The competition looks very nice this time around.

Also, thanks for all the kind words.
HollowKnight: Less clutter, you dolt.
Pabru: I really like those custom tiles. They are very impressive and do well with keeping a perspective as far as I can see. Although it still looks very nice, I find the deep or dark water confusing. Why is it just in that corner? It might be worth experimenting with using those tiles in a different way. An example would be using it for large bodies of water, which would explain the turbulence. You could also have the center of the lake be darker to show the increased depth. Or, if you use them as reflections like Cukeman thought, they could look very nice. You would just need to make it mirror the mountain more. All of this is up to you, overall nice screen and tiles. Just figure out a good use for the other water tiles.
Cukeman: While I like the tiles here a great deal, the way you used them makes the screen feel chaotic. In most houses, floor boards only go one direction. This would be the case even if the house was wrecked or disheveled, because there is no reason to put in floorboards that go against the flow of the room. It looks very peculiar and sort of damages the beauty of the design and tiles. I also have to complain about the board-to-tile transitions. While I understand the whole wrecked feel, but having squares of dirt in such an advanced tile set looks incredibly awkward. I suggest creating some board tiles that have broken edges and a transparent background, that way you can layer them over dirt to create the image that it is a hole in the floor instead of a confusing use of tiles. Also, making a tile that has the pothole tile on boards instead of dirt would make those parts look much nicer. Overall, the design is nice, but the use of tiles makes the screen feel chaotic and confusing.
Also, open corner.
Jared: The screen looks pretty nice, but there is no theme to the ground or detail and that makes it very confusing. I would suggest only using two ground types per screen. You can make it work in one area, but in this tileset it is difficult and having all three on one screen looks chaotic and pretty cluttered. I suggest removing one of the statues, the rectangular rocks, and the bushes in the middle of the screen. The statues currently have no particular pattern and seeing the exact same statue four times on a screen is a little excessive. Maybe two in line with each other, and one or two in front of the temple. You could even have the statues floating on tiny platforms in the poison lake. The rectangular rocks add a cramped feel to that part of the screen and look I think bushes look best when in clusters together, and usually along side solid objects. Having stray bushes in the middle of the screen just adds to the clutter. Another thing that might look good is replacing the huge flower in the corner with another tree, that kind of tile would look better in the poison lake. One last thing to change would be the fact that those tiles that have rain hitting the ground are supposed to be using on all water tiles and no where else I believe. Right now it looks like the rain is actually very sparse, which contrasts with the overheard tiles show a good amount of rain. On the other hand, the ground detail is done pretty well and in the end it is a nice looking screen, just with some things to work on.
I really like the way things turned out here, looks good.
Edit: @Nathaniel: Yea, unfortunately the screen turned out a little cluttered. It was my first time using Lost Isle tiles, so a lot of unnecessary tiles got added out of excitement

Unfortunately, it was just a screen, not a quest. I originally had enemies in it too, but they wouldn't cooperate. One was always phasing through trees and the others were underground whenever the wizzrobe came by. Next time I'll make sure to put more effort into making it a complete screen, subscreen, Link, enemies and all.
Edited by HollowKnight, 01 August 2011 - 11:16 AM.