We never really fully established this, but the idea was to have parts of the village be accessible through the temple due to being damaged. I THINK tree tops were also part of the design, but I can't remember. Max, can you confirm?
I can confirm that it was never 100% established, and I think that's fine as whoever designs the dungeon has freedom that way, it can wander into parts of the ruined village, have treetops involved, have a big hollow stump as a room, whatever the dungeon designer feels will fit. I do, however, feel both of those things are great ideas.
Spritonic, the wall and door tiles and everything are super dope! I love them. The fallen pillars don't work at all, however, since they look the same as we're used to seeing them in the corners. It's very confusing. I'd recommend spriting them from scratch, possibly at regular + type angles instead of /\ diagonal angles, I think it would read better. I'd also say you should try to get your hands on the mushrooms from the Minish Cap Shrinking portals.

Those are exactly what we want, probably. For the dungeon and all throughout the swamp.
Anyway, the tiles are great and you're off to a wonderful start for the dungeon. Just from experience though, I would not recommend tiling entire rooms, unless they're just as a test/example. The dungeon should really be sketched out as it will save so much time. Sooo much, things will inevitably change. I actually spent three days on a train and a couple more when I had some downtime studying how Zelda dungeons are designed, so if you want help/pointers and stuff, I'd love to help (internet is a little spotty from day to day but I'll make it work).
And even if you don't let me help, I'm gonna critique mercilessly because I want this game to be freaking AWESOME. Oh, and again, those tiles are freaking awesome.