Hmmm
(This review applies to all three "Library" 3D pieces.)
First, a detail: this isn't "Pixel Art", it's "3D Art". This is important because NewGrounds has fans of 3D Art who *only* look at 3D Art submissions. Those people (your target audience) won't see your pics if they are mislabeled.
Okay, the image. All your textures are properly anti-aliased, but your geometries are not. The wooden pieces of the window, for example, look highly pixelated when they should be smooth. Also, you have a pretty low polygon count: there isn't a single round surface that isn't clearly made of flat polygons. Now, IF this is for a game environment, that's fine, but you need to tell us that. If it's to make high-quality 3D art, a la Pixar, then you need to increase the detail in your geometries.
There's also an inconsistency in your detail level overall. The textures are really highly detailed, specifically on the scratched marble columns. But the object itself looks very low detail: a single rectangle. Again, this is something I might expect in a game, but otherwise you should use a normal map to make those scratches stand out a bit. (And some modern games DO use normal maps for this purpose, even in real-time.)
Finally, the lighting. The light from the windows make some sense, although the color and brightness of the light from the windows doesn't match the color and light of what we see outside. If it's that dark and cloudy a day, then I would expect a dull, blue-tinted light instead of that bright white. Also, the lighting around the torch (on the right) again doesn't match the light source. It looks too white, when the torch should be giving off a soft-yellow glow. It also looks like that light is a spot-light instead of an isotropic lamp: the torch clearly isn't illuminating the ceiling. Which brings me to my final point: you appear to have an ambient light that just illuminates everything uniformly. That's okay, but a better approach for such a detailed environment-model is to use radiosity. The newest game-developers have special tools that pre-calculate radiosity so the game-engine can handle that kind of dynamic lighting in real-time, but you aren't restricted that way. If this is truly for a game environment, then you'd want to include radiosity anyway, in the hopes that later game tech will permit its use on a home computer's graphics card. For technical delivery of your concept, I rate 6/10 if it's a game (if not, 2/10).
THAT SAID. It's an excellent level design, and the feel of the hall is pretty consistent throughout. It feels like an old castle. And the work on the textures is truly intricate, and it is the textures that are the *most* realistic part of the image. It's obvious how hard you worked on those, in all of your images. The placement of the incidental objects (chairs, books) is also a nice touch. I give you a 10/10 for your ideas and creativity. It's a great level.
6/10 + 10/10 = 8/10 starts and a 4/5 vote