Map Tiling Algorithm – HTML5 and JavaScript RPG
stackoverflow.com
stackoverflow.com
For example, look at the grass in this image:
Don't mix pixel art with fine gradients. Or more generally, don't mix pixel resolutions. If your pixel art has big chunky pixels, don't ever have a pixel smaller than that. It makes the style look inconsistent and built out of mismatching pieces.
The gradient edges could be replaced with a static edge piece, or at least a banded gradient. I know the images are probably just placeholder art, but it's something still to keep in mind.
The question asker is using a height map because they're nice ways to get pseudo-realistic terrain, and because they're easy to generate randomly.
I had a quick look at Tiled[1] and it seems nice. But can it do random generation?
It seems it can fix transitions. Here's a basic shore, turned into a nice lake. (https://github.com/bjorn/tiled/wiki/Automapping)
The problem with conventional editors is that it takes a great deal of effort to make a convincing looking world. Sit down and give it a serious go with any tile editor and you may find yourself agreeing with me after a few hours. Look at examples of maps generated with any tile editor for further evidence of this viewpoint.
It's an interesting problem and a good read though. The pictures demonstrate the problem and accepted solution well.
When someone's asking for help, not enough information means gurus waste valuable time in the following ways:
(1) Explaining things the questioner already knows
(2) Answering the wrong question because it wasn't phrased clearly enough
(3) Jumping to the wrong conclusion because key details were omitted
(4) Being unable to reach a conclusion and having to ask for more information because key details were omitted
OTOH if you're too verbose, the worst that can happen is that the guru answering your question has to use his/her scroll wheel to skim to the most important parts.
So, if you know your math or have a VG toolkit, its as easy as having no problem.