Honestly respect to all those mapping wizards on here.
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Way better! Keep improving my guy.
May I dare to give you some more tips? Not only concerning about pleasantries for the player's eyes but also about level design per se. So you took the advice to avoid long straight lines to give a more pleasant walking path to your player when exploring, right? What about now try to mind a bit about shortcuts or backtracking?
What I mean is: I'm assuming that your route starts at the top left and ends at the bottom right, correct? But my advice comes the other way around too. You could try to make your player's life a bit easier when traveling, even when your route is an unforgiving desert and is meant to give the player a hard time. Yes, this could be a concept, but only on the first couple of traverses on your route. If the player have to pass through so much trouble in all times that they come across this section of your game, they'll hate it.
Consider to reduce a bit the wild bushes (Assuming that they're triggering wild battles) on the way back. Around that slope, for instance. That slope is meant to be a shortcut, right? So why your player - while taking a shortcut - should be even more interrupted by wild battles? The density of bushes around that slope path is even more intense than the normal path, which should be the one used normally to go to the bottom right exit. In this case, you're forcing your player to take the longest route to avoid wild battles on the way back, but at the same time not giving the player some challenge and annoyance when they pick the longest path.
The slope should be a shortcut to travel to the top left exit, therefore should have less inconveniences. You could also try to add a shortcut to get to the bottom right exit as well, but block it with a cut tree or something like that. Since it's a desert, a rock smash boulder could work too. Then your player will be forced to take the longest route (which will be full of wildlife or trainers) on the first couple of times, but they'll have some options to make the backtrack more easily.
I'd also suggest that you do the same to the area where you're hiding an item. Pretty OK for the player to have to walk into the bushes and maybe battle to get their reward, but should they pass through the same trouble on the way back? A slope and a thin path should be enough. Or it could be the other way around too. "Easy in, hard out". It's up to your liking, but keep in mind that "Hard in, Hard out" could annoy more than challenge the players.