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Room of the Week 2014 - Archives

Started by Quote58, April 19, 2012, 09:40:48 PM

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Alisa Orlova

#450
del

Jordan5

Quote from: Quietus on July 28, 2014, 11:17:48 AM
Vismund for me this week, simply because the palette is lubberly, especially against the blue background.

Is this from volta? because i'm using a very similar palette to Volta's for the summer contest :lol:

Daltone

Ill go with vismund, i like all the shading with the blocks and such. the cave bg parts where it just cuts off looks funny to me, good stuff and keep it up.

not much to say about quote's it looks like a temple type building so im guessing that what he was going for.

i like jefe's room but i think it needs more colors in the foreground and more time on the bg

my room isnt too special, the bg still scrolls so im happy with it. cant spend too much more time then i already have since its for the contest thingy.

Kte

I'm going with Daltone's because there is very much detail, even in the middle portion with the metal that reminds you that something used to live there.  Everything about the bottom portion is amazing, especially the background.  Quote58's had nice structure but was otherwise blah.  Jefe962's needed a bit more tlc in my opinion.  Vismund's was close to Daltone's, but I think there was too much variation and brightness in the color palette and the door in the middle and the upside-down Chozo statue sort of threw me off.  Just something wasn't right.  Daltone's room had good structure, was well thought out, had a nice color palette, and gave me that "Metroidy" feel that the others could not live up to.  I could definitely picture it in a game.  Great job!

-Kte

Vismund Cygnus

Quote from: Jordan5 on July 28, 2014, 04:46:08 PM
Is this from volta? because i'm using a very similar palette to Volta's for the summer contest :lol:
I believe I've mentioned this before, but originally the palette was directly taken from Volta, however I ended up doing my own from scratch because it wasn't Sunshine-y enough. I would still say it is inspired by Volta and FP's sexy paletting skills. I guess blue sky backgrounds will forever be associated with Volta, like how everyone associates Ceres with Eris.  :lol:

Quote from: Alisa Orlova on July 28, 2014, 12:57:52 PM
Can we see this room in game?
This room is in Sunshine, so you'll see it when it's done!  :grin:

Alisa Orlova

#455
del

Daltone

Quote from: Alisa Orlova on July 29, 2014, 09:52:29 AM
   
All rooms bad. Draw. Can we start new week right now?  :lol: :lol: :lol:
Care to expand on that thought? You contribute nothing to this when you just say 'all rooms bad'

Quietus

It's a running theme.  We recently had a discussion where a few members suggested changing the RotW competition, and since then there've been lots of posts like that, a fair few of them from Alisa.  It could just be things getting lost in translation, but it doesn't read like that. :neutral:

Alisa Orlova

Well... nothing to say. This little yellow things calls "smiles". They mean that it was a joke (you can "google" it).

MetroidMst

Quote from: Daltone on July 29, 2014, 10:26:41 AM
You contribute nothing to this when you just say 'all rooms bad'
SPEAKING OF CONTRIBUTING NOTHING, YOUR ROOM IS LIKE PAYING FOR AN EXPENSIVE HOOKER AND NOT BEI- Please, we haven't even done the spoilers yet! PREPARE FOR THE HEAVIEST DOSE OF REALITY HACKING HAS EVER SEEN!

[spoiler=You delicious slutbags of terrible rooms will get your due!]
[spoiler=Jiffy]The BG in this room is like Donald Trumps' hair, fake and completely unappealing. In fact, if I were to want to comment on the averageness of awkward teenage hacking years in the rest of the room, I couldn't. Because I can't get past that hair. MAKE IT STOP! This isn't even a three-legged dog. This is a dog without any features that would identify as a dog. DO BETTER[/spoiler]
[spoiler=Quotavious]Canada is a decently sized place. So this room denotes obvious tensions in your life. WHY? BECAUSE YOU BUILT A SMALL CRAMPED ROOM TO SHOW YOUR DESIRE TO BE IN CLOSE CONTACT WITH A GIRL! Trying to hack in personal feelings is a pillarous thing. (HAHAHAHAAHHAHAHAHAH WORDPLAY! THAT RHYMES WITH FOREPLAY!) Also, while I am a huge proponent of brown, the room could stand to have at least some plants to give it life. (GET IT?)[/spoiler]
[spoiler=Viswomund]I would rather be spanking a rat than continuing on with this massive pile of disappointing rooms, but you mortals never learn. Of all the two things that could have caught my eye, the one that did does not fit at all. The floating platform in the upper right of the room is the only one that actually. . . Floats. AND THAT JUST SINKS MY BOAT! What a noob mistake. Please retake room building 101, as this wouldn't even pass in an American school![/spoiler]
[spoiler=Dalty]That weird cluster in the top-middle looks like someone took a bat to Oprah and made her build something in SMILE for the first time. This isn't chocolate cake, layering can be a bad thing when there is only the one thing IN THE ENTIRE ROOM AND IT LOOKS LIKE MY CAT JUST BARFED UP ROSIE O'DONNELLS' UNDERWEAR AFTER A TACO BELL STAKEOUT. +1 for spikes though.[/spoiler]
[/spoiler]
Now that my wrath has been wrought upon you meager hormone driven shrimp-sucking lumps of baloney, please, for everyone, do better next time. OR ELSE

Quietus

Quote from: Alisa Orlova on July 29, 2014, 11:13:12 AM
Well... nothing to say. This little yellow things calls "smiles". They mean that it was a joke (you can "google" it).
I understand what you are saying, but it gets less 'funny' when you do it repeatedly. :neutral:

Alisa Orlova

I don't know where you are all live, but in my town now (0:23) 02.08.2014! My greetings to Vismund!
Anyway, i made a room. :<_<:

[Spoiler=Description]Not too many new stuff this time, but it's still a progress i believe. I made this shape of the surface and this tile combo to create a volume effect. I guess Mr.Webber1900 was first who started use trick like this. Maybe not, but anyway it's nice idea. I still don't decide how to draw spikes in my tileset and i used the hot steam instead of this. Almost forget about grapple beam blocks. It's new, but yeah, i wrote about this problem in "Engine Works" theme. So, nothing to say about X-RAY porn. It's not important to this competition, but this room has some logic. You can check out the video to know how this room works. It's a previous version of room.
[/Spoiler]
[Spoiler=Video]http://www.youtube.com/watch?v=B73Bvx0CA-E[/Spoiler]
[Spoiler=Picture][/Spoiler]

Quietus

I like it.  One thing I would say is that you seem to use a lot of morph tunnels in your rooms.  While this isn't a strict no-no, it often does nothing but kill flow.  If it serves a purpose, it's fine, but if it's there just for the sake of it, it should be used sparingly.

Benki

Credits to iRundas for tile table.
[spoiler][/spoiler]


Jiffy

I won't win, but I guess I'm entering anyway. It looks like it's hard to navigate, but actually it's pretty easy.

[spoiler][/spoiler]



Quietus

Benki:
You could try and vary the lengths of the pillars in the background, and making them darker wouldn't hurt, as they wouldn't stand out so much.  As it is, they look a little odd, and they draw the eye.

Jefe:

  • Don't always feel the need to fill every area with something.  That room doesn't look like it'd lose much appeal if you removed quite a bit of both the foreground and background tiles.  Sometimes, a room with a beautiful palette can look just as good in-game when kept simple.
  • Try and randomise your filler tiles.  Having simple loops round your rooms is sometimes not noticed, but in rooms where tiles are relatively limited like that, it looks a lot less natural.
  • When you have doors with their backs to walls like at the bottom, it's not always necessary to use the full door appearance.  There's no harm in having the door cap straight against the rock, with the rockface itself as the door tiles. :^_^:

Vismund Cygnus

[spoiler=Alisa Orlova]The problem with not having enough colour variance is that I have no idea how I'd navigate this room. It just looks awkward as hell. Additionally, based on the room you posted the other week, I can't imagine this room in particular is going to stand out when it looks like the entire area is going to be built with rooms looking like this. This is not a bad room, it's just nothing particularly special.[/spoiler]
[spoiler=Benki]This room has some flaws, sure. The pillars in the background should be of varying lengths, just to spice it up a bit, and there seems to be something, I dunno, off? about the filler on the Crateria blocks. It almost looks like it's got holes in it, and that's probably because you've used the BG blocks as filler tiles now that I think about it.
On the flip side, the palette is pretty nice, and I'd never have picked Norfair and Crateria to fit together well. Your tiling and layering are nice, and there's just something else about this room that is eye-catching. I can't quite put my finer on it.[/spoiler]
[spoiler=Jefe962]Did you rip this room from Volta?
I kid, I kid. Much like how you are a kid.
Okay, serious time now.
this is an average room. It doesn't look like it would particularly stand out in any way, and the tiling is pretty standard Crateria tiling. The background copy-paste across the entire room is becoming a recurring theme with you, and that's bad. You really need to put more attention into the backgrounds as it will make your rooms look better. Additionally, it reflects badly on you as a hacker. The way I see it when you post rooms with no-effort backgrounds is "I can only be half-arsed with making these rooms". It is a shame, because your rooms aren't actually bad.
On another note, echoing what Quietus said earlier, you should try to vary the filler as opposed to just looping it around. Not to try and blow my own horn, but check the room that won last week to see what I mean by "variation". This is better than just having one solid colour, but there's always room for improvement.[/spoiler]

So it should be pretty obvious, but I voted for Benki. There's something pleasing about his room that gives it an edge above the others.

Quote58

Okay I just have one comment, and it's about jefe's room.
Does no one else have a problem with his lack of distinction between forground and middle ground tiles? There's no way to know which tiles will be solid in that room, since he has made no effect to show a distinction.
What I think that room should've done, was make all the ground in front of samus, be the darker blocks behind her, which would look far less cluttered and still show the connections between ground and ceiling.
Voted for Alisa because it's a solid room, and Benki's didn't feel very smooth with the filler tiles.

Vismund Cygnus

Quote from: Quote58 on August 04, 2014, 09:38:18 PM
Does no one else have a problem with his lack of distinction between forground and middle ground tiles? There's no way to know which tiles will be solid in that room, since he has made no effect to show a distinction.
What I think that room should've done, was make all the ground in front of samus, be the darker blocks behind her, which would look far less cluttered and still show the connections between ground and ceiling.
I find it interesting that you've said that about Jefe's room, yet without the context this could just as easily apply to Alisa's, who you voted for. Tell me, how would you get from that top door to the bottom door without, at some point, passing through what looks like, in any other part of the room, a solid tile. You can't.
That's not to say it isn't a valid point. I agree entirely. It's just funny I guess that it's your biggest concern with Jif's, yet it occurs in the exact room you voted for, albeit to a lesser extent.  :heheh:

Alisa Orlova

Not so pleasant i suppose, but it's only because i don't know english.

[spoiler=B]Norfair tiles is more varied than Crateria and I take it as an attempt to draw a picture with a pencil and oil brush at the same time. You don't use all the options of the Crateria and Norfair tiles, and I think it's a little mistake. No pipes, no blocks no "islands tile" and no... so on. The ceiling looks like a cow's udder with many nipples, and background looks like a Chinese finger traps. And yeah... "Layer 2 scrolling = 0" which means fu** the perspective, let's play the NES crap at SNES engine. In my opinion it's a cheat, just like spend all tile set to the one single 1x1 room. But, it's not important in this competition. [/spoiler]
[spoiler=J]When you posted your room, you said: "I won't win, but I guess I'm entering anyway." Well...the previous week was a great example! I don't want hurt anyone or protect or make a compliment to Vismund...but he should have to win much more convincingly. He made a nice huge room, but he is almost lose or draw against 1 by 2 room (actually 1.5 room, because the doors area was just a mirror copy).  I mean, no need to spend a lot of time making a large rooms who can't win. But, it is not my business how you spend your time. Unfortunately I have a biased attitude to the Crateria design, and nothing to say more.
p.s. You don't need to have a huge balls, to understand that victory is more important than participation. But... it's still not my business.  :heheh:[/spoiler]



Quote58

Quote from: Vismund Cygnus on August 04, 2014, 09:50:12 PM
Quote from: Quote58 on August 04, 2014, 09:38:18 PM
Does no one else have a problem with his lack of distinction between forground and middle ground tiles? There's no way to know which tiles will be solid in that room, since he has made no effect to show a distinction.
What I think that room should've done, was make all the ground in front of samus, be the darker blocks behind her, which would look far less cluttered and still show the connections between ground and ceiling.
I find it interesting that you've said that about Jefe's room, yet without the context this could just as easily apply to Alisa's, who you voted for. Tell me, how would you get from that top door to the bottom door without, at some point, passing through what looks like, in any other part of the room, a solid tile. You can't.
That's not to say it isn't a valid point. I agree entirely. It's just funny I guess that it's your biggest concern with Jif's, yet it occurs in the exact room you voted for, albeit to a lesser extent.  :heheh:

You have a good point sir, however I didn't even notice it when I looked at her room, showing that it's a problem when done so extensively like in jefe's room. In Alisa's room, it's done in a small way, which is fine imo. In fact the original game did that many times to hide secrets. However when the entire room is covered in that, it's no longer hiding secrets, but simply a product of poor level design.
Alisa's room funnels you down towards the location, as well at least on the right side you can see the layer is supposed to be above the layer you were standing on. While it wasn't executed as well as it should've been, I wouldn't see her doing that as a flaw, whereas jefe's is actually hindering to the player.

"to understand that victory is more important than participation."
What the fuck, are you kidding? This competition is to provide friendly feedback on rooms. Just because you don't think you're room is super amazing destroy everything else material, is not a reason not to submit. The competition is not cut throat, I mean there aren't even any prizes for winning!

Anyway, that's my 2 cents

Quietus

Benki for me.  It's a great room all round.  I wonder if it may be worth moving the statue down and to the right, since it's on the natural route at the moment, and unless it's something obvious that you don't want people to miss, it seems a bit easy, and gives no reason to ever go down in that alcove.

Retroo

jefe: that room is alright nothing special.
-
benki: i love your rooms becuse you get the feeling there is much work on them! i voted for you
-
alisa: you use that tile set to much i think that is not meaning the room is bad  its good but you done better