I agree. Player Worlds v1.4.2 comes with ripped graphics. I didn't want to spend a lot of time on "how to rip" but realistically, back in the day, most people used those or similar ripped graphics. Creating an entire set of original graphics takes an incredible amount of work. Not that I'm trying to talk anyone out of it, no way. But there's no way I can run this thing for a year while we and draw new graphics. So I will use the PW graphics to demonstrate many general ideas of mapping in this environment, all the while pointing out what works, what doesn't, and some of my personal tricks for taking mapping "1 step beyond" what most people accomplish. Really, its the "1 step beyond" part that I love. Anyone can rip a house from Secret of Mana 2 and stick it in the tile set. Some tricks I learned were using standard tiles in non standard ways, as well as including things like mostly transparent cracks and crevices in your tile set. You can layer them on top of your standard tiles to make 'ruined' buildings, castles, walkways, etc. Layering will allow you to maximize your tile sets usability as well as creating simple animations that really add life to the players game screen.
Once we get into the whole system in depth, we will create a master server where everyone has access to their own game screens to create their own maps. Then we can visit each others work, critique it, and learn from what we see. And by "we" I mean me too! I'm no graphics/mapping God or anything lol. I'm just an experienced fan I guess.