Shane:
So Lavender Woods make you deaf?... Sounds a bit more than creepy.
This is a good standard screen. Looks like a ZQuest shot, though, and I wish you'd included something more than scenery. But as far as your forest goes, keep it up. Just try to make some interesting stuff happen.
Marco:
Hmmmm. Trying a bit too hard to use a variety of tiles here. Green Classic mountains don't need to be interspersed among brown. Likewise, when you have ground tiles of two totally different colors, it's best not to scatter them. It looks like a screwed-up chess board.
I'm afraid those problems overshadow the rest of the screen. Also, the pot reference is tacky. I like brownies, myself, but I don't name my maps "brownies."
Jared:
Very nice.

I'm not sure whether you drew the tiles or someone else, but this is one of the best updates of Classic I've seen. It keeps the color depth low, but has a nice, gritty look that is a bridge between NES-style and SNES-style. Your use of them is good, too. I just find this screen generally appealing without anything that would make it awkward to play.
No subscreen and only a little action, but more action than most of the shots this week. It gets my vote!
Russ:
That upper-left area looks a little too cramped for fighting. I'd either make more room, or put "No Enemies" flags up there...or use enemy placement flags to keep them from spawning up top. The lower-right area looks even more cramped, and if it is accessible, the walk flags (provided you haven't changed them) will make it impossible to walk past that bush.
Dragonite:
I literally have nothing negative to say about this screen's design... except that it's nothing at all we haven't seen before. It doesn't lend itself to originality in any significant way, which is why I'm not voting for it. (Also there's nothing interesting going on, but that's pretty typical this week.)
I'm a little peeved that all it takes to win SotW is a correctly structured Pure tileset shot with hills and trees. It looks fine, but it's extremely ho-hum.
Nolornborn:
Directly opposed to Dragonite, it seems like you've gone a little bit overboard here. I'm glad you're trying to do interesting stuff, and piecing together the wide variety of elements properly, but with lava, rock formations, cobblestones, sand, trees, torches, a statue, and a giant skull...it's a bit much. I suppose this look was typical of LttP Dark World scenes, which would explain why I don't like it much.
Also, it'd make more sense to have bridges over lava than tiny cobblestones. Plus, simply overlaying the road cobbles onto the lava makes it so they don't actually look like they are sticking out from the lava.
There we go. I voted for Jared. But...come on, people... try to show something more interesting happening in your screenshots. Even just Link slashing his sword at an enemy, or firing off his Hookshot, or pounding with his Hammer, or jumping in the air. It goes a long way.