Oasis comes with a few toys, and while you wouldn't want to keep creatures in here (for reasons I'll get to shortly), they're nevertheless fun for the hand to play around with.
...To the point where you can make it start flying. The thing lacks a room check in its push script, and as a result it behaves the same whether its underwater or not.
But when it comes time for them to rot, they sink and fade out at the same time. It's quite awesome to watch.
The Oasis has a lot to offer the hand - it's pretty; it's peaceful and atmospheric; and there's a lot of fun little touches to observe. What does it have to offer creatures? Absolutely nothing. For how pretty the place is, it can hardly be considered creature-friendly. The room's history is mostly to blame for this. Moe never actually intended to release the metaroom, and it was never intended to be a creature home. It was a testbed, first and foremost - and it shows.
First off, none of the critters can be interacted with in any way, shape, or form. They have a timer script, and that is all. As a result, trying to feed a creature with these won't get you very far, and you'll just confuse the heck out of the creature.
While the above mentioned things are a problem, for me they can be easily fixed. The critters aren't edible? Make them an eat script and change their behavior. Sharks are critters? Change them to beasts. It'd be a simple enough task for me to fix all that, and so it's really not that big a deal. The next thing, however, almost sinks the metaroom for me:
All that said, the Oasis actually isn't a complete waste of space as far as creature care is concerned. The underwater area may be unsuitable for creatures, but the land area is perfectly navigable (the only real problem is the tide pool, which might cause a few deaths if you're trying to keep non-amphibious creatures there).
Summary: On the whole, the Oasis is a very nice metaroom. It's extremely beautiful, very atmospheric and peaceful, and has a lot of unique features and embellishments. On the other hand, despite what the CCSF ad for it might say, it is not a "perfect place for creatures of all ages to enjoy the water." The critters cannot be interacted with at all, and baby creatures can easily get themselves stuck. Land-dwelling creatures will enjoy the beach though, provided you bring in some outside agents and make sure they don't drown in the tidal pool.
Final score: 7/10
Now, time for a status update: I finally managed to create a working swimming agent that fixes one of the biggest issues with the originals: creatures can finally retreat from each other (and other objects) while swimming. Even better, this new agent can be injected and removed like any other agent since it doesn't mess with the creature navigation scripts like the old ones did. Swimming creatures still have problems interacting with agents while inside their vehicle, but I'm not certain how much can be done about that.
I'm hoping to get this new agent out soon, but that depends on how long it takes to polish it - I could get it out within the next week or so, over the summer, or for the CCSF 2013. Either way, progress has been made, and I'm very pleased with what I have so far.