Awesome. I love your artwork!


Epic doesn't necessarily mean sprawling and long. Scope could be something literally big, like Shadow of the Colossus, or something awe-inspiring. It's still a very broad theme though.
Also, the prizes are very "meh".

Reverse Quest

^Thank you! I'm surprised you like my maps, since that's my main weakpoint... I guess I did something right!

The Screenshot Topic Returns

Patchy's room is a bit bare. I'd expect her research to be strewn about. Make it a bit more lived in.
Bedroom #2 is VERY nice.
The weapon room is good. I would put a path down the middle, though.

The Screenshot Topic Returns

Okay, a ballroom is a expanse of space but those tiles are hard to look at without something breaking it up. I did a google search too and noticed chairs at the side of the floor for people who are resting or don't want to dance and stages or pianos off to the side, because you'd have live performers for balls. A lot of antiquated ballrooms have decorated floors, too.
What I'm trying to say is, even in an expanse of space that is designed to BE an expanse isn't entirely barren. For example, if I were mapping a field, I'd break up the grass tiles with darker grass tiles, clusters of flowers, etc.

And sure...if the rooms were super huge (like say that ballroom right now), taking them out is fine and all. But when they're small enough as they are like the kitchen, I don't think it's really THAT necessary to do. *Shrugs*
Maybe not, but it does look nicer and cuts down pointless walking time.

The Screenshot Topic Returns

Your main problem is not that your maps are big, it's that there are large empty and unused spaces.
The remedy for this is either fill them (but don't just shove stuff in: make it logical) or take them out.

Favorite NES Games

NES isn't one of my favourite systems, but there's still some good games on it:

Kirby's Adventure
Bionic Commando
Punch Out!
River City Ransom
Journey to Silius
Metal Storm - run and gun with a gravity mechanic which adds puzzles elements.
The Guardian Legend - a unique shooter with rpg elements.
Jackie Chan's Kung Fu Action - a really fun platformer
Abadox - weird and surreal shooter. The levels have a "flesh" theme, as in the walls are made of meat. Like I said, it's weird.
Portopia - a surprisingly deep adventure game.

Dynamic Difficulty in RPGs

Also add a scoring system to RPGs. So that instead of rewarding good players by making the game easier, it will actually become harder but you get more points.
I know this is a bit off topic but, I've been thinking about a score based rpg for a while. It would kind of work like the Oregon Trail, in that you choose how much money you start with (the old farmer, banker or whatever choice) and buy initial supplies (hire party members, food, ammo etc). There would be a survival system with hunger, fatigue, thirst and wounds that needs to be maintained or party members would die. Scoring would be based on live party members, explored places, assets and so on.
It would have to be fairly short, maybe 1 1/2 to 2 hours long.
Also, set in a post apocalyptic world to rationalize the lack of supplies and stuff.

Basically I want to make the Oregon Trail and Fallout's love child.

Rise of Dragon Souls

The movement and combat has real oomph! It looks really satisfying to play.