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The sprites look alright!
As far as tiling goes, for this sort of thing it's best to study metroid tiles (anywhere from super metroid to the GBA metroids). . . Because they're just so dang well put together.
 http://ndex.simgames.net/gamepage/snes/supermetroid.shtml - http://ndex.simgames.net/gamepage/snes/supermetroid.shtml (just googled supermetroid)
When trying to get something to tile, keep in mind the big picture, if you will... Also, if the tiles are broken up in 16x16 pieces, you can kind of cheat and work on your individual tiles in 4x16 squares...

This is a little mini turial I did in a few minutes... I don't think they used my method too much in super metroid, nor do I know how many other people use this method, but in my opinion it's a good one..
Here's what I did:
- Started off with a 16x16 square
- broke it into 4x16 blocks (colored here with the colors I had in my pallete just to illustrate the concept)
- colored/sorta-shaded the first block
- colored the rest of the blocks simularly, but changed it up a bit
- tiled-
- Added in a stagged block, just to break things up a bit and keep it stupid fresh.
SLOPE:
- Moved each block down 4 squares (takes up two tiles)
- FOR LARGER SLOPES you can move it down 2 squares, and it would probably take up... 4 tiles.. 2x2, I think
Make sure you shade the tops of tiles (or whichever part the player can run into) differently than the rest of the tile... contrast is the key, here.
This same concept can be applied to bricks, and other things like that.
hope this helps...
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