Oh for god's sake: it's a temple entrace, so what's with the complaints for it being cramped? Actually, this is a fairly old shot, so honestly, I really could care less for it. I figured it may bring up at least something with a small chance of winning. And considering the shots from week, I had no chance of winning. Oh well, good to see that I at least got one vote!
blaman - O_o... great shot there, but... like revfan9's shot (and mine), it's a bit empty. The detail is great, but there just doesn't seem to be quite enough going on for me to say it's the greatest. Small bit of gameplay (+points), though it still only gets third place from me due to the bit of emptiness inside of tiles of great detail.
mudvayne - Beautiful shot there... but it has a few color contrast problems - mainly Link and a few other things. It also looks a little... cramped, with the massive amount of detail. Maybe it's just the amount of detail per tile. Second place (almost got first, but then my mind went to the mode of "gameplay")
revfan9 - Only problem with that shot - looks pretty darn empty. As in like... too empty. Otherwise, great stuff.
rocksfan13 - The standard shot of the week: Not overly good but decent enough for most people. I can't really suggest anything to make the shot better, given the tileset's limitations. Good work, but the subscreen really does seem a little too cramped.
Fire Wizzrobe - A little too much contrast being the fireballs/back area and the floors. It's also a little overly symmetrical, but given what that probably is, it should be fine.
Lotus Eater - Freaking custom graphics... anyways, I see absolutely only one little problem with that shot - the bright grass on the right just doesn't fit that well with the rest of the colors. It looks fine with the other tiles, but it's just that it's too bright. Ooh... a little bit of a battle (+points). Yeah, first place for me, as it has a little more going on than most of the others.
Sharon Daniel - Ooh... you've got some nice tiles and graphics going there... but the sprites of Link and the guards don't really fit in. Also, I know it may be daytime, but the fire should still shine just a little bit of light upon the walls. The shadows of the walls aren't noticable either, unless you really look for it. And last, the railings at the entrance part that are next to the walls - there's a bit of edginess at the top part that just sticks out like crazy.
Good competition this week... between about 3 of you. If things keep going like this though, blaman will just plain undoubtedly win with no one to stop him.
QUOTE(Nathaniel)
This screen does make me interested in knowing what the rest of the level looks like, which is also a big plus. Nice job on bringing down the light indicating a hole in the ceiling.
The demo for that level is in my sig, actually, though it seems no one has bothered touching it. Oh well. Also, that's not a hole in the ceiling - it's a save point. If it were a hole in the ceiling, then the light would end going downwards and not upwards, don't you think?