Competition #2 Results
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Competition #2 Results
CITIES
Illium = 79
Windhelm = 66
TOWNS
Zerehemla = 73
Falcon's Reach = 72
DISTRICTS
Windhelm Farmland = 85
The Enlightened Gardens = 84
STRUCTURES
Terrowin = 85
Sun and Moon Tower = 84
Tor'Kavaan Castle = 83
Due to the distribution of entries and the closeness of many results, the prizes will be adjusted as follows:
Best City: Illium. $30,000. 64 diamonds. 64 gold ingots. 256 iron ingots.
Best Town #1: Zerehemla. $12,000. 32 diamonds. 32 gold ingots. 128 iron ingots.
Best Town #2: Falcon's Reach. $12,000. 32 diamonds. 32 gold ingots. 128 iron ingots.
Best District: Windhelm Farmlands. $8000. 16 diamonds. 16 gold ingots. 64 iron ingots.
Best Structure #1: Terrowin. $10000. 24 diamonds. 24 gold ingots. 96 iron ingots.
Best Structure #2: Sun and Moon Tower. $9000. 20 diamonds. 20 gold ingots. 80 iron ingots.
Well done to all participants for the astounding level of improvement compared with the last competition!
Treijim will visit shortly to distribute prizes.
Please read on for details on entries.
Illium = 79
Windhelm = 66
TOWNS
Zerehemla = 73
Falcon's Reach = 72
DISTRICTS
Windhelm Farmland = 85
The Enlightened Gardens = 84
STRUCTURES
Terrowin = 85
Sun and Moon Tower = 84
Tor'Kavaan Castle = 83
Due to the distribution of entries and the closeness of many results, the prizes will be adjusted as follows:
Best City: Illium. $30,000. 64 diamonds. 64 gold ingots. 256 iron ingots.
Best Town #1: Zerehemla. $12,000. 32 diamonds. 32 gold ingots. 128 iron ingots.
Best Town #2: Falcon's Reach. $12,000. 32 diamonds. 32 gold ingots. 128 iron ingots.
Best District: Windhelm Farmlands. $8000. 16 diamonds. 16 gold ingots. 64 iron ingots.
Best Structure #1: Terrowin. $10000. 24 diamonds. 24 gold ingots. 96 iron ingots.
Best Structure #2: Sun and Moon Tower. $9000. 20 diamonds. 20 gold ingots. 80 iron ingots.
Well done to all participants for the astounding level of improvement compared with the last competition!
Treijim will visit shortly to distribute prizes.
Please read on for details on entries.
Re: Competition #2 Results
Structure judged: Sun and Moon Tower
Paths and lighting: It has paths around it and through it and it is highly accessible without feeling too open or incomplete. 17/20
Overall layout: Interesting design, though the layout itself feels somewhat sparse and empty. It looks like two huge towers, but other than that it lacks originality. The opening to the crypt beneath is not very tasteful. You may as well have built it on top of a rubbish dump. The unfinished entrance to the stairwell should have also been covered up. 10/20
Architectural style: Highly consistent and concise. I am impressed at the accuracy of the towers. To build one is a feat but to build two that appear exactly identical is the mark of a very organised mind. The style is a little plain when you look for details, but the scale of the structures encourages a very satisfying view from a distance. 18/20
Stair/Step test: Passed! 10/10
Degree of admin help: 0
Again, given the immense height of the structures and the accuracy of one tower compared with the other, this is highly impressive. Though you told me to ignore the space beneath, to think that you dug it all out and were partway through furnishing that space, I find somewhat intimidating. 15/15
Items bought from shops: 0
Overall quite impressive that you acquired all the materials yourself, and the chestshop records indicate that this is mostly true. There are records to indicate that you have purchased some stone brick and logs, but there is no indication that these have been used on the towers. 14/15
FINAL SCORE for SUN AND MOON TOWERS: 84/100
Paths and lighting: It has paths around it and through it and it is highly accessible without feeling too open or incomplete. 17/20
Overall layout: Interesting design, though the layout itself feels somewhat sparse and empty. It looks like two huge towers, but other than that it lacks originality. The opening to the crypt beneath is not very tasteful. You may as well have built it on top of a rubbish dump. The unfinished entrance to the stairwell should have also been covered up. 10/20
Architectural style: Highly consistent and concise. I am impressed at the accuracy of the towers. To build one is a feat but to build two that appear exactly identical is the mark of a very organised mind. The style is a little plain when you look for details, but the scale of the structures encourages a very satisfying view from a distance. 18/20
Stair/Step test: Passed! 10/10
Degree of admin help: 0
Again, given the immense height of the structures and the accuracy of one tower compared with the other, this is highly impressive. Though you told me to ignore the space beneath, to think that you dug it all out and were partway through furnishing that space, I find somewhat intimidating. 15/15
Items bought from shops: 0
Overall quite impressive that you acquired all the materials yourself, and the chestshop records indicate that this is mostly true. There are records to indicate that you have purchased some stone brick and logs, but there is no indication that these have been used on the towers. 14/15
FINAL SCORE for SUN AND MOON TOWERS: 84/100
Re: Competition #2 Results
City judged: Windhelm
Paths and lighting: Some areas have no light, such as the space near the main gates, half of the docks, the road to the quarry/stronghold, etc. Paths are quite confusing and does not appear to have been altered much since the previous competition. Actual path and lighting designs are good and are sufficient for the most part. There are small errors, such as the smooth stone at 1160, 520. 6/10
Overall layout: As stated, the overall layout is clearly unplanned, and navigation involves a lot of guesswork. The smaller “district” areas in and of themselves are laid out well, and the city does look interesting, but it is too confusing to navigate. There does not seem to be any main road or signage. 6/10
Architectural style: Actual buildings are mostly interesting, with a varied yet somewhat nonsensical usage of material combinations. The style is a mix of condensed detail and sparse detail, which gives a somewhat unbalanced and rushed appearance. Admirable effort overall, but the inconsistency is a little unappealing. 6/10
Stair/Step test: Passed! 10/10
1. Bathhouse: Appealing and interesting. Fun to explore and to look at, with fantastic gardens. The only thing letting it down is the fact that it does not seem to belong in the city in terms of cultural style. 9/10
2. Windhelm Palace: Seems mostly unchanged from the previous competition, with my suggestions seemingly ignored. Changes appear to be superficial. 5/9
3. Windhelm Stronghold: Disgusting pathway to reach it. Walls give a grand appearance. There is a small hole at the front of the wall beside the gate. I question the use of sandstone as the floor. Statue is fantastic. Layout is terribly confusing. Some floors and rooms are completely unfinished. Many places are very dark; I fell and hurt myself a few times. Upper corridors look good, but I cannot spare the time required to find my way up. 5/8
4. Windhelm Barracks: Seems unchanged from when I inspected it in the previous competition. 4/7
5. Supply Ship: Dark and unfinished, with no way to get up without jumping. It looks promising, but this is far from one of your top five builds, considering that it is not even finished. 2/6
Degree of admin help: 4
Commendable effort. Nothing more to say. 5/10
Items bought from shops: 5
Only half of the materials in the city are purchased from Orelus? Interesting. Also a good effort. 8/10
FINAL SCORE for WINDHELM: 66/100
Paths and lighting: Some areas have no light, such as the space near the main gates, half of the docks, the road to the quarry/stronghold, etc. Paths are quite confusing and does not appear to have been altered much since the previous competition. Actual path and lighting designs are good and are sufficient for the most part. There are small errors, such as the smooth stone at 1160, 520. 6/10
Overall layout: As stated, the overall layout is clearly unplanned, and navigation involves a lot of guesswork. The smaller “district” areas in and of themselves are laid out well, and the city does look interesting, but it is too confusing to navigate. There does not seem to be any main road or signage. 6/10
Architectural style: Actual buildings are mostly interesting, with a varied yet somewhat nonsensical usage of material combinations. The style is a mix of condensed detail and sparse detail, which gives a somewhat unbalanced and rushed appearance. Admirable effort overall, but the inconsistency is a little unappealing. 6/10
Stair/Step test: Passed! 10/10
1. Bathhouse: Appealing and interesting. Fun to explore and to look at, with fantastic gardens. The only thing letting it down is the fact that it does not seem to belong in the city in terms of cultural style. 9/10
2. Windhelm Palace: Seems mostly unchanged from the previous competition, with my suggestions seemingly ignored. Changes appear to be superficial. 5/9
3. Windhelm Stronghold: Disgusting pathway to reach it. Walls give a grand appearance. There is a small hole at the front of the wall beside the gate. I question the use of sandstone as the floor. Statue is fantastic. Layout is terribly confusing. Some floors and rooms are completely unfinished. Many places are very dark; I fell and hurt myself a few times. Upper corridors look good, but I cannot spare the time required to find my way up. 5/8
4. Windhelm Barracks: Seems unchanged from when I inspected it in the previous competition. 4/7
5. Supply Ship: Dark and unfinished, with no way to get up without jumping. It looks promising, but this is far from one of your top five builds, considering that it is not even finished. 2/6
Degree of admin help: 4
Commendable effort. Nothing more to say. 5/10
Items bought from shops: 5
Only half of the materials in the city are purchased from Orelus? Interesting. Also a good effort. 8/10
FINAL SCORE for WINDHELM: 66/100
Re: Competition #2 Results
District judged: Windhelm Farming District
Paths and lighting: Cute paths. Lighting is sufficient. Nothing special. 8/10
Overall layout: The fountain seems out of place. Actual farms are nice and interesting to explore. Watering method seems clever. Easier navigation within this district. 9/10
Architectural style: The large wool surface on the windmill immediately catches my eye and it looks ugly. Overall style seems fine. The barn looks very mishmash. 7/10
Stair/Step test: Passed! 10/10
1. Windmill: Good design, though the blades seem a little bland. Building beneath it has many large, flat, blank surfaces. 18/21
2. Lumber mill: What is the huge building next to the lumber mill? Mill itself is good. Clean and interesting design. Seems functional. 17/19
Degree of admin help: 0
Very good, but not worth much considering how small and “ordinary” the district is. 8/10
Items bought from shops: 1
Similar to above. 8/10
FINAL SCORE for WINDHELM FARMING DISTRICT: 85/100
Paths and lighting: Cute paths. Lighting is sufficient. Nothing special. 8/10
Overall layout: The fountain seems out of place. Actual farms are nice and interesting to explore. Watering method seems clever. Easier navigation within this district. 9/10
Architectural style: The large wool surface on the windmill immediately catches my eye and it looks ugly. Overall style seems fine. The barn looks very mishmash. 7/10
Stair/Step test: Passed! 10/10
1. Windmill: Good design, though the blades seem a little bland. Building beneath it has many large, flat, blank surfaces. 18/21
2. Lumber mill: What is the huge building next to the lumber mill? Mill itself is good. Clean and interesting design. Seems functional. 17/19
Degree of admin help: 0
Very good, but not worth much considering how small and “ordinary” the district is. 8/10
Items bought from shops: 1
Similar to above. 8/10
FINAL SCORE for WINDHELM FARMING DISTRICT: 85/100
Re: Competition #2 Results
Structure judged: Tor’Kavaan Castle
Paths and lighting: Most places are extremely well lit. The raised bridge to the tower is dark. Paths are logical to follow, though there is excessive use of stone brick. Tower seems unlit. 16/20
Overall layout: Very clever and interesting layout. The way that the paths wrap around and interconnect is good. Logical layout of castle section reached through the barracks section. Actual interiors are a little confusing to navigate. 18/20
Architectural style: Appealing style with a strong and robust appearance. Again, excessive use of cobblestone, especially considering the varying roles of stone (pathways, retaining walls, floors, corners, columns, etc.) One of your best builds yet. 18/20
Stair/Step test: Passed! 10/10
Degree of admin help: 2
Very good considering the size and location of the structure. Nothing more to add. 13/15
Items bought from shops: 9.8
95% of the structure appears to be stone brick. More variation in material would have been good, especially considering you seemed to use Orelus shops to gain resources. Try buying more varied types of materials instead of the one material in bulk. 8/15
FINAL SCORE for TOR’KAVAAN: 83/100
Paths and lighting: Most places are extremely well lit. The raised bridge to the tower is dark. Paths are logical to follow, though there is excessive use of stone brick. Tower seems unlit. 16/20
Overall layout: Very clever and interesting layout. The way that the paths wrap around and interconnect is good. Logical layout of castle section reached through the barracks section. Actual interiors are a little confusing to navigate. 18/20
Architectural style: Appealing style with a strong and robust appearance. Again, excessive use of cobblestone, especially considering the varying roles of stone (pathways, retaining walls, floors, corners, columns, etc.) One of your best builds yet. 18/20
Stair/Step test: Passed! 10/10
Degree of admin help: 2
Very good considering the size and location of the structure. Nothing more to add. 13/15
Items bought from shops: 9.8
95% of the structure appears to be stone brick. More variation in material would have been good, especially considering you seemed to use Orelus shops to gain resources. Try buying more varied types of materials instead of the one material in bulk. 8/15
FINAL SCORE for TOR’KAVAAN: 83/100
Re: Competition #2 Results
Town judged: Falcon’s Reach
Paths and lighting: Paths seem scrappy in places. Lighting is good. Main road is distinct. 8/10
Overall layout: Navigation is quite easy, as the town has a round layout with a single road spiralling the inner district. Location of buildings is sensible for the most part. 8/10
Architectural style: A little inconsistent, but on average quite unique and distinct. Some buildings have an odd choice of material, for example, the bank looks ugly with all the wool holding up tons of stone and the Great Basin Tavern has too much wool and planks. 6/10
Stair/Step test: Passed! 10/10
1. Castle: The idea of submitting a building as your best is that it has reached some level of completion. The castle is very much unfinished. However, this is by far the largest and most impressive thing you have built yet. From the exterior it appears grand and sturdy. I cannot wait to see it finished. 8/10
2. Gatehouse: From the outside it looks splendid. It is somewhat small, though. I am not sure why this is your second best. 7/9
3. Library: Interesting. Small compared with the castle and bank, but sufficient. It is not bad but neither is it astounding. 5/8
4. Church: Again, very small. Interesting use of colours on the floor. Do the colours represent anything? The roof feels quite short, and it could do with some support beams. The rest is good. 5/7
5. Blacksmith: Much better than previously. The stairs lead straight into the wall upstairs. The rest is very good. 5/6
Degree of admin help: 4.5
Considering how impossibly flat the town is overall, I can mostly see what Treijim did. It is a little too flat for my liking, though Orelus is probably flatter! 5/10
Items bought from shops: 5.5
A decent effort and accurate number. Perhaps you should try to rediscover the joys of mining to improve this score next time! 5/10
FINAL SCORE for FALCON’S REACH: 72/100
Paths and lighting: Paths seem scrappy in places. Lighting is good. Main road is distinct. 8/10
Overall layout: Navigation is quite easy, as the town has a round layout with a single road spiralling the inner district. Location of buildings is sensible for the most part. 8/10
Architectural style: A little inconsistent, but on average quite unique and distinct. Some buildings have an odd choice of material, for example, the bank looks ugly with all the wool holding up tons of stone and the Great Basin Tavern has too much wool and planks. 6/10
Stair/Step test: Passed! 10/10
1. Castle: The idea of submitting a building as your best is that it has reached some level of completion. The castle is very much unfinished. However, this is by far the largest and most impressive thing you have built yet. From the exterior it appears grand and sturdy. I cannot wait to see it finished. 8/10
2. Gatehouse: From the outside it looks splendid. It is somewhat small, though. I am not sure why this is your second best. 7/9
3. Library: Interesting. Small compared with the castle and bank, but sufficient. It is not bad but neither is it astounding. 5/8
4. Church: Again, very small. Interesting use of colours on the floor. Do the colours represent anything? The roof feels quite short, and it could do with some support beams. The rest is good. 5/7
5. Blacksmith: Much better than previously. The stairs lead straight into the wall upstairs. The rest is very good. 5/6
Degree of admin help: 4.5
Considering how impossibly flat the town is overall, I can mostly see what Treijim did. It is a little too flat for my liking, though Orelus is probably flatter! 5/10
Items bought from shops: 5.5
A decent effort and accurate number. Perhaps you should try to rediscover the joys of mining to improve this score next time! 5/10
FINAL SCORE for FALCON’S REACH: 72/100
Re: Competition #2 Results
District judged: The Enlightened Gardens
Paths and lighting: Decent on both counts. The glowstone trees look incredibly strange. You must have your graphics set to Fast, because on Fancy they all look like glowing lemon trees. 16/20
Overall layout: Small and neat. Impossible to get lost. Even battlement access was located within a few seconds. I am glad that the walls are not just a rectangle, too. 19/20
Architectural style: Interesting style. There are too many planks on the upper levels of the houses. Watch the access, though. You said it is the safest place but anyone can easily climb in over the blacksmith roof. 15/20
Stair/Step test: Passed! 10/10
Degree of admin help: 1
A decent effort. Nothing to add. 12/15
Items bought from shops: 2.5
Fairly good, considering the rare materials around such as glowstone and lapis blocks. 12/15
FINAL SCORE for ENLIGHTENED GARDENS: 84/100
Paths and lighting: Decent on both counts. The glowstone trees look incredibly strange. You must have your graphics set to Fast, because on Fancy they all look like glowing lemon trees. 16/20
Overall layout: Small and neat. Impossible to get lost. Even battlement access was located within a few seconds. I am glad that the walls are not just a rectangle, too. 19/20
Architectural style: Interesting style. There are too many planks on the upper levels of the houses. Watch the access, though. You said it is the safest place but anyone can easily climb in over the blacksmith roof. 15/20
Stair/Step test: Passed! 10/10
Degree of admin help: 1
A decent effort. Nothing to add. 12/15
Items bought from shops: 2.5
Fairly good, considering the rare materials around such as glowstone and lapis blocks. 12/15
FINAL SCORE for ENLIGHTENED GARDENS: 84/100
Re: Competition #2 Results
Town judged: Zerehemla
Paths and lighting: Still confusing compared with how Zerehemla was during the last competition, though there is more access to more areas. Lighting is good. Paths with brick borders are interesting. 8/10
Overall layout: Like above, it seems more or less the same, only with slightly increased accessibility. There is not really a central or main road, and some things like the farms on the side of the mountain are a little bewildering. There is also no way for that horse and cart to reach where it is. 7/10
Architectural style: Distinctly Zerehemlan. I am pleased to notice lower, middle, and upper class styles consistently throughout the town. Though still quite simple, I enjoy the style of this town. 8/10
Stair/Step test: Passed! 10/10
1. Barracks: You failed to mention that the barracks are mostly built and furnished by edge_raider. 4/10
2. University: Seems unchanged compared with the last competition. Still decent. 6/9
3. Library: A very good touch. The bookshelves are framed by wood, which is something I do not see enough of. Layout is interesting. Upper floor access is awkward. 8/8
4. Maid of Scur: Very interesting. Your ships are the boldest on the server. They seem too clean, though. Ships are covered in and full of items. Regardless, it is a grand vessel. 5/7
5. Fortress: Very stylised and appealing. Though small, it still has a spacious feel to it. I would have listed this higher so that you can get more points for it, especially considering it is a new structure. 5/6
Degree of admin help: 3
A good effort, though I think the absence of the floating island and flatness of some areas indicates that Treijim did a bit more work than a “3”! 7/10
Items bought from shops: 8
An accurate number, though there does not appear to be many rare materials in the town, so I am not sure why you purchased so much. 5/10
FINAL SCORE for FALCON’S REACH: 73/100
Paths and lighting: Still confusing compared with how Zerehemla was during the last competition, though there is more access to more areas. Lighting is good. Paths with brick borders are interesting. 8/10
Overall layout: Like above, it seems more or less the same, only with slightly increased accessibility. There is not really a central or main road, and some things like the farms on the side of the mountain are a little bewildering. There is also no way for that horse and cart to reach where it is. 7/10
Architectural style: Distinctly Zerehemlan. I am pleased to notice lower, middle, and upper class styles consistently throughout the town. Though still quite simple, I enjoy the style of this town. 8/10
Stair/Step test: Passed! 10/10
1. Barracks: You failed to mention that the barracks are mostly built and furnished by edge_raider. 4/10
2. University: Seems unchanged compared with the last competition. Still decent. 6/9
3. Library: A very good touch. The bookshelves are framed by wood, which is something I do not see enough of. Layout is interesting. Upper floor access is awkward. 8/8
4. Maid of Scur: Very interesting. Your ships are the boldest on the server. They seem too clean, though. Ships are covered in and full of items. Regardless, it is a grand vessel. 5/7
5. Fortress: Very stylised and appealing. Though small, it still has a spacious feel to it. I would have listed this higher so that you can get more points for it, especially considering it is a new structure. 5/6
Degree of admin help: 3
A good effort, though I think the absence of the floating island and flatness of some areas indicates that Treijim did a bit more work than a “3”! 7/10
Items bought from shops: 8
An accurate number, though there does not appear to be many rare materials in the town, so I am not sure why you purchased so much. 5/10
FINAL SCORE for FALCON’S REACH: 73/100
Re: Competition #2 Results
tructure judged: Terrowin
Paths and lighting: Neat and clean, with plenty of light. There are places where torches are on the floor, such as outside the quarters upstairs. 17/20
Overall layout: Interesting and somewhat logical. Access is very thorough and seems efficient. The initial access to get to the great hall downstairs is a little confusing. The rooms for Alliance members are mostly good, though Conez’ quarters has three doors to it. 19/20
Architectural style: Consistent with Zerehemlan architecture. Rooms seem tidy and sensible. Towers are quite empty, but the rest is good. The mixture and usage of stone versus wooden products is logical and appealing. 18/20
Stair/Step test: Passed! 10/10
Degree of admin help: 0
Impressive considering the size and level of detail. Little more to say. 13/15
Items bought from shops: 10
A little disappointing, but understandable. 8/15
FINAL SCORE for TERROWIN: 85/100
Paths and lighting: Neat and clean, with plenty of light. There are places where torches are on the floor, such as outside the quarters upstairs. 17/20
Overall layout: Interesting and somewhat logical. Access is very thorough and seems efficient. The initial access to get to the great hall downstairs is a little confusing. The rooms for Alliance members are mostly good, though Conez’ quarters has three doors to it. 19/20
Architectural style: Consistent with Zerehemlan architecture. Rooms seem tidy and sensible. Towers are quite empty, but the rest is good. The mixture and usage of stone versus wooden products is logical and appealing. 18/20
Stair/Step test: Passed! 10/10
Degree of admin help: 0
Impressive considering the size and level of detail. Little more to say. 13/15
Items bought from shops: 10
A little disappointing, but understandable. 8/15
FINAL SCORE for TERROWIN: 85/100
Re: Competition #2 Results
City judged: Illium
Paths and lighting: There are torches on the ground behind the barracks and in some the locations. Paths are fine and lighting is sufficient in general. 8/10
Overall layout: Wonderful layout with a central road that leads the visitor up to behold your grand castle. The districts that one passes through make sense and transition well. 10/10
Architectural style: Consistent lining of stone along the river’s edge would be good. There is an awkward empty space behind the southeast park. There are also many large blank areas. Your style is good and has clearly progressed. This is evident as I walk through you city. 8/10
Stair/Step test: Almost passed! 9/10 The path out of the river near the east bridge has no stairs!
1. Castle: Torches on the ground in the courtyard. Several rooms are awkwardly empty. From the outside it gives a very domineering feel. It looks across the city well. Positioning is perfect and supports are good. Upper quarters are exquisitely done for the most part. 9/10
2. Barracks: I have to assume that the barracks are where the prison is located. Quite a sturdy construction. Its bland exterior and stunted appearance let it down, but the rest of it is great. 7/9
3. Blacksmith: Interesting structure. The smelting “field” is a little repetitious. Actual interiors are good. It could double as an armoury. Front doorway is boring. 6/8
4. Fighters Guild: This is the southeast corner, not the southwest corner. The exterior is unmarked. Interiors are a little unoriginal and boring. Lighting is mostly on the floor in some rooms. An interesting idea with execution that is lacking. 3/7
5. Assembly Shrine: I will assume that you meant the shrine in the southwest corner, not the northwest corner. Very interesting interior with original designs and intriguing layout. Ceiling is a little flat, and lighting is awkward. Some names or lore would be a good touch. 5/6
Degree of admin help: 4
Reasonable amount of help. The city still appears natural despite the admin work on it. 6/10
Items bought from shops: 5
A reasonable effort. Cobblestone is a little excessive (were you trying to save money?), but it becomes a theme for your city. 8/10
FINAL SCORE for ILLIUM: 79/100
Paths and lighting: There are torches on the ground behind the barracks and in some the locations. Paths are fine and lighting is sufficient in general. 8/10
Overall layout: Wonderful layout with a central road that leads the visitor up to behold your grand castle. The districts that one passes through make sense and transition well. 10/10
Architectural style: Consistent lining of stone along the river’s edge would be good. There is an awkward empty space behind the southeast park. There are also many large blank areas. Your style is good and has clearly progressed. This is evident as I walk through you city. 8/10
Stair/Step test: Almost passed! 9/10 The path out of the river near the east bridge has no stairs!
1. Castle: Torches on the ground in the courtyard. Several rooms are awkwardly empty. From the outside it gives a very domineering feel. It looks across the city well. Positioning is perfect and supports are good. Upper quarters are exquisitely done for the most part. 9/10
2. Barracks: I have to assume that the barracks are where the prison is located. Quite a sturdy construction. Its bland exterior and stunted appearance let it down, but the rest of it is great. 7/9
3. Blacksmith: Interesting structure. The smelting “field” is a little repetitious. Actual interiors are good. It could double as an armoury. Front doorway is boring. 6/8
4. Fighters Guild: This is the southeast corner, not the southwest corner. The exterior is unmarked. Interiors are a little unoriginal and boring. Lighting is mostly on the floor in some rooms. An interesting idea with execution that is lacking. 3/7
5. Assembly Shrine: I will assume that you meant the shrine in the southwest corner, not the northwest corner. Very interesting interior with original designs and intriguing layout. Ceiling is a little flat, and lighting is awkward. Some names or lore would be a good touch. 5/6
Degree of admin help: 4
Reasonable amount of help. The city still appears natural despite the admin work on it. 6/10
Items bought from shops: 5
A reasonable effort. Cobblestone is a little excessive (were you trying to save money?), but it becomes a theme for your city. 8/10
FINAL SCORE for ILLIUM: 79/100
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