town name: olympus
dream code: 5D00-0054-FFF3
aesthetics: ★★★☆☆
theme: ★★★☆☆
colour: ★★☆☆☆
design: ★★☆☆☆
overall: ★★★☆☆
comment: a modern town, set at a crisp spring sunset, with beautiful decorative paving and designs. i love how the grassy bits look on your town plaza, they are very effective and a strong feature. your lil' sailor(ess) outfit you've laid out is quaint, and your town map looks stunning in terms of layout. walking down, your perfect apple trees frame the path nicely, and the depth given by the bushes is a strong insight into design on your part. congrats. the blue against the red makes for a solid colour scheme. the slight unsymmetricality of the jacob's ladder and the cosmos underneath the first normal tree below the plaza is an eye sore, however. walking right, a small field of white cosmos is found. this area would be far more effective with less densely packed white cosmos or a bigger variety of white and yellow flowers.
continuing right, your modern bridge fits well with the colour scheme of the path, which is a plus. the tiny little area on the cliff with pink and white tulips could have a stump to sit on where the furthermost pink tulip is, which would be a cute lil' feature. your landscaping with flowers around villager houses is quite bland, and could be more interesting with some trees strategically placed within the bush rows. the yellow and white roses to the left of the long, stretching path deserve more breeds of flower mixed in, which would create a better look. hugh's house is especially weak, with the grey path not needing to be there at all. replace it with a four-leaf clover path, and you will be able to mask his brightly coloured exterior a little better. lolly's house could use some trees in the area left of her house, and marshal requires a pair of trees where the current most furthest forward white roses are. these tiny tweaks would create a better look for your long, stretching village. your use of two trees below willow and mira's houses is a solid addition, and the colour scheme around these two houses is a nice, matching touch. your continuation of willow's pink and yellow cosmos motif needs to be stopped beside the cliff, a more plain colour palette should be used there.
your campsite worries me, with the red possibly clashing with the orange, but because of the time of night i can't remember if red would match with orange at this time. your train station is neatly tucked away within a faux green box, but within the green could be a line of flower boxes to break up the checkers design. walking down from the station is a solid use of tree placement, with the differentiation between the cedar and normal trees being a solid addition at this time of year with the pink trees. the unsymmetrical durians are not such a great addition, however. the non-matching blue and yellow checker design of roses below this path needs to be changed to a more subtle one. poseidon's house is sweet, but ill-matching to the surrounding dark blue roses. when landscaping, focus on how flowers will look in the time you set your town in. blue roses may match your house during the day, but at night, they clash terribly.
inside is a confusing mix of texture and style, with no solid lighting to pull it together. the use of plant pots along with the classical posts is a no-no, and the squid chair and fishing tourney series is too modern and cartoon-ish for this vibe. if you're going for a mythical fish kingdom in this room, use symmetrical placements of the blue urns, and other water features, rather than the bland potted plants. if you do mix styles, use a solid, coloured lamp to bring them together more fluidly (no pun intended!). to the left, your lil' kitchen is quaint, but you should replace the two plants and diver model with a small table and two chairs, and move the music player to where the diver currently is. this will break up the wall more than the plants do currently. i like how you have chosen a non-conventional angle to build your kitchen at, it's unusual to see a kitchen in a shape that doesn't show off the counters: congrats! the little trolley thing beside the door is ill-matching to the room, but if you used a 1x1 classic table (i'm not sure of the exact name) for the dining table, it would tie in better. the wallpaper in this room could also change to something less ornamental. to the right, i am confused of your theme, but the sitting room vibe is quaint. the customised cabin furniture is an eye sore to the room, and needs to be changed back to the original colour scheme or another normal wood colour. the regal clock doesn't fit in this room, and should be replaced with the antique clock. more items should be on the walls to make it feel very homely, and the wallpaper and flooring should match the theme of the room, which is a rustic sitting room. upstairs, the use of the flooring is poor, and should be replaced by the tropical floor or saharah's desert. the use of three gold items in a row needs to be changed, as gold is such an eye sore. move around the crab table to perhaps where the books are to diversify the colour scheme.
there is little to comment on between that house and retail, where the agony of red and white carnations next to the pink exterior of retail called me over like a gnat to a lamp. this colour scheme needs to change. in front of retail, a lack of landscaping with your pattern designs is seen, which i am surprised by. the l-shape set of bushes by the statue fountain is bland and dull. the hammock in aris' garden is very out of keeping and feels more foresty, but the alignment of the trees is too rigid for a forest. aris' house exterior is quaint, but the door is too light for the time of night.
inside, the flooring is a poor choice, and makes the room feel emptier than it actually is. a grand entrance to a home needs fancy stone flooring and a symmetrical room! to the left, your wash-room is bland and forgettable, and the washbasin being faced away from the camera is a poor choice here. the flooring needs to be changed to something tiled. to the right is a confusing mess of several tvs and games consoles, with little to look at in the middle. focus on the layout of a room before the individual items in it. the back room's kitchen is sweet, but a few pieces clash with the vibe. the very tall modern chair doesn't fit in with the room, and should be scrapped. the regal wardrobe needs to be pulled a space or two forward, so the end of the room looks less like a line. the two black marble counters are ugly, and don't fit the wallpaper or flooring. a light colour should be used instead. perhaps a 2x1 ranch table would be more appropriate here. upstairs, your room is too large for what it needs to convey, and so feels empty as there aren't enough pieces in it. the clashing of the classical bookcase and chaise lounge against the modern 70s vibe of the graciegrace furniture is off-putting, but your use of items on the walls is solid. downstairs, in your basement, the theme is confusing. red, black and gold furniture against the white and blue flooring and wallpaper is a massive no-no. furniture should feel like a flowing extension to the wallpaper and flooring. in both houses, however, you have made a good attempt at using multiple sets in one room.
the almost symmetrical statue fountains to the base of aris' path is annoying and painful to look at. over the bridge, your park area is sweet with a quaint use of bushes and pwps. the picnic blanket is especially good. to the left of the caf?, your almost symmetrical deckchairs are annoying. either have two and make them symmetrical to the entrance, or have one. your symmetrical blue benches are sweet, but not bordered by anything. use bushes here. the caf? feels exposed and extremely large, which is a negative quality. the townhall's fountain is passable, but the flowers need to be more diverse surrounding it.
the rest of the little areas of your town use blocks of colour or a boring checkers pattern, and are rather bland for such a magnificent town design. thank you for having me in your town, i wish you all the best luck in progressing!