Remember when you offered your code 'free' when no one wanted to pay for it and then no one wanted to look at it...
Well. No one will ever want to edit a text file. therefore your editor (if it's used by the public) must be exact, graphical, and above all simple and obvious.
OK. pics critique suggestions:

1. your fire is horrible cubes!
2. your wall looks.... go figure
3. you have a map showing the view area which doesn't scale when you change the scale - sloppy
4. you have 3 completely different viewpoints with the graphics:
- your figures are isometric
- your wall is - well f*cked really
- your house is tiny and another view angle.
You MUST use the same for everything or it just looks wrong. if it is your figures, they are isometric (taken from a 45/60 degree angle - it makes sense then to use isometric as you base design grid. see previous posts about scales and making it 'look' right

1. your -'wall' is huge looks alien to all the other graphics - it crap admit it!
2. tour racks are also crap - are they flying?
3. your trees are bonsai I take it
your characters are the key - base everything from them. they will dictate the size and scale of things. You got a basic map grid of about the right size - just your scalings for everything else if not brilliant
fog of war: virtually not used these days - unless it is for parts you haven't visited - once visited they don't fade back to black
There is lots going on - LOTS - TOO MUCH GOING ON. Think one battle small amount of characters. quality vs quantity
Your color palette is grey. everything has the same flat tone. reds are dull, greens are dull, it's like someone turned off all the lights and contrast. the result is just a muddy look. when there are lots of things interacting - all you get is a sea of mud and a wall of disjointed sound - grey...
Here's some pics for you to think over:


