text: Spoiler: animated comparsion (click to show/hide)
  
  Points of interest: hatch fills, floor, bin, activated lever, Depot tiles
  
  
  
  Points of interest: hatch fills, floor, bin, activated lever, Depot tiles
  
  Went to check sources. Here's what i found and fixed:Several issues with misalignment, when tile drawing continues through the tile border: tiles 16 and 17 tiles 219-223 (especially 221)Leftovers and artifacts. Not sure it was intended to be like this: missing 4-pixel squares in tiles 176 and 177 (and also some strange artefacts in 176). If it was an attempt to make bordered tiles, then it's ok, but it wasn't obvious for me. tiles 219-223 244. There is no integral sign in DF, so you don't need to keep its upper part plainI added halftone here and realigned it tile 254 (a.k.a. block, although i'm not sure it is an issue) missing shadow in tile 93 (]) shading fills in \ and / are not the same. Not fixed it, don't know which one you consider correct there may be more tiles with missing or incomplete shadingAnd now to suggestions: Not sure that you need special X here. Conventional one works pretty well too (added in my revision) ó is used for text entry too, so be careful with it(added in my revision) something wrong with Σ, it looks bolder than it should be Bars tile (240) logically looks like Bin, when it is near to barrel (i mean there is same three lines, just in square shape); not sure that's issue, though Maybe old militants were better, than new ones Last, but not least: I've added 'tile magic' to floor, so black background of items on engraved floor will be less distinguishable. At the same time i think walls are 'ok' as they are nowhere is my revision:Also + for adding halftone to bed tile and changing stockpile, it looks 100% betterThat's nice tileset, keep it goin'