Hello noamik,
I finally found time to write this reply, sorry it took so long.
Let's start with the stuff I dislike, so I keep the best for the end.
I'm trying to be constructive, and gave abusive names to places, so I'm sorry if they don't match yours

- The boats indeed don't look right. Moreover, I would vote against the boat transport. I wouldn't mind some "decorative" fisherman on his boat, but I'd rather avoid the player taking a boat himself.
- I feel that the dock on the "inn-island" doesn't look that good. I can't tell precisely what would need to be done, but I suspect the borders are the main culprit. It looks like it is floating, and that it is as flat as paper.
- The bridges connecting the inn-island to the "temple-island" also look like they were glued, some blending/connecting between island ground and bridge floor should be added. I believe this could be sorted out easily by changing the borders.
- The church island looks gorgeous, honestly, but it looks like it is from the Renaissance or Colonial-era, while AT is in a medieval setting. I believe that simply changing the stone texture used to make the house walls to something less "well built" would change the feel in the right way.
- There's something weird in the look of the roofs of two the the "big-island" buildings: the red one, and the light-blue one. Especially the red one. I'd say copy the bottom-most section (from roof top to gutter), and paste it as is just above it, so that the middle roof intersects with the top one, and we see the windows of the middle one fully.
- The lanterns, while pretty, also seem not to be in line with the AT world IMHO.
- Having some stone ovens placed on wood seem like the best idea to burn this place to the ground (Inn and temple)

- We use a rule to define the size of the interiors: 1x1 tile out = 2x2 tiles of floor in. If one of your building takes a 4x6 tiles space outdoors, its floor (that means, excluding walls) in the interior must be 8x12. However, you don't have to stretch the doors: a one-tile-wide door out can be modeled as a one-tile-wide door in.
Ok, done with the rants, here comes the praise:
- The "western-island" looks awesome. It has this je-ne-sais-quoi that makes it tell "Come, you're welcome here, and in a while we'll eat you alive". A bit like in Indiana Jones and the Temple of Doom.
- The house interiors look great too (aside from the critics above). I like the first floor of the temples, with the yellow burning torches.
- I can tell from the first look that you really worked hard to keep consistency across the maps. While overall I feel that some details makes it look out of line with the AT world, as a whole it looks credible.
- I can also tell that you really worked hard on it, as you really produced a huge amount of maps, and created (used ?) new tiles. This level of commitment is really heart-warming for us.
I don't have precise quest ideas, but this is a potential city background inspired by the maps preview:
- Looks like a safe haven, preserved from outer violence, and being autarkic. That could also explain some architectural differences with the rest of the AT world.
- The player is first welcome, but people keep their distances.
- The places hides a secret, shared by all the citizens, that might be best not revealed (à la Stephen King, H. P. Lovecraft, or The Stepford Wives).
- The player will have a hard time overcoming the evil lurking below, or can be tempted to kneel before it.
- The village could be transformed afterwards (once the player choose sides), changing for an evil looking place, or get burned to the ground.
That's it. I hope you will take my critics for what they are: constructive remarks in order to guide you towards a path that can ultimately lead to the inclusion of your maps in AT.
I'm really grateful that you took time to set up a full work environment (with github fork et al.), that you wish to participate, and I hope that this post has not made a dent in your enthusiasm.
Keep'em coming !
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2