Posted 27 September 2011 - 09:43 PM
I don't want to attack the character of anyone specific. If it's funny to the 20+ people who vote for Rover's screen and use that as their criteria then so be it, but this is how I feel about this situation.
Perhaps I'm out of touch with this community, but I don't see how Rover's shot is funny in any way. Avant-garde? ... perhaps a cheap gimmick.
What I see is 4 solidly designed shots with some good concepts on display losing to what is seemingly a joke.
I've seen "avant-garde" screens in the past, but what they brought was a new experience, new possibilities and were influential in future screen design.
If Rover's screen is the way of the future, perhaps I ought to submit a screen next week consisting of purely dirt tiles... or Zelda sprites... or maybe a mixture of sprites, I'll add my own twist to it -- if it isn't the way of the future, perhaps SotW really is just mostly a popularity contest now. Maybe it has always been, though, and I have just overlooked the fact.
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My critiques:
Rover: One repeated tile does not a well designed screen make. I'm sure you knew that, and it is pretty gutsy to submit something like this. But my criteria on voting is based on functionality as a screen as well as general aesthetics. I see none of either. Unless Link's well muscled heroicness is something of general aesthetics, then I suppose this is the best screen ever crafted.
Jared: Now, it's a well designed screen, and I like the fact that the real MC trees are in it. The tones are nice and earthy, but perhaps a spot of color such as red flowers here and there will improve design. Enemies also tend to make screens, at least for me, much more compelling; if I am taking the screen out of context and this isn't an area where enemies make sense, then disregard. I like to also see points of interests in screen shots rather than a random shot in the overworld that looks pretty. Overall, it's good, keep up the good work.
Lightwulf: The action going on in this screen is a plus. The effort to make it look beat up and battered by adding webs and dark spots is good. The custom chest of drawers is decent, but I'd take a look at the cabinet graphics from LttP and SD3 to take a styling reference. A change in palette to something with dark red overtones may give you that burned up appearance you're looking for. Also, perfectly rectangular rooms with little to no wall decorations tend to be a bit boring. Do not forget wall decorations, they will greatly enhance your screen.
Twilight_Knight: -vote here- The design is solid and I like the good effort put in to implement those Pokemon mountains. Perhaps the fence tiles don't match the style too well, or at least they don't seem to in this case. The specks of grey and gold give some nice coloring to the shot. I don't really know what those "things" are that look like enemies, there's one blocking Nargad's way. Perhaps in action it would be more clear. Either way, it's good, and the efforts to make a more unique style are what gained my vote. Also, refer to some of the critiques I gave to Jared, as many apply here too.
linktopower: I was torn between this and TK's shot. This shot is really interesting, something I haven't really seen before. In design, perhaps the only thing I can say is that you have a huge blank wall encompassing most of the screen, if you were to capitalize on that space with some detail, something cool... even if it were just two columns from floor to ceiling and a big window between maybe, the shot would have gained my vote.