News:

Don't forget to visit the main site! There's lots of helpful docs, patches, and more!

Main Menu

Room of the Week 2014 - Archives

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

Previous topic - Next topic

Quietus

I voted for Tobi, because I didn't want to type out the other name. :heheh:

No, on a serious note, I went with Jefe.  I liked the colours in Tobi's room, but the room itself is very samey.  Jefe's didn't have anything special going on (there's not much wrong with it either), but it wins by default.

MetroidMst

ALRIGHT YOU MEAGER SNOTSUCKERS. IT IS TIME TO LAY DOWN THE LAW AND GO BANANAS ON YOUR PUNY EFFORTS!

[spoiler][spoiler=Jiffers]ALRIGHT MISTER COMPLAINS A LOT AND CAN'T READ ANYTHING! BOY HAVE I GOT SOME WOOD TO LAY ON YOU. You did the one thing I mentioned in IRC, and it looks better. BUT YOU LEFT IN THE WORST PART OF THE ROOM. What is it? IT IS SO TIGHT YOU'D GET THROWN IN JAIL FOR LOOKING AT IT FUNNY! Point being you have a ton of spots where the player will get stuck in a crouching animation, have to Morph, roll out, and you have that a lot. Nothing really wrong with that. . . But for flow of a player going through a room, and potentially getting "stuck" all over the place would ruin it. It makes the room look nice, but looks over function is never a desirable option. Again, I hold my stance that gameplay > graphics. I don't care if the room is bland so much as I care the hack is fun. NOW GET BACK IN LINE AND AWAIT YOUR WHIPPING[/spoiler]
[spoiler=TobiMacintosh]You thought you would get away with it once you saw how awful Jiffy was, and you might yet. THE ONE THING THIS NEEDS BESIDES BEING LESS LAZY AND ACTUALLY REPOINTING TO ADD A BASIC BG IN IS A WHOLE LOT OF GLOWS. IF THERE ARE NO GLOWS, I WILL TURN FLACCID FASTER THAN A HOTDOG GETS EATEN IN AMERICA. Also items, because if you don't have items in a room, it is a wasted room. KING OF LIKE YOUR FRIDGE, ONLY THE ROOM ISN'T FILLED WITH DELICIOUS GOODNESS AND BEER.[/spoiler][/spoiler]

So another round of simpletons take a beating a sasquatch couldn't live through. BUT WILL THEY SHOW UP AGAIN NEXT WEEK? AM I CURSED TO LIVE WITH BELOW AVERAGE NEMISSES FOR ETERNITY?

Quote58

"I guess I'm back to full time RotW host. No matter. Let the voting commence."
Only for a bit snarfy. I left vismund in charge of it for a while since I was starting university, but he seems to be very inconsistent what with that whole other side of the world thing. So it's just for a bit, but I would appreciate it if you could handle it until my life isn't so busy, thanks!

And for the last time people, squishy started rotw, but he hasn't updated it in a very long time, so the people jefe is bugging with his impatience, are Me, Snarf, and Vismund.

With regard to the actual rooms though:
Jefe - Pretty okay room aside from the background being flat and repetitive (which isn't necessarily bad, but it is in this case), and the door bubbles looking weird and disconnected.
Tobi - Holy fucking fuck that is an amazing start to a impact crater tileset. The palette is just right, and those platforms are god damn beautiful. However, the room is not tiled terribly well, it's boring, there are too many straight edges (maybe add another angle of slope), and the lighter tiles being the behind samus ones don't really make sense. I think a much darker palette would've worked well for them.

So, since Jefe has submitted extremely similar rooms a lot lately, and this one is even more bland, my vote goes to Tobi as I see a lot of potential in his room.
Jefe, when I was first using my Lush tileset, I made quite a few rotws with it, and eventually it just got boring. Not because the tileset was bad (it still won lots), but eventually it stops being impressive, and people want to see what else you can make. I suggest you start putting some rooms up with other tilesets (like the firey one you were showing off).

TobiMikami

To satisfy MST's desire for glow (Ignore the tile errors as they are bugs being worked out in a tileset just made today)
[spoiler=Magic Mushrooms]http://www.youtube.com/watch?v=3ALnWYyRIDc[/spoiler]
Quote: Thanks man, like I think I said before somewhere it's a really basic as hell scheme, the background was the original palette I slapped over Crateria Tiles just to map the area, the foreground was more ripped from an actual screenshot of the Impact Crater, which looks a hell of a lot better. I did burn up like all my room space (And like I said in my original post that was already 3,800) the platforms IMO were the best part of the entire set, it is amazing how much Crateria is in the hack and yet how diverse it still looks.

Vismund Cygnus

Sorry for the lack of updating, I'm actually on holidays at the moment and I've had very little Internet access.
In other news I voted Tobi because I like the room better, plain and simple.

X-tradyte

Voted Jiffers, because Brinstar looks cool. Tobi's is a little too bland for me, but it's nice work.

TobiMikami

From an unbiased point of view, there really isn't anything wrong with Jefe's room, except it's a total laze, which doesn't really kill it, still good, not what you'd expect to enter in a competition expecting much better then what we got for a turnout, but whatever,  however, like Quote said, it's gone really stale seeing it every week for a few weeks. As far as my room goes, it wasn't really the greatest thing ever in all honesty, I spent a lot of time on it don't get me wrong, but it really did need a better room size to room space ratio. It also looks a hell of a lot better with a darker background (Thank you Quote, wonderful suggestion) The overworld looks a hell of a lot better even in my opinion but either way, I could justify the vote either side.

Grimlock

I went Tobi this time.  I like the layout of your surfaces, it has a very alien feel to it.  Although your platforms look artificially placed and don't match the natural layout of the room surface curvature.  Also there is no variation in the platforms, they look like they came off of the same assembly line,  unless nature decided to sub out rock formations to Chinese factories you should consider doing something different for the player to ascend the area on the right.

Jeff your work is decent also.  I'm not crazy about the vanilla/original tiles with the glass stone blocks in general.  A good small room to interconnect other areas/rooms.


2 acceptable pass through rooms this week.   Not bad just not wow. 

TobiMikami

Quote from: Grimlock on October 03, 2014, 10:32:32 PMunless nature decided to sub out rock formations to Chinese factories
I think I'm gonna go out on a limb and assume you haven't played Metroid Prime? xD

Grimlock

Quote from: TobiMikami on October 04, 2014, 09:46:47 AM
Quote from: Grimlock on October 03, 2014, 10:32:32 PMunless nature decided to sub out rock formations to Chinese factories
I think I'm gonna go out on a limb and assume you haven't played Metroid Prime? xD

Your assumption is correct, I haven't played Metroid prime.  As a matter of fact I haven't played any of the 3D versions of the game.  I've only played the various 2D Metroid's.  Are you mimicking the platforms from Prime?  If so then you'll have to just consider my opinion as a representation of a non-prime experienced view.  I'm just of the view that if an area is natural looking and you have something non-natural looking then you should have visuals that explain why it doesn't look natural.  "man made" platforms are obvious so not a whole lot is needed.  If the object/structure resembles the surrounding theme then it would be assumed to be natural like everything else, if it's repeated then it clashes with the natural look, just like red and green clash, or purple and yellow.  Also in general patterns or repeating objects take away from player immersion, it's a reminder that they are in a game and reduces connection to the environment.  Don't take it the wrong way I like your room, the way you constructed the perimeter is really cool in my opinion, I just wasn't digging the repetitive platform placement.

TobiMikami

Only reason I ask is because it would give that opinion if you hadn't played the game and seen the actual area, in which the platforms are all pretty much identical, of course the room lacks a few other features that I may hopefully incorporate eventually.

Jiffy


Grimlock

Wow, that looks GREAT Jefe!  Nice work!

TobiMikami

Excuse the black scrolls I couldn't crop out.
[spoiler=Tallon Canyon][/spoiler]

Retroo

I LOVE HACKING AGAIN
[spoiler][/spoiler]

Quietus

Tobi: I love your room, but you should try and randomise the filler tiles.  Using one loop around everything followed by another, and so on, starts to look unnatural.

Grimlock

Some nice looking rooms for next week.

personitis

Submitting to show off work and for constructive feedback. I've got a few comments myself, but I'll hold those for judging. :)
[spoiler]

[/spoiler]

Quietus

Person: Since you asked for more feedback:
The stringy vines look odd.  They look like they are all disconnected as they descend.  They also don't look right at the top, since they don't appear to be attached in any way.
The repetitive cracks in the blocks stand out a bit too much, and are more pronounced because of their repetition.
You could probably do with creating a custom tile to use above all of the stalactites, as they look stuck on.
You could also look at creating a custom tile to provide some humps or peaks for the sand areas, as they look a little odd all being flat.
The loose rocks / rubble are a nice touch.
I'd be tempted to brighten the pillars, so they blend better with the blocks you're using them with.
The one-tile-wide pillar in the third sandpit doesn't seem to serve a purpose, and I don't think you'd lose anything by just having a larger sandpit.
The background rock formations look good.

That'll do for now.  I hope it helps! :^_^:

personitis

Thank you. Good stuff to note. :^_^:

Vismund Cygnus

for me it was a close one between Tobi and Person, but ultimately I had to go with Person just for doing something different. Tobi's is a little too standarrd, even if it's really well done standard. Person on the other hand has gone out and done something really quirky and interesting with the tileset, and the result is really well-made and fairly polished.
retroknuckles, pretty standard Norfair stuff. The transition from the bricks to bubbles could be a little bit smoother but it's not too badly done.
Jiffy, you've done too much blending of tilesets and it's overkill. The Norfair and ZM/Fusion/whatever tiles go well together, but they stick out like a sore thumb against those Crateria Cave tiles. Conversly, the Crateria background goes fairly well with the foreground but the bricks and Norfair bg tiles being pinky-purple just look off. I'm making it sound worse than it is, but really there's just a lot to say about it. The room itself is pretty well done, aside from the aforementioned tileset quirks.

(this is also quite hard on a touchscreen and I regret everything)

Quietus

I liked the mixed up tiles in Jefe's room.  There isn't too much to say, and I got the impression that it's just a transition room.
In Retro's room, the only thing I can offer is that I hope there's a way out for any player falling in the pit.  The requirement for Grapple hints at there being some danger down there, yet there's no apparent exit for anybody falling, even if there isn't any danger.
I liked the new look created with existing tiles that Person managed, and I've already provided a heap of feedback. :^_^:
Tobi takes my vote with a very well built Crateria room.  My only gripe is the aforementioned loop shading.  After a second look, I'd add that it may be worth easing up with the greenery, as players may start to notice repetition since the number of different tiles is limited.

TobiMikami

Not too bad this week, still probably seen better, but I'd say turnout is at least an improvement compared to the last 3 weeks or so xD Jefe's room isn't bad, the color is nice, but like Vismund said, all the different tiles start to clash, and it looks kind of weird how busy it is in the background with absolute black behind all the floor/ceiling tiles, which is something Person's room does a much better job of as far as blending the gray in, I can tell why he wanted feedback about it as I can see it does look like a version one so to speak, but in my opinion I see quite a lot of potential there. Quietus' post pretty much gives off my opinion of my own room, still needs work, but still doesn't look too bad in my opinion. Retro's room as said before the bubbles could be better, and as for me personally it looks a little too much like the vanilla, not that the vanilla tiles are bad, but that giant Ridley is kind of obnoxious, or at least could be used in a sense that doesn't look so unoriginal, or well in this case, original to the vanilla game.

In all aspects, congrats ahead of time to whomever wins this week, we're getting better but still seen better

personitis

[spoiler=Jefe962]
Holy crap there are a lot of different tilesets blended here and I also feel there may be too many. I'm not a huge fan of the places where it seems the stalactites are hanging from bricks as well as the weird block of Norfair tiles inside the bricks to the left. The tiles also have a rather significant style clash, which is something I'm not a huge fan of. The palette works, but it seems like there's a lot of sudden heavy contrast due to the clash. Aside from how overly-busy I think the room looks, there's a few ideas I can build upon here with my own work, so thanks for that and good work still! :^_^:
[/spoiler]
[spoiler=retroknuckles]
What Vismund said: brick-to-bubble transition is really sudden and could do to be smoothed out more. Another gripe (which Mst will most likely rail you for) is how the "glow dot" on the 2x2 bubble tiles isn't consistent in areas. You could also do well to make a few more holes in the bubble similar to how you've done to the structure rising from the floor on the right. I'd also echo the thought of falling down and wondering how to get back up, but I'm sure there's a morph tunnel somewhere to help return to the right side of the room (assuming this room is going in a hack).
[/spoiler]
[spoiler=TobiMikami]
There's some fair layering here and it looks great except for the slightly open part in the middle of the room where all the paths collide, but I don't feel that's too heavy an issue. The tiling, even if it's pretty standard for Crateria now, was executed very well and the plant life certainly makes the cavern feel more alive. The main issue here is how repetitive the room gets as nothing really pops at any given point.
[/spoiler]
[spoiler=Personal notes]
First off thanks for the critique people. Yes, this is an early build of the tileset and is a project I plan to work on until I get it looking nice and fresh. Now here's a list of things that I noticed after having my first go with the set:

  • Filler tiles with Norfair are rather boring. I could probably benefit from having other rocky formations show up in there.
  • Pillars seem to abruptly enter the sand while bricks sink in smoothly...
  • Not sure if anyone noticed, but there's a small pillar hiding behind one of the vine sets in the middle of the room. I'm not sure how I feel about those tiles being in the tileset or how to even implement them quiet yet.
  • I'm still iffy about the palette on the foreground bricks and if I should use the Maridian ones (currently used) or the Crateria ones.
  • Everything Quietus said pre-topic update. Seriously, thanks a lot. Those are great ideas.
/overlycriticalabouthisownwork
I'm pretty happy with how it's turned out so far though! :grin:
[/spoiler]
Winner for my vote this week is...
[spoiler]![spoiler] :nod:[spoiler]...[spoiler] :>:[spoiler]. . .[spoiler] :<_<:[spoiler] :stern:[spoiler] :sleep:[spoiler]Almost...[spoiler] :portal:[spoiler]Tobi.
[/spoiler][/spoiler][/spoiler][/spoiler][/spoiler][/spoiler][/spoiler][/spoiler][/spoiler][/spoiler][/spoiler]

Quote58

"You've no idea how hard this is on a touchscreen."
Speaking as someone who has also updated it from a phone, I know how much that sucks haha

As for voting, I don't really see one that appeals to me this week unfortunately. There's plenty I could say about each but I'm not going to do write ups this week.