Yashiro wrote:
I was thinking of using 8x8 tiles to make more flexible graphics but that would be more time-consuming, and take up more space for maps, but I might be wrong.
I think it would depend on how you did it. if your level design has rows/columns with a lot of the same tile repeated over and over, Run Length Encoding could probably save you a ton of space, probably almost as much as if you used 16*16 metatiles as your base unit. If you used a system like Metroid where you build structures out of tiles, and then build rooms out of structures, the structure data could take up a lot more space using 8*8 tiles, but you could mitigate that by reusing the same structures over and over in creative ways.
I think the way you compress your level data really is an outgrowth of how the overall game is designed and how you want your levels to look and flow.