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1) Tip: make it to where the user has to think about the boss' weakness or how to defend against the attacks. Don't make it to obviouse or to hard/easy either.
2)a logical stat build would need to balanced in terms of game progression. this means you need to plan the leveling curve that someone might take, the possibility of the grinding, what level you plan on the character to be at when they reach specific bosses, and then the skill progression for all of that aswell. As for stat bonuses, make them minor but better or different that the ones before in terms of a logical progression and aquirement.
3) Gimp, Paint, Photoshop, Character Gen if you are untalented.
4) find example in real life. what I mean by this is that I saw a map that was supposed to be a castle, but it looked like an above ground bunker. Also usong things like overhead tiles for the upper parts of trees, walls and other things that you are normally able to walk behind. Afterall it looks kinda stupid when you have a 1 block thick wall that you can't get behind because of the tile passability.also paralax mapping is a good way to break the monotony of the square grid placement. After all I'm not going to have a helmet sitting on my store shelf and then leave a gap that is another helmet wide before the next item.
Alternatively, you aught to be able to set a variable to the character level, and then level up the alternate form to that level automatically when switching. This would be done through events, and might be easier for a newbie.
I never thought of looking for RL examples to make maps, so that's a good one! And bosses/stats also just require some testing for the right difficulty I guess. :3