The contrast between the different colors is beautiful.
Artificiality is sometimes beautiful (here, for example)
I actually see way less of the games people are mentioning and way more of bahamut lagoon, even if it wasn't isometric.
and yeah, to second what a few others are saying - the tiles are beautiful, especially that dirt tile (perhaps the most interesting 'dirt' i've seen outside a classic title), but you haven't explored the fringes except for the case of the bushier grass. It will be quite worth your while to explore those borders.
also - just a guess - but any character you stick in here that's not using exceptionally bold colors will be lost in the stark contrast. You might get more mileage if, in the style of some of your other pieces, you went with more contrasting hues and closer values - something like this. Of course that's just a hacky example - the palette would have to be worked simultaneously with the pixels themselves and the fringe issue would still need addressing, and you'd want to do it in a qay that captured your intentions/atmosphere, not just splash crayola tones.
also protip - you can flip most blocks/tiles horizontally to really help make things more organic. the isometric editor i use actually has a button to arbitrarily flip half of the map tiles, and it's the best feature i ever requested.
These remind me of Final Fantasy Tactics: The War of the Lions (although the tiles are not as well defined), and the ungodly amount of time I spent playing that game.
Yes, more or less what Adam said. Your blocks are very obvious due to the many hard edges. I remember Adarias making some isometric tiles that did an excellent job of immitating natural forms. Final Fantasy Tactics Advance and FFTA2 also do this well.
Edit: Just so you know, I think your lighter coloured ramp works very well.
I think Faceless means that the best (iso) tiles doesn't look like tiles at all. But I may be wrong there.
Thanks everybody :)
@faceless: my only explaination for that would be the fact that I have no clue what you are reffering to. I havent thought of ythat with isometric tiles before. Can you please explain what you mean by making the tiles disguise themselves? Thanks :)
really like those, they are so crisp I want to bit them.
The only issue I really have is the rock tile which seems to be intended as a transition between two heights? That really is not readable and may be the source for confusion.
Technically very well done, but also generic. I feel like I've seen these before, even though I know I haven't. I think the best iso tiles usually try to disguise what they are, but it doesn't seem like you've made any attempt to do so. Any reason for that?
A real beauty, as usual.
It's just a bit hard to understand the layout. The rock piles are the most disturbing. I would suggest using a different ramp there as for the cliffs.
Those textures are lovely! That's not a landscape I'd like to navigate, though.