When i design #NES level tilesets, i design them in tandem with laying the tiles out on a series of connected screens. They don't necessarily represent exactly what's going into the game in the end, but they're all NES displayable.
In the case of these 2 Halcyon environments the world is very large and some consessions to entropy need to be made in order for it to fit. For example, collision happens at 16 by 8 pixels so all structures will match that in the end.