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tomasz25, sorry for the slow reply, didn't see your message till now - if you save your images at the default size, if you're zoomed all the way in, even if you have your graphics settings to the highest level, you'll see some pixellation. After all, the wall texture you're using is 512 pixels high - and the game is stretching that texture over a wall that, when zoomed in, is quite a bit taller than 512 pixels in the game. Now, if you've got your texture detail settings set lower, then everything is going to look pixellated like that, your wall texture, Maxis walls, other custom walls, and everything else in game. If that's the case, turn your graphics settings up.
If it's just a matter of it being pixellated when you've got your nose up against the wall, so to speak, you can either not worry about that (as Maxis walls are going to be like that too), or you can use a larger graphic when you save the image. Using graphics at 256x768 gives you an image at the actual aspect ratio the game uses (which is why I show you how to build your graphics at that resolution, so they look right) but if you save at any other size than 256x768 your walls simply won't work for Mac users. You should probably try to be as compatible as possible, but if there's a particular wall you really want to be nice and sharp and crisply detailed, well, just make sure you note that it won't work for Mac users somewhere big and bold if you upload it anywhere.
I did that on my
Victorian Advertising Wallpapers because I really wanted the images to be readable in the game as that's the charm of that sort of wallpaper, so I built it at... erm, double 256x768... 512x1536. This is normally REALLY not necessary for walls, but for something very special like that, where I had a really specific goal in mind (readability of some of the larger text and headlines) it's okay, and I tried to make it very prominent letting Mac users know it won't work.
Hope this has clarified that some for you.
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