recommend though? That's what I've been using the whole time, and this project is technically finished, prologue wise. Just doing some touch ups is all, and figure to share my city for any inputs.
As for tilesets, what would also be recommended? Kind of limited to what I have.
Edit: Ew. I see what you mean now with the autotile. ugggh This isn't good. Oh heavens no. How on earth can I fix this? The building is suppose to be behind the house, and even with shift + autotile it doesn't look the same
@Aurawhisperer Free feel to take this suggestion or to leave it. Your city is way to random, most city planning is a bit more organized than that.. You could try using two tiles, one for the street and the other for walking to make it appear more organized. Benches, street lamps... (^_^) Just a suggestion.. Feel free to take or leave whatever advice I give.
Anyway, since restarting my game and I had to start over, I am sharing an updated version of the main character's grandfather's house. I know that there is a bed in a strange place, but honestly, his house is kinda of on the small side. Hence, why her grandfather doesn't have a bedroom of his own. The side with the book belongs to her brother, who now lives in the temple serving one of the Gods, but he doesn't seem to be able to keep his stuff picked up. lol I haven't created a 'toilet' of sorts for the bathroom.
Here is a new version of the forest. Its brighter and I think better than the dark version. Personally I really like the shadows so I keep them for now. In my opinion they add a lot to the atmosphere. With the right sound effects its like a real forest And the tint helps to "hide" the shadows from the border areas.
@Aurawhisperer I find it too open, and there's weird borders around the buildings. I would clutter it up, give it some life. Also cities in the middle ages were rarely all stone, there was lots of life growing.
@Nutty171 You map feels too open, like theres nothing for miles but a few trees and a couple buildings.
One of the things I see a lot, is large maps with large open spaces. There's nothing wrong with a 17x13 map. Pull it it, make it tighter, for example @Caitlin has the right idea, its larger, but its pulled in, its cleaned up and its detailed. Never underestimate smalls maps and their detail.
@Aurawhisperer Looks like you have a tile error with the blue-roofed house at the top of this screenshot. (p.s. you double posted)
It is much better now, but both the bottom story and the top story are exactly the same length. Since the roof slopes inwards, the upper story should be slightly shorter in both length and width.