Refaze, ohh, yeah, some of those little layering oddities (like if you press up against the bottom of the cauldron and get the thin line overlapping your character) are essentially unavoidable without making too severe of changes (such as redrawing the cauldron art -_-). I did what I could to clean up layering issues on that map, but some of the Goblin Village decorations were not designed with the ability to walk around freely, and some changes that would be necessary to fully resolve them would have side effects on other maps that share the same tile set (like the sprite village or turtle island).
zoolgremlin, wow, those are fantastic. I was aware of those trees west of Pandora (that map needs lots of work so I hadn't tackled it yet), and of the issues on Gold Isle (also a pretty complicated one), but had not noticed any of those castle shadow errors, nor the Ice Palace one, and I don't think I actually noticed that specific Northtown Ruins door (I didn't have it in my list of maps that still need work). Though fair warning, those out of bounds doors tend to be harder to deal with since they're there for a reason (will elaborate); if I can fix it, it'll only be by moving it further out of bounds because it needs to exist to keep the trigger count balanced for that map.
The following is unnecessary information, but I felt like typing it anyway:
So basically every map has tiles where when you step on them something happens, whether they're doors, or whip post gathering spots, or spots where stepping there starts an event, etc. They're indexed from left-to-right, top-to-bottom, so if you have a map transition upper left that's 3 wide, a whip post gathering spot center right, a hut lower left, and a map transition lower center that's 4 wide, they'd be numbered as triggers 1 through 9 in the order I described them (so 1, 2 & 3 are the upper left transition, 4 is the whip post, 5 is the hut and 6, 7, 8 & 9 are the lower transition). The map then has a list of events that fire when you step on a trigger tile; this supposed map would have 9 events defined to match up to those 9 tiles, with the first 3 and last 4 being copies of each other. Now, things get complicated if you want to add or remove a trigger tile; lets say you want to disable the hut based on if you'd talked to an NPC. If you simply have a trigger-less hut door replace the usable hut door, trigger entry 5 would still be for the hut door, but since that trigger tile would be gone, the leftmost lower center transition tile would now instead send you into the hut. What you have to do instead, if you want to disable the hut door, is replace the usable hut door with a trigger-less door tile, then replace some other tile (probably out of bounds) with a trigger tile to fulfill that spot in the trigger list. That's what those weird out of bounds doors are doing, they're enabled, and a normal door is disabled, to keep the count of trigger tiles balanced. Some tile sets have invisible trigger tiles that are easy to hide out of bounds, but that's not true of every tile set (among other complications).