Ebola Zaire:You didn't include your screenshot as an official contestant? MADNESS!!!!...
Orin XD:Now THIS is a great example of DoR interior. All of the tiles are used correctly, and many of them are ones that people frequently misuse. And you even used the MC wooden house interior, with its unique palette! I like. I put a lot of effort into those walls and palette, so it's great to see someone using them.
Well, I guess there's one small thing I could criticize, but it's so small I'm not even sure it matters. You see, the light streaming through windows. The t-shaped cross beams on the window should be visible as a shadow in the sunbeam. There SHOULD be tiles for it somewhere in your version of DoR, though you'll need a translucency layer (I recommend layer 2).
But still: right off the bat, this is the one that got my vote.
Russ:Hey, it's rather simple, but not bad. Not bad at all. Unfortunately, it's mostly landscaping. There's nothing going on with this screen. At least add some enemies or something.
My one criticism for tile use is the grass that lops over the edge of the cliff. It goes a bit too far over the edge and creates some awkwardness with the appearance and the walk flags.
Ironfist:Not sure what this is all about. Is it a joke? Are you just using SOTW as the equivalent of carving your names into a tree? Ehhh. Not even worth further comment.
Pokemonmaster64:Decent for a Classic screen, but physically it's quite cramped. There's hardly anywhere to move, and that tree in the bottom right splits the screen in a way that would be frustrating to the player since it almost looks like it should be possible to walk around it. I'd remove the bushes in the lower left and place an additional unwalkable combo to the right of the smaller tree. A rock or a bush would do. Or perhaps something more interesting than that.
I'm guessing the cake in the map frame is just a joke, serving as filler until you get an actual map. I dunno, I just don't think it's amusing. Also it kinda falls flat since it's too small to read. Eh.
ZebraStallion:Hmmm. Well, here's the problem: you've got some really nice tiles and you're using them correctly, but there really isn't anything new going on here. We've seen all of this before. It's just moved around and remixed into a slightly different scenario. We need to see a bit more to be ensured that an interesting quest is being created here.
Also, two physical problems: first, those bushes on the left are a bit uncomfortably close to the edge of the screen (well, at least for my tastes). Secondly, the windmill entrance is definitely too close to the right edge of the screen. It'd be too easy to accidentally touch the side of the screen when you're trying to enter the windmill. Annoying.
Rem:Pretty decent Origins III screen, though it'd be nice if there was a little more action than just two Oktoroks and Link standing there doing nothing.
Also, I know Origins III has has apparently fiddled around with my mountains, but I don't think the square corner grass tops you used are intended to be placed at the top of the grey diagonal ledges, like you did at the bottom of the screen. There's probably a diagonal equivalent in the tileset that would work better for that.
Lynker:I usually discourage people from having ocean surf jut in quite so sharply. Ocean surf should hit up
against the beach, but when you angle it like that, it tends to look like it's flowing... well... "outward."
Other than that, it's a fairly decent, average New BS screen. It kinda reminds me that BS tileset overworld palettes are a little heavy on the grey, though. Hmm.
Just noticed: a bombable wall. I guess this cave has two entrances? Well, I guess that's fair play, if multiwarp and screen state carryover are used correctly... I think you'd need both of those features to make it work without bugs.
Anyway, like I said at the top, Orin XD got my vote. Thanks to everybody for entering.
I'm happy to see a good turnout.