First of all, I'd try darkening the tiles just a bit.
After that, try adding some more sharpness or reduce the palette (whichever of those two looks better). Reducing the palette can be tricky, but it pays off visually when used in combination with the original content.
Finally, maybe adding some more details (cracks, partially/completely missing tiles, fluid spots etc.) if they look boring in greater rooms. Adding graffiti helped a bit, but as you can see, they were meant to be used with darker walls, hence leaving the ugly borderline on your tiles.
Urban exterior wall: make those facade carvings and decorations more three dimensional, they look too flat as they currently are.
Thx for feedback! Tried sharpening, it didin't look good... (seemed too hmm, pixelated?) About reducing - didin't try it, but I don't see the point in reducing it, since I already use the vanilla pallette... I did go through with darkening the tiles, seems they look better now (I'll prb have to make a darker variant of sinks and toilets too
). The cracks are already there, just not so prominent, about the missing tiles - I'll add more when I have time for moar pixelfuck
The floor will need darkening too... About the graffittis - I think I'll just make new ones without the borders - imo making a wall out of them would make later mapping very inflexible.
Urban exterior - If you mean the carving by the door - will try to do something different (since I'm not skilled in blender/etc to render something apropriate). The rest.. idk if I'm skilled enough to fix/make it more prominent, but will try...
I've also been busy with this thingy below (2 sets of walls, 3 sets of doors,)- it's still WIP, but feedback is, as always, appreciated
Oh yeah, disregard the floor tiles, I'll make some when I'm done with the walls.