Isdrakthul:Nice job.

The tiles are all used properly, and stuff is happening on the screen. I had to look a moment before I figured out what those arches were. Nice way to get the player to pay attention to the screen.
I do think you have gone a bit overboard with the screen divisions. By my count, this screen is divided into 6 sections the player can potentially occupy, with ten different ways to enter or exit the screen. I tend to avoid having that many, because time spent warping is time spent waiting. Also, excessive screen warps tend to confound the player who wants to know what the edge of the next area looks like.
Ornlu:Hmmm. Another town screen. Well, in this case you didn't overpopulate the screen with Oracle NPCs, and you used a wider variety of tiles than most would, but it's still just a few common elements thrown together: a road, a bunch of trees, a house, and some people. You had a few triumphs that made me think better of this screen, but not enough to fully get my vote.
Rover:Well, this doesn't LOOK bad, but you encountered a couple of pitfalls here:
1. The entire screen is made of small objects (single-combo and 2x2 combos). Interlocking combos are pleasing to the eye, but you don't have any.
2. It's cramped. Fighting armos statues in such small quarters ought to be a pain. In particular, I HATE being crowded against the edge of the screen while fighting, because it's easy to accidentally activate the side warp, which in this case would reset all the armos statues.
All in all, I think it's better to scatter armos statues among a screen with other enemies, and give a little more space to move. Fighting armos statues is not terribly interesting on its own in ZC.
Furion:At first I was going to vote for this one, as it depicts a nice Metroid scene that all comes together pretty well. However, first I noticed the lack of a subscreen. Then I noticed the lack of enemies, sprites other than Samus, and anything that even hints at how this quest is played.
In the end I decided that it looked far too much like a showcase of ripped tiles and not enough like an actual screenshot.
So... not the most incredible turnout ever, but I voted for Isdrakthul for a job well done. Be careful with your screen divisions, and you'll do well with that tileset.
QUOTE(Ornlu @ Mar 7 2011, 04:06 PM)

Isdrakthul, it's a good start to using that set. You look well on your way so I'll just give you a few pointers:
- The cliffs are meant for CSet 4, so that they're bluish-grey.
- Same with the rock paths.
- Add some trees, man!
I can't necessarily say I agree with this advice.
First of all, I think the cliffs look just fine in brown. They were originally drawn in bluish-grey, but brown rock is just as easy to swallow as grey rock. The same goes for the rock paths.
Perhaps trees might help, but it depends on the area. There have been times when I was really tempted to use a particular screen element, but it didn't fit my concept for the area.