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Room of the Week 2012 - Archives

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

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Daltone

Holy poop,

Great to see people kicking ass, Cmon' darksamus, your room is lacking layer 2 stuffz.
who the funk is charmander? i like him.

Really good stuff from the web, surprise!

Drevanzero is looking good but needs more slopage in his background, looks kinda strange, love the smashed panels.

ultimately chose charmander cuz... well just cuz

passarbye

short reviews, don't have much time

darksamus: [spoiler]room looks about half finished if you ask me, but to each his own i suppose. :/[/spoiler]
JamieWebb16:[spoiler] i'm frothing at the mouth just looking at this room, and ultimately you get my vote.[/spoiler]
DZ: [spoiler]good room, but needs something. i can't really put my finger on it.  :suspect:[/spoiler]
Charmander106: [spoiler]very good room, and was near a tie with Jamie's room. [/spoiler]

keep up the good work guys, looking forward to seeing good rooms!  :cheers:

X-tradyte

Quote from: Daltone on August 27, 2012, 11:37:53 PM
Holy poop,

Great to see people kicking ass, Cmon' darksamus, your room is lacking layer 2 stuffz.
who the funk is charmander? i like him.

Really good stuff from the web, surprise!

Drevanzero is looking good but needs more slopage in his background, looks kinda strange, love the smashed panels.

ultimately chose charmander cuz... well just cuz

Charmander is Joey Webb/Webber1900. Also I'll try to get an amazing room in next week just for you, Daltone. ;D

Quietus

I liked the vivid colours in Drevan Zero's room, but was really only deciding between JamieWebb16 and Charmander106.  They were both very similar, and seemed very lifeless.  I went for Charmander106, just because their seemed slightly more variety in the tiles.

A_red_monk_called_Key

DS - too bright and plain, doors could use a 6th color

JW16 - masterful work, great job. just minor BG blend issue

DZ - kind of dry. seems like there should be more

Ch106 - nice room. the black out filler mixed with set 01 filler doesn't work well.


Keeping up with RotW every week is hard, but RotW has been kicking some serious ass lately. all it needs is some more reviews.(even lazy ones are good.)

Zero One

[spoiler=DarkSamus]A nice sky, but those ZM doors really need to be desaturated; they don't fit at all. The turquoise colour between the rocks in the filler tiles look really out of place. I'd recommend a dark brown, or even black. And finally, you really need to put something above the doors at the top. They don't look right with nothing there.[/spoiler]
[spoiler=JamieWebb]For me, a completely flawless room. I can't find a single thing wrong with it, barring a missing tile, and you get my vote.[/spoiler]
[spoiler=DrevanZero]A very clever room. The idea that the player is going deeper is presented well by the sky becoming mountains becoming water. You've also done well at eliminating the grid with your filler tiles. However, those purple Crateria tiles really need to be heavily desaturated and the moss doesn't look like it belongs there. Desaturating the purple should fix that. Also, a missing mossy tile.[/spoiler]
[spoiler=Charmander106]Another flawless room. You only lost out on my vote because Jamie's had more stuff going on in the background.[/spoiler]

Quote58

Okay, well I'm too tired to make this review look pretty, sorry about that.

Person 1: The room is bland and boring. The sky background, well I don't even need to say anything cause Qactis said it well enough. The doors look incredibly out of place, and just bad. The tiling in general isn't too bad, but nothing special either.

Person 2: Great room, amazing layering in the background, just gorgeous. The lights should have an effect on the ground however, or at least the places away from lights should be darker. Some of the plants don't blend into the grass properly, but I know you've got that covered so it's not a big deal. The foreground layering is great, the doors, although far too bright which clashes, look awesome, and those custom tiles to criteria as well as the tileset mixing from other tilesets is just amazing.

Person 3: interesting concept, not the best execution, which is too often the way it goes. Alright, well the idea is solid, the idea of holes showing the sky outside is cool, and having it change from sky to water to ground is good. Unfortunately the holes need work. As well, the layering feels inconsistent and needs improvement. The custom WS tiles are a good start, especially the corner tile, that looks great. The tiling in general is mediocre. But in comparison to past rooms and versions of this room, it shows a lot of improvement, which is great. Keep it up.

Person 4: layering as always is awesome. Tileset mixing is great, except for the filler, it should fade to black, not just go from criteria filler to black. It feels cut off and rather odd. I don't have much bad to say about the tiling in general, the pipes look great, the platforms, the layering, it's all good.

Vote: JamieWebb

personitis

Time to critique! :D

DarkSamus: Palette isn't too bad. Red, green, blue works well together but in this case I would've found a better shade of red for the foremost rock tiles and maybe made the green a teeny bit more vibrant. The flow of the room seems to work well being a 4-way room but it still seems a bit empty. I feel the reason for that is a lack of detail. I don't think it'd need all that much though. Ok room here.

JamieWebb16: Woooo boy. Tile variation, layout, and palette are good here. The layout literally makes the room. Dark colors, the multiple use of different tilesets, and those greens make the room feel sooo atmospheric. Oh, and detail. Detail, detail, detail. :cool: Honestly, I can't say I can spot something that deters me from this room. Well done.

DrevanZero: Vertical rooms are pretty straight forward in the sense that their goal is usually to go up or down. The platforms you got here aren't disruptive to that flow at all. The palette is decent as well. The light blue and grey you've chosen adds a nice touch to the darker purple. The background is nice also though I hope that by the time you get to the bottom most hole in the background the room is filled with water. :heheh: Only two things turn me off from this room and those are the two tiling errors I notice; the grass below the chozo and the in-wall corner piece a little ways above the door. Good room though. We all make mistakes.

Charmander106: Who dafuq is dis noob? Nah, j/k. Room flow here is nice and straightforward. You're either going to point A or you going to point B/C/D. I'm sure (much like Jamie's room) that the tile data in this room was absolutely raped due to the amounts of detail put into this. I get this dark ominous feel due to the palette having next to no bright colors. My only gripe, and this is nitpicking, is in the top right a few of the floor tiles seem to clash when they come together. That aside, wonderful room.

Final choice: JamieWebb16. I really, really enjoy this room. Detail, variation, colors, the whole shebang. Everyone did pretty good this week.

DCTheMachine

Well here's a new room for everyone.  I posted it with layer 2 because it looked drab without it,  but since the room has vertical scrolling the layer 2 doesn't make it all the way to the bottom of the room in this screenshot :(  In game it all matches up like a dream :)  Hope you all like it.


Katelyn

Shame we can't see it because it's zoomed so far out.

Malpercio

#510
[spoiler=So I had some free time today.][/spoiler]

ProjectXVIII


Malpercio

Thoughts:
DCTheMachine: Nice chaos you've got there. Can't quite tell what's room and what's scenery (porn)
ProjectXVIII: I could have said it then, but I didn't, but the more I look at your stairs, the more I think they would look better if they ended one block sooner so it looked like there was an actual landing to follow around and not like they ran right into the wall.
Myself: The tunnel near the top right, I should've kept trying to make that corner look good. Also, the mass of rock underneath that looks very boring and needs variation. Moreover, this room is both mandatory to traverse and requires walljumping, but that's not really a problem.

Overall: While I want to vote for myself, both morality and the impression that Project's room is just a little bit better require that I give him the vote.

Quietus

DC for me, though I would iterate the point about it looking like a prime contender for foreground / background confusion.

passarbye

DC:[spoiler] it would have helped had you included a gameplay video of the room, that way we could see the BG in action instead of wondering what we're looking at.[/spoiler]

Malpercio: [spoiler]looks like the room was thrown together in a hurry, nothing really special about it.[/spoiler]

Project:[spoiler] ultimately gets my vote, however i have to agree with Malpercio about the stairs. other than that, i like the variation and the tileset/palette combo is nice too.[/spoiler]

A_red_monk_called_Key

DC - lost in unknown

M - Ok, kind of plain

PX - Good stuff, were is the BG

Yuki

Quick Reviews:
DC: Very nice looking room, I will echo the others in that it is 7 kinds of confusing, but it looks interesting to play through. 7.5/10
Mal: Honestly, I don't have too much positive to say about your room. The basic design is solid, but other than that, you are using a vanilla palette, very standard tiling, and essentially no layering. I'm sure you can do much better, and I highly recommend experimenting with the palettes more, you might like what you end up with. 6/10
Project: Very nice room this week. Just about my only complaint is the near lack of any layer 2 detail, and maybe the vanilla palette, but it works well. Other than that, nice, varied tiling, and a very interesting concept with the stairs. You get my vote this week, and a 8.5/10

Yuki

Welp, my first Zero Mission room. Not much else to say about it.
[spoiler][/spoiler]

ProjectXVIII

[spoiler][/spoiler]

More WS. Just 'cause.

Qactis

And then when i post a WS room with handrails people will think I'm copying Project lolz. Not a half bad room though. I voted you last week, this week I'm digging Drevan's room

passarbye

just a little something I've been working on since yesterday.
[spoiler][/spoiler]

JamieWebb16

Late entry, but oh well:
[spoiler][/spoiler]

Quietus

I liked the simplicity of Project's room, but ultimately went with Jamie's this week.  I love some of the tiles, and others (the blue in particular) seem like an eye sore.  A mixed bag, but my choice nonetheless. :^_^:

X-tradyte

Guys, I personally think Drevan deserves this week, I mean, it's not often we see a ZM room. Webber's won his, but I believe his had different reasons. Still though...This is all hard.

But just because of my thoughts, and because It's not often we get those, Drevan gets my vote.

squishy_ichigo

I don't normally vote, and even more rarely give my thoughts, but this week gives me reason to.

[spoiler=Drevan Zero]Great palette, moderately interesting layering, but overall it feels a bit lacking.  Its missing something, and I can't quite my finger on it.  Perhaps its the one tile think vertical columns, I tend not to like those. Also, red square.[/spoiler]
[spoiler=ProjectXVIII]Magnificent palette work, and grand tiling, sans the handrails, not a fan.  Love what you did with the vegetation.  Not quite sure how I feel about the door tiles/palette however. Lack of a bg makes me sad.[/spoiler]
[spoiler=passerbye]Something about this room just feels off to me. Its likely the lack of interesting foreground filler, as the solid bright blue foreground filler just looks bad to me.  Given the overwhelming emptiness a portion of this room gives off, the top by comparison, feels too busy.  The mech area palette seems fine, but not the caverns.[/spoiler]
[spoiler=JamieWebb16]Ok. This is the room that made me decide to write up a review in the first place. The foreground filler is too repetitive, and could use some fade to darker tiles.  The grapple sections stick out way to much.  The blue 'ruins?' tiling could be better, as putting giant 3x3 sections of tiles right next to each other looks bad to me, whereas the sections where you use 2x2 and 1x1 tiling look significantly better.  The background suffers from the same lack of foreground fading I mentioned previously.  Not sure I like the bright red or brown foreground filler, though the grey fits in nicely.
However, the 'ruins?' tiles you use for foreground filler are amazing, and fit in very well. Their use in the background are also eye catching.  I feel this room has ALOT of potential, but its not quite were it should be to me.[/spoiler]
[spoiler=verdict]
I voted for project. Jamie's room, while interesting has too many flaws to me.[/spoiler]