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Room of the Week 2012 - Archives

Started by Zhs2, July 03, 2010, 12:53:45 AM

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Charmander106

Quote from: Quietus on July 22, 2012, 07:57:02 PM
Yeah, I wasn't implying that the competition should be altered.  Only that it was a shame that we've had some weeks where (relatively) poor rooms were thrown in, just to hold the vote, and now we'll lose some quality rooms just because it's a big week.  Bound to happen, I guess.
That was just my opinion on what they should with ROTW this week. If they choose not to (most likely not) but that is fine with me.

Quote from: Qactis on July 22, 2012, 08:30:10 PM
Webber usually comes out of nowhere to knock repeating winners off their horse, and I guess Jamie followed up as well... Webber your room has a whole truckload of tiling errors man, it appears a bunch of these were intentional aesthetic tiling choices? I love how the bg green rock has a shadow in the water, that's badass.

I was going to submit the room last week but did not finish it on time, and even now it's really not done. Yes, those were intentional to 'add' to the aesthetics. I was just trying something new with the Crateria tiles. Though your right, it does look unprofessional and not very polished and loads of tiling errors. But the idea was the rock looks very dank, it's deteriorated, and it's a pathway to Maridia. I will explain in more depth later during voting.

squishy_ichigo

Updated my entry with an actual background! Now I can actually compete, yah~~?

Zero One

#377
Big-ass review time!

[spoiler=Drevan Zero]Stealing my old motherfucking colour palette  :FURY: You've got some very good palettes here and you seem to know your way around the basic Crateria tileset. However, it looks a bit bland; a flaw of that tileset, unless you start mixing in pipes, moss and Wrecked Ship tiles. Of course, if that isn't what you're looking for, then you're really stuck there. Though, what you could do is strip from the tileset all the tiles that you don't need and add in different ones. It works very well for things like caves; you don't need the sky tiles, so you can remove them.[/spoiler]
[spoiler=ProjectXVIII]An incredibly nice looking room; I cannot think of a single way to improve it. The monitor is an extremely nice touch. The only reason you didn't get my vote is because[/spoiler]
[spoiler=Katelyn]'s room is much more visually appealing to me. The palettes are excellent, as is the tilework and the placement of features like the plants come together fantastically.[/spoiler]
[spoiler=Webber1900]A highly interesting use of palettes that work very well for me. I also like the rocks emerging from the middle of the water at the bottom of the shaft; it gives it a great effect of depth and that I'm not just looking at a flat plane. Excellent layering work! The only real problem I have is where you have tiles placed that don't really fit together. It's likely to be unnoticeable when you're actually playing the game, but this is judging it on what you can see.[/spoiler]
[spoiler=Crys]A decent looking room, but not much in the way of detail. Likely because this is a room you'd only ever see once to pick up whatever item you place in there. And yeah, those tiles really don't seem to fit too well at times.[/spoiler]
[spoiler=squishy_ichigo]A very nice looking room. The Chozo statues acting as the base of the elevator look great. The blue palette on the fungi is very good and the background is nicely varied.[/spoiler]
[spoiler=iRundas]A decent looking room, but for me, it looks too much like the original Landing Site, which is probably quite common. I know I've done the same thing. You also have a huge space in the middle with absolutely nothing going on. Are you sure you need a room this big?[/spoiler]
[spoiler=JamieWebb16]I really like the custom tiles you've got in here; they work extremely well on the support structures. The blue palette for the moss is highly unusual, but look very nice. The Norfair stalactites and stalagmites also fit really well.[/spoiler]
[spoiler=Shadow96]last minute twatA very nice looking room. The eyes on the MZM Chozo totem down at the bottom looks great. Nothing bad to say about this room except for the tiling error. Good job.[/spoiler]
A huge stream of really great rooms, but it's Katelyn who gets my vote this week.

Zhs2

Bump. I reset the votes because of a last minute entry. There will be no others after this because in four minutes it will be Monday in EST, so feel free to vote and review away. (My favorite is still Project's.)

Scyzer

I'm too lazy to write a big review for every room, so I'll just do my favies.

[spoiler=P18]
Great room, great palette. I don't like how the different BGs at the bottom clash together. Maybe some tiling over the top in layer 1 to hide the sudden change?
You could also use layer 2 behind the piped areas to put some extra details and foreground scenery, to make it seem more indepth.
[/spoiler]
[spoiler=Katelyn]
Dat room. Dat palette. Dat tiling. Dat door. Dat random bit of grass under the item?
[/spoiler]

I was excited to see Webber bros' rooms, until I saw that they were 16x16 shots. I'm too lazy to have to scroll around to see the whole room, so I didn't bother looking past what I saw.
Just a tip guys: People (aka me) like to see the room as a whole, and not have to scroll around to see every little part of it.

Katelyn

I put the grass there to...add atmosphere? I guess?

I voted Project because paletz and ROCKS with INDUSTRIAL stuff. yeah

Charmander106

#381
Review time, these are gonna be short summaries and not full reviews.

[spoiler=Drevan Zero]
Room Score 3/5
This room is very plain and there is nothing really interesting, but I like the palette, so good job right there.[/spoiler]

[spoiler=ProjectXVIII]
Room Score: 4/5
Now this is what I'm talking about! The room is very good and the layering is very excellent. The only thing not really great is the rock palette. But overall a great room.[/spoiler]

[spoiler=Katlyn]
Room Score 4/5
Another great room. Nothing really wrong but the background is a little lacking, but a very good room nonetheless.[/spoiler]

[spoiler=Webber1900]
Room Score: 4/5
This room, to me of course, is a very good room. I tried making a nice palette that makes it feel your going into a very dark and moist area, which is why the rocks look like that. I also wanted a colorful palette too so I have nice neon-ish colors for the mud and the corral(?). I really wanted to try something new with this very basic tile-set and that's why it looks like the way it is. This is really all I have to say about the room. Yeah...
[/spoiler]

[spoiler=Crys]
Room Score: 3/5
This is a really nice room. I like the graphics but the level design is plain and not much going on. But it is a good room.
[/spoiler]

[spoiler=squishy_ichigo]
Room Score: 4/5
I really love this room, I think the way you designed the pink Brinstar tiles look awesome. I also really like the background. This is very awesome stuff here.
[/spoiler]

[spoiler=iRundas]
Room Score: 3/5
I really like the graphics but It looks like a metal version of the landing site. There is also no background. The level design is good but very boring and lacking in much detail, besides for the filler tiles. But even they are kinda lacking. Overall the room needs work.
[/spoiler]

[spoiler=Jamiewebb16]
Room Score: 4/5
All I can say is good Level design, good palettes, and good background. Good room overall, moving on...
[/spoiler]

[spoiler=Shadow96]
Room Score: 4/5
I really like the graphics in this one, the smooth palettes is what I really like in a room and you didn't disappoint. The thing with this room is the lack of detail in the background. This is one really awesome room. Your on par with Projects room.
[/spoiler]

[spoiler=My vote goes to...]
Squishy gets my vote, I really dig the room.
These were all very good room's this week, so cheers for everyone!
[/spoiler]

Scyzer, I apologize about that. I wasn't thinking about that when I was exporting the room. I also hate scrolling through a room just to see it too.
I might re-size the room if it's okay with them, for now if you want to see the room zoomed out, check it out here:[spoiler][/spoiler]

Quietus

As previously mentioned, there are some great rooms this week.

I voted for Project, as the room had an instant wow factor, and it looked completely new.  It took me a moment to realise that it's all existing tiles, which confirmed my choice.

squishy_ichigo

Quote from: Scyzer on July 23, 2012, 12:10:55 AM
Just a tip guys: People (aka me) like to see the room as a whole, and not have to scroll around to see every little part of it.

Protip: right click, view image

Lunaria

I like how every name in the poll is off. :V

A_red_monk_called_Key

#385
i'll edit this post many times so it can be more helpful.

[spoiler=Drevan Zero]This room is vary plain. the purple and green BG looks bad. [/spoiler]

[spoiler=ProjectXVIII]There is allot good and allot bad about this room. the earth type tiles are way too bright. and the rusted WS tiles don't look right. i dig the variety and the BG work. great job.[/spoiler]

[spoiler=Katelyn]There is allot good and allot bad about this room. those doors are ugly and some of the 90 degree corner tiles don't look right. those chrome mushrooms are so bad ass. and the variety in the earth tiles look great.[/spoiler]

[spoiler=Webber1900]The color variety is way too intense, i just can't get past it.
EDIT:It seems that each color reaches out to opposite ends of the color spectrum. the metal objects should reflect some of the surrounding area so maybe a tint of brown and green could help. Cyan and brown don't look right together. i dig the use of grass. the BG were the water reflects the shade of the rocks looks good(F@cking awesome)[/spoiler]

[spoiler=Crys]This room is vary plain/good variety.[/spoiler]

[spoiler=Squishy_ichigo]There is allot i like and allot i don't like about this room. and i can't figure out what it is. it seems like something is missing, but what that is i don't know. because this room is so well put together i say great job.
EDIT: the BG parts were it goes black and comes in contact with the earth tiles is awesome, i think there should be more of that.[/spoiler]

[spoiler=iRundas]those doors are too cool. this is a good room. the BG works because those tiles are only 3 colors, but some of the BG area could cause the player to get lost. nice work.[/spoiler]

[spoiler=JamieWebb16]This is a great room. i dig the blue(phazon?) and all the custom tiles. the norfar tiles don't work though. you could add texture by putting random black pixels in the blank grey areas.[/spoiler]

[spoiler=Shadow96]There is allot i like and allot i don't like about this room. the BG on the left side is lacking.  the top of the large pillar should be flipped. and same as JamieWebb16, you could add texture by putting random black pixels in the blank grey areas of you surface earth tiles. everything going on in the bottom right hand corner is gold.[/spoiler]

EDIT:Squishy_ichigo, JamieWebb16, Shadow96 make it hard to choose. great work.

Everyone who posted a room this week thank you. i am vary inspired by your work.

Quote58

#386
Alright, it's time. The review you may or may not have been waiting for.

Pokemon
[spoiler]So, your room. Well, I get that it wasn't your intention, but the purple palette on criteria was done before. And IMO better by ZeroOne. Not to say though that yours looks bad, because it doesn't. It looks quite good actually, but I feel like a) it doesn't fit too well with the blue sky background, and B) it feels played out. Speaking of your sky palette however, holy shit. That's deffinatly a like it or hate it colour scheme and I happen to love it. On its on that is. When paired with the purple, something feels very out of place. But damn, on its own it a lovey blue. Good job with that. I'm disappointed that you decided not to have the spaces behind that darker rocks be a darker palette, or at least take out the brighter filler tiles for a subtle change. I think if you had done some interesting lighting in the room, it would've stopped it from being so boring. Speaking of which. It's a really boring room in terms of design and, and atmosphere. All in all, I think the room isn't bad. it's a start, but only a start. 2.5/5[/spoiler]
Project
[spoiler]You've got an interesting room here. The tileset mixing is good, and the sign is a nice touch. However, the palette is the main thing that really throws me off. The white is okay in general, but it doesn't fit well on the criteria rocks. Nor does it fit with the mechanical parts. Speaking of mechanical parts, they look great. They're used fairly well and they work great with each other, as well as the rocks. The room layout is alright, nothing too special. Except for the one hit kill spikes, but as long as there's a save reasonably close by it's fine for any kind of player. Another thing to note is there are spots where the mechanical tiles aren't blended in with the rock filler, which is off putting. In all, the room design is good, the tile mixing is good, but the palette is the main reason I'm not a fan of the room. 3/5[/spoiler]
Valiant
[spoiler]I must say, I love this room. I've seen the tileset many times, but this room doesn't feel boring. I'm not sure why, but it reminds me a bit of fusion. In any case, I like the function of the room, the background is just beautiful, and the tileset mix with a gorgeous palette makes this room one of my favorites for this rotw. Not much negative I can say here. The grass under the pipe looks rather odd, the greens in the palette which the enemy nest uses feel too close together, which makes those few tiles look a little bleh, and I'm not a huge fan of the palette on the pale coloured underwater tiles. Really good room this week. And you'd have my vote if it weren't for Webbers room. 4/5[/spoiler]
Webber
[spoiler]Holy fuck. that background, that palette, that ground tiling, wow. I mean, your room is not without flaws, such as the poor tiling in certain places, especially with regards to grass, but the room as a whole is just outstanding. I think your room speaks for itself, so no need explaining the awesomeness. Great job man. 4.5/5[/spoiler]
Crys
[spoiler]Hm, well, the room isn't bad exactly. But to echo other people a little here, the room feels like a one time thing. Like the power bomb room at the top right of the landing site. The tiling is okay, not bad, not too special. Looks like a good item room, but quite plain as it's a simple item room. The palette is my main concern though. With the foreground tiles, if you like the palette, then it's fine. I'm not much of a fan of it, but it's not bad anyway. The background on the other hand, just doesn't fit. The palette just isn't right. It's good though that you got rid of the squares. But the palette doesn't work in the background IMO. 2/5[/spoiler]
Squishy
[spoiler]to start, I will say that this room is great. The palette, the background, the plantlife, everything comes together really well. I don't like the chozo statues holding the elevator, but it doesn't look bad. Just personal preference. The background is very interesting. Much better than your old one. The room feels a little plain, and open in spots, but it's still awesome. 3/5[/spoiler]
Irundas
[spoiler]I don't really have anything good to say about your room. it's just a retiled version of the landing site. The background is pretty much non existent, and I'd say this is a step backwards for you. 1/5[/spoiler]
JamieWebb
[spoiler]Well, it's easily one of the better landing sites I've seen. So much layering, so much tileset mixing. It all looks great. The fusion doors don't really fit with criteria, but the rest of the room is extremely good. The palette is just awesome. The layering is amazing, you've got a lot of skill when it comes to design and layout. 4/5[/spoiler]
Shadow
[spoiler]Well. I made the room in about 10 minutes, and I didn't have a clear idea of where I was going with it. Don't worry though, the next rotw I use these gfx in, I will spend as long as it takes to make a really good room with them. Also, missed a filler tile that kinda sticks out depending on your screen brightness.1/5[/spoiler]

Wow, what a week. Lots of great rooms here. Good job metconst. :^_^:
Edit: wow. I missed a room. Sorry jamiewebb :cry:


Qactis

#387
Well I figure there MIGHT be some shit I've noticed in these here rooms that y'all may not have (</north carolinian>), so I'm writing a review anyways:

[spoiler=FarBeyondDrevan]>mfw Project gives you a palette to use and Shadow hates on it for being used before  ¯\_(ツ)_/¯. Anyways, I still like the final palette that you yourself made more than this one, minus a few colors, mainly the ones used on the ground below the mountains. In any case, it's a very basic run-through room that wouldn't get much attention in a hack, so it won't here either.[/spoiler]
[spoiler=Broject]I don't mind the palette at all. The Crateria rocks are generally -supposed- to be washed out, and even beyond that, all of the metal here is all run down so it's safe to assume some sort of chemical or air toxin is deteriorating stuff. That would explain the bleached out rocks. His BG shares palette with the FG, so it can't be darkened. FoF mentioned that the computer screen looks brand new, while everything else is ruined, which I hadn't noticed until he mentioned it. I still like the room.[/spoiler]
[spoiler=Shadox]Fuckin love this room. I like your doors, probably my favorite custom doors I've seen so far, and the custom PLM gfx are sexy. The BG looks sweet (I always liked the idea of a watery cave), and the FG blends nicely. You get my vote.[/spoiler]
[spoiler=Webz]I'm not a fan of reversing the wall tiles to give them the ability to blend with the bomb-tiles. I also don't like how flat the grass looks that is growing on everything. Lastly, the very middle 16x16 square block of the left-side vertical CRE pipe section is in front of some very iffy tiling in my opinion. I do like the palette, and I would love to run through this room in a hack. Personally, it's the very small aesthetic choices that make this room shine to me. I really love how the bg green crateria rock hits the water and makes the water darker in those spots, that's fucking genius. I love the coral-colored coral, and I can't figure out why no one else has used coral as a color for coral until now. Coral coral coral coral, coral. I also really like how the palette usage does -not- make the vanilla door palette stick out like a sore thumb, as it does often in other people's rooms.[/spoiler]
[spoiler=GK]I like the green color on those rocks, I think it would be totally sweet to see a rainbow version, where red and blue were also used on the same rocks. Just my rant. It looks like a simple item room I would see in Fusion, so kinda like Drevan's submission, I don't find it to be the most interesting room in the world.[/spoiler]
[spoiler=skwizz]I honestly don't care for the pink brinstar FG palette you've used. I think it just looks bleh, it's dark, and it's very pale. To me, this makes this section of Brinstar- which always had an extremely lively atmosphere in vanilla- a dead feeling. It's a huge turn-off and it cost you my vote. At the same time, your BG is freaking awesome. I REALLY REALLY love the way the BG looks between the two columns on the bottom right of the room. Never seen brinstar bg looking like that, it's sweet.[/spoiler]
[spoiler=uRundas]As I've already told you, the FG filler gray is way too bright, it looks over exposed. You also have the same problem as Shadow, you lack a BG.[/spoiler]
[spoiler=Jayme]This room is definitely sexy. I think the CRE pipes are a bit overboard, but I can't argue with the amazing Crateria-Norfair rock tiling, and the snazzy palette that makes the moss a bright blue. Fantastic room.[/spoiler]
[spoiler=Wavery]You say you made it in 10 minutes, I say it shows. This room is riddled with tiling errors, so here's my list:

  • The bottom-left section of the far-left stone column. Looks horrible.
  • In the bottom-left of the room, where all of the stone blocks are, there is a deadspace between the blocks and the bottom-left rock formation, and it looks funky.
  • To the right of the left door, this one's obvious.
  • In the filler below the walkway coming out of the top-right door. Also extremely obvious.
  • On the bottom-middle rock formation, it's extremely obvious that there is a difference in palette between your rocks and the stone, and the rocks do not blend together in the middle. It's something that would bother me enough to not even use this tiling design.
  • The third BG column near the top-right door seems to disappear once it hits the rock slope there. It looks bad.
  • The norfair stalactites seen hanging in this room appear to be too bright around the edges, and just don't mesh well with the maridian rock you chose.

The Crateria filler and the maridian rocks do not blend at all. Like seriously, not even the darkest color on the maridia rocks blends with the filler at. all. You need a transition tile.

It really doesn't make sense to me why the background is basically non-existant here. It looks fine near the doorways, but in the bulk of the room (where players would be spending their time), the only BG in sight is the rock windows, and they don't show anything, just blackness looking into further blackness.

Frankly, this room blows. I cannot see why you have gotten so many votes, especially knowing that you are capable of making some great rooms. I would lower the rating you gave yourself of 1/5 to 0/5[/spoiler]

squishy_ichigo

In my defense Qactis, this area is SUPPOSED to feel dark, its a dark cavern. Perhaps an in game screenshot does it more justice, since it is using a fx1 effect.
[spoiler][/spoiler]

As for my opinions...

[spoiler=drevan]I saw this room go from ohmygodmyeyes to meh to a room that looks good. Congrats on that, and I hope you learned something during that experience. It possesses all the good qualities a room should have, minus perhaps a tad more variety, maybe some plant life? [/spoiler]
[spoiler=proyect]This room is amazing looking, and the room I voted for this week. The way that the tuuuubes, the WS support beams, and the save station tiles mesh is great. The palette is excellent minus perhaps the stalagmites. I wonder perhaps if this room utilized scrolling plms, that would make me happy.[/spoiler]
[spoiler=K]This room won second for me. Amazing palette and tiling. I wonder if that is a powerup or some sort of light? It seems out of place. [/spoiler]
[spoiler=webber]The palette is a bit to bright for me, (I do love me some dark palettes <3), but the structure of the room is very nice.  I particularly enjoy the layering and the cre grass, very nice. [/spoiler]
[spoiler=GK]A very simple room, I wish there was more for me to say about it, as I have to enjoyed your unique style in the past.  Nothing pops out bad or good, just a simple easy room, that you'll likely only visit once. I assume there is some enemies strewn about, and perhaps even a fx1 effect. :awesome:?[/spoiler]
[spoiler=skwigo]This room definitely looks better with a proper bg, and seems to be what people enjoy most about it. I have considered the criticism about the elevator, as proyect pointed out his feelings on it in the past, but it is something I rather like the look of. I hope to have some good rooms with this tileset moving forward. [/spoiler]
[spoiler=rundas]I feel the grey in the foreground is far to bright.  Otherwise great room. Others have complained about the bg, but I rather enjoy the simple look of it, coupled with its dark palette. A lot of empty space, but sometimes that simply can not be avoided. Best I've seen from you yet.[/spoiler]
[spoiler=jamieweb]I LOVE how you blended the green into brownish palette for the main foreground, magnificent!  The Norfair stalagmites add an interesting twist on the Crateria tileset that I rather enjoy. I also enjoy the cre you are using, but I don't much care for the brightly saturated blue tiles. This is redeemable if they are being used for something like Phazon or the like, but otherwise they just seem out of place in an otherwise wonderful room. Also, sky palette <3.[/spoiler]
[spoiler=avery]I enjoy the feel for this room, but a few things seem a tad off about it. The foreground filler tiles could use some variety, or a fade to black; and where they join in with the other foreground tiles looks all wrong. I also find the unusually square bg tiling to be bad. Otherwise, I enjoy the shrubbery, and ruins quite a bit. The palette is marvelous as well.[/spoiler]

A_red_monk_called_Key

no body posting? ...unleash the flood of joke rooms maybe.

Metaquarius

Where the fuck is Blarget2 ? We need moar doors !  :lol:

ProjectXVIII

[spoiler][/spoiler]

YOU MOTHERFUCKERS BETTER NOT MAKE ME SUBMIT TO AN EMPTY WEEK.  :FURY:

passarbye

nobody made you do anything.
you could have waited for a better week if it means that much to you.
0/10

ProjectXVIII

Your mad does not look like a room, why are you posting mad and not rooms?

passarbye

because i have school work to do during the week, and do not have time to make a room worth a shit.
(not that i care to submit one anyway)

btw, i'd use some variation in those tiles if i were you, it looks like i would be playing tetris.
if i were playing. :/

Charmander106

Another room for ya, though nothing really special...
[spoiler][/spoiler]

iRundas

Not even finished. But heres 75% of it.
[spoiler]

Uploaded with ImageShack.us[/spoiler]

A_red_monk_called_Key

not finished also, heres the start of my demos room. i'm trying to make each demo look like a different area.
[spoiler][/spoiler]

MetroidMst

[spoiler=Posting After Deadline. TOTALLY GANGSTA. Also, totes realz.][/spoiler]

Quietus

Webber for me.  Love dem colours. :^_^: