Alrighty,
I’ll need:
Objective, Player starting location, intention/theme of the map.
Currently you have some form of town square.
It is very sparse, angular, and inorganic.
Any one of those things is not bad if it is intentional, if it’s not intentional here’s how you fix them.
1.) You’ll want to reduce some of the symmetry.
You most likely want the town to feel as though people live there or moved there by choice, not because some authoritarian figure forced the houses to be a certain way.
Move the vendor and armory away from each other, they wouldn’t be next to each other unless the owners are brother’s or husband and wife. You may even want to have them on opposite corners of the map. (this could help with flow)
2.) Increase the number of houses slightly.
Make the houses a little less organized, maybe even have a house or two peeking out the side which you can’t visit cause the door isn’t onscreen.
3.) Change up the number and color of houses per a block.
what I mean by this is don’t always have two buildings 1 red 1 yellow. Diversify it a bit by having a strip of three & then one single house by itself. The color balance of roofs should feel natural. (You can always have a red house w/ its door closed and a yellow house with its door open ya’know.)
4.) Shading
Have the houses and wooden structure cast a shadow. It’s just basic attention to detail.
5.) The wooden area.
Your focal point is the wooden box in the middle of the screen, but right now it’s a bit of an oxymoron. It’s both angular and symmetric, but surprisingly not.
Scoot in the left side so the wood is 5 tiles across instead of 6. Make the 3 entry points actually parallel to each other. Alter the pattern on the back wall so it is actually symmetrical.
The right and left columns & barrels are symmetric. I like that.
Man-made things are Symmetrical
Organic things are Asymmetrical
Keep the square a square, make the nature a little more natural. (Maybe a tree or two on the right side?)
These notes are all asthetic, we can’t give gameplay/ design advice until we know more about the level.
If you want to know more about Map Design you can check out Pikmin’s thread Here
I disagree with him on a few small points, but it’s still an excellent resource to learn the fundamental concepts of level design.