@SupremeWarrior: Yes, I very much want to explore all of those areas. Just don't cheap me out in the gunstore like they did in Fallout 2; the first time you find a gun store it is completely devoid of any guns (or ammunition)! While it makes perfect sense (because everyone else would have looted it first) it still kind of made me sad. At least, you know, give me a broke-assed old six shooter or something. The street chip is improved but needs to be slightly darker and also add some different terrain styles (broken tar et cetera) to add variation so the repeating isn't so obvious. I know you're making a zombie game, and I can only hope you're weighing heavily toward the "this shit is spooky and abandoned" angle rather than "hordes of zombie around every turn". I do so love exploring desolate wastelands, especially if there could be a zombie lurking around the corner.
@Dulcinea: I really like the chip and some of the interesting touches you've added (like the cloth door cover and the wooden supports sticking out of the wall) but the actual layout of the map doesn't make too much sense. I mean, how do you enter or exit the area? Keep the layout of actual medieval cities in mind and it'll help keep you on track. If it's just a test map, then nevermind. It's a good start, you might want to play up the bustling outdoor market feel with some stalls. Also, use .pngs for screenshots, not .jpgs. .pngs don't blend colours or pixels (like .jpgs do) and compress better than .gifs do. If you save things in paint, just save as-> .png.
@PepsiOtaku: It's been too long since you last posted screens. I really, really like the concept of that dungeon (it could be because I am trying something similar myself, although I had no luck with roots growing into the cavern!), it's really quite colourful and a nice leap away from "gray" or "brown" or "gray brown". One major improvement I'd suggest is to get a upper-layer diagonal or semi-circular edge for the edges of the cliffs, instead of them being squares all over the place. It's really pretty easy to do with shift+place and it makes caves look way more natural. I really do like the swampy pit idea, though. Is that a replacement for Mog, I see? I really like it! It fits in a bit better with the RTP-themed custom chars better than Mog did. Everything is looking aces.
edit: Here is what I mean (the bottom-right tiles have been replaced by what would be easy to do with an upper-layer tile). Feel free to use the tile if you have inclination whatsoever (I used red as a transparent colour, and I just left the tile where I made it in case you wanted it).
p.s. the mighty boooosh