To see these maps in effect, you'll need to place your start within the maps, save, and then click new game.

MAP ID 025: Dark Forest - I used the shadow pen to color in some shadows for some of the more dense areas.
I wanted the illusion that shadows fall in strange patterns in an already gloomy forest, and that glimmers
of sunlight (however faint) are still there. In the very top left corner, there is a parallel event for
tinting the screen. If you place your character's starting point here and start the game, you'll see the
effect this has.

MAP ID 027: Sacred Forest - Similar to MAP ID 025. Very top left corner includes a tinting command to give
it a nice dark green look. Except, I removed the shadows here, since shadows makes for a more sinister look,
and I wanted something more welcoming. The shine on the trees and the amount of white flowers is meant to
make this place feel holy. The grove in the north would be a good place for a home of faeries, elves, or
other fantastical creatures. It can also be the entrance of the ruins of some ancient forest shrine.

Note: With some touches to the transfer points, you could even have the Dark Forest (Map ID 25) lead into the Sacred Forest (Map ID 27).

Exterior 2 Tileset:
I added in a Template Tile (found in Graphics Tileset). This is a blank tile, with the first 3 tiles dedicated to transparent passabilities:
star, circle, and X respectively. The star was primarily used in case you add this to TileB, which in TileB the top left tile always has to
be a star.

The reason for including this template is sometimes you just want to have a blank tile to change the way passability works on one particular
tile without doing this for the entire map that uses that tile, and you don't want to add events all over the place to change it.
You can see this in action with MAP ID 024: Cliff 1. Basically, I painted the grass next to the stairs with a blank X tile (which is the 3rd
tile in the top row) and then I painted the cliff tops with the circle tile (2nd tile in the top row) leading from the stairs to the cave
entrance. For more information, look in the database at the Exterior 2 Tileset, Tab D Template.

MAP ID 051: Royal Ship - Top Level - Better than nothing, I guess. It's really confounding why a ship tileset is missing from the
default RTP. Still, this may at least give you an idea of a simple ship to make, and once a better tileset is found you can replace
the default.

MAP ID 036: Shrine - Light - This is a modified version of the sample map shrine that comes with RPG Maker VX.

MAP ID 033: Church - A fairly simple map for a church / orphanage layout. One idea I had was to make something open, similar to Dragon Quest.
The storage / school area to the north could be closed off by a locked door in the dining, and the player would have to navigate the
perimeter of the outside to get to whatever goodies are on the other side. The single building below is sort of like a recruitment office
where new kids or servants would get their supplies. The area to the left (with the red curtained wall and the grate) was meant for a sort
of confessional area, wherein the priest on the opposite side would hear the confession.

MAP ID 039: Crypt - In the very top left corner, there is a parallel event for tinting the screen. If you place your character's starting
point here and start the game, you'll see the effect this has.
