I figured i'd try a few things out in terrain since i'ma be making my own rpg soon. I've made my own waterfall (even though i may not be using one in my rpg), bridge, and what not...
Here's a picture of what i've done so far...
[attachmentid=7940]
It's all good, but it you want a 'realistic' feel, try not to use the same exact tiles over and over like you did on the cliffs; natural waterways wouldn't look exactly the same every 3 feet (Nor would they be perfectly straight). It's definately a good first attempt, though.
It's nothing new...
Keep working on it.
I like it, Except it has alot of sprites,

I think you should do a spriteless version, (except for sprites on waterfall)
Because it seemes the rocks on the left dont fit in very well, other than that its really good! Especially for your first try.
GOOD JOB!

I like the little statues in the water right after the waterfall. That's nifty like a doodad.
I like the left side, with the rock spire doodads that give the impression of a ramp from low terrain to high terrain. If you made a cliff to the left it'd be better, and of course take care of some of those sprites.
Like i said i may not be doing waterfalls in my rpg cuz they've already been done and take up lots of sprites. I was just going to use this as reference i guess..
Only thing i actually like the best myself is that statue infront of the waterfall, my fav xD.
does that sprite you used for the waterfall stay in game? or is it one that just is there for 5 milliseconds?
I've never actually placed a sprite and i know that. It's something along the lines of eldfire sprite. People have said that hundreds of times in this forum.
Ya its EldFire Under The bullet Section of Sprites
BTW: The statue is kick ass
pretty nicely done i think your should just try and use less sprites
No offense, but I don't see what the "hub-ub" is all about. It's cool how you placed the statue in the water and all, but it doesn't really effect the terrain that much—it's just a simple doodad to enhance the appearance.
I think your main problem is blockiness, though—which all other mapmakers who attempt "extended" terrain have experienced as well.