I was planning on doing a Lets play of your Overload map. I enjoyed the beginning and the first intersection but after intersection 2 i got sooo disappointed. Is it just me or are the natural spawns turned off for this map? it feels like its just a couple million spawners tossed into a map where you built a bunch of creative architectures I got so bored i had to quit and deleted my Lets play videos before even uploading. Im not sure if its just me or what but this map seemed just down right disappointing.
I was planning on doing a Lets play of your Overload map. I enjoyed the beginning and the first intersection but after intersection 2 i got sooo disappointed. Is it just me or are the natural spawns turned off for this map? it feels like its just a couple million spawners tossed into a map where you built a bunch of creative architectures I got so bored i had to quit and deleted my Lets play videos before even uploading. Im not sure if its just me or what but this map seemed just down right disappointing.
Not sure if troll or serious, but I'll give you the benefit of the doubt. Natural spawning is on, I am 99% sure. I did feel a bit of spawner spam in Scalding Ascendance and Celestial Garden (in both cases, the ghast spawners), but overall there wasn't anything major.
Rollback Post to RevisionRollBack
Speedrunner and Let's Player. You can see my speedruns here.
I was planning on doing a Lets play of your Overload map. I enjoyed the beginning and the first intersection but after intersection 2 i got sooo disappointed. Is it just me or are the natural spawns turned off for this map? it feels like its just a couple million spawners tossed into a map where you built a bunch of creative architectures I got so bored i had to quit and deleted my Lets play videos before even uploading. Im not sure if its just me or what but this map seemed just down right disappointing.
Not sure if troll or serious, but I'll give you the benefit of the doubt. Natural spawning is on, I am 99% sure. I did feel a bit of spawner spam in Scalding Ascendance and Celestial Garden (in both cases, the ghast spawners), but overall there wasn't anything major.
I m not sure either whether you're trolling or not^^
But I have to go with goldentwister and TheZunar, this map is great on pretty much every aspect, including the spawn
As a side note I d like to add that I ll resume my LP of overload shortly
Okay, I thought that the amount of areas might raise some questions (especially without the proper explanation from my side), so I should address this now.
The map consists of 28 areas in total, 16 of which contain wool. This leaves us with 12 non-wool areas (these do not include intersections). Out of these 12 areas, 3 are mandatory transitional areas, but they're short and are "areas" more because of different environment than size (they are there because I needed to make smooth and logical transitions between the areas). Leaving these out, there are 9 areas left. 3 of those are small dungeons that you'll need to visit, but they shouldn't take you more that 15 minutes to complete each one. Without them, 6 areas are left in question, and only 2 of those you need to go through ("prologue" and "starting area", if you will). And so, the last 4 areas that are left are not mandatory, and if you're going just for the wools, and not world lore and loot, you can ignore them. (There will be a sign at the start of each of those areas telling you that "this is a side-area that can be skipped").
So, in total, out of those 12 non-wool areas you must visit 8, 6 of which are small. Doesn't sound quite as scary as "28 areas", right? C:
Mostly out of curiosity, I went and checked my own map for area count. If you consider each unique environment an area, Septum actually has 28 areas, 16 of which of course contain Wool. So it really doesn't seem all that crazy when you really look at it.
I m not sure either whether you're trolling or not^^
But I have to go with goldentwister and TheZunar, this map is great on pretty much every aspect, including the spawn
As a side note I d like to add that I ll resume my LP of overload shortly
Im not trolling. Im giving my thoughts on the map. When I played it the beginnning and the first intersection where great. but after playing through the second intersection I noticed that the map was literally 25% architecture 70% spawners 4% natural spawns and 1% traps. I felt bored because all i did was fight monsters constantly and didnt have to worry about traps. but maybe im just spoiled by Vechs whose maps i played and make me feel like there isnt a crap ton of spawners..
After watching ColD's Animosity run several times, I finally cracked.
It was six minutes slower than the record and I ended up not having one of the wools at the end, but I was really just playing for personal satisfaction. Redeeming myself, if you will.
Speedrunning this map has really opened my eyes to one of the main issues: natural spawning. Almost half of my attempts ended only a few minutes in at Red Rock Canyon due to natural spawns screwing me over. The others usually involved skeletons, either shooting me off my pillar or ganging up on me.
Rollback Post to RevisionRollBack
Speedrunner and Let's Player. You can see my speedruns here.
Boy oh boy, as I'm just about to finish writing this dev. update, as there is suddenly stuff that I want to answer to! Prepare for ye old might wall of text.
***
SP03 Dev. Update №2 (Is that the sparkle o' coin I see?)
Okay, so here we go again. Today, I want to finish (we all know I will fail at that) talking about the theoretical differences in SP03 and my previous maps, but I also want to sort of concertize where I think I went wrong with, mainly, Overload.
So, the first thing that I think fell apart in SP02 is the loot system. Back then, I had this idea that I would make a gigantic list of dope custom items that player would be able to find and be like "ooh new shiny unique thing, I'll take that". And I could have done that, but my system was wrong in both the way I did items and the way I distributed them.
Here's why. All of items were divided into three groups: "Uncommon", "Rare", "Elder", (items from the last one being the most powerful). Now, that's basically how you would expect loot to look like in an RPG, right? Well it would be, if "Rare" or "Elder" items were actually something rare and hard to find, and not just stuff that you find later than Uncommon.
The second problem, which flows from the one above, is that, in the end, all of those custom items are common. They are probably the most common loot in the whole map. I think at least half of the chests in the map contained some kind of a "shiny custom unique item". Because of this, they lost their charm as "custom unique stuff" and became just stuff you need to sort through.
Another thing that bothers me a little bit is that all of the custom tools, weapons and armor are different only in terms of enchantments. Now, it's understandable, there isn't a lot you can customize in items in terms of gameplay, but there's still the whole attribute system that I didn't use. Okay, if you ask me, the current attribute system is absolutely pitiful and doesn't achieve what it should with only 7 customize-able parameters, 3 of which can't even be applied to players. But even so, there is a lot of combinations you can do with this.
The last problem of Overload loot is that it doesn't convey any lore with it. A "Sharp Iron Sword" in lush cavern with complex structures for observing the stars and in menacing dull ruins, rotting away and breaking down from below by magma currents, is still the exact same "Sharp Iron Sword". And if those two swords were instead, continuing the example, "Mossy Rusted Sword" and "Tainted Grotesque Sword", the overall experience from playing the areas would be just a tiiiny bit deeper.
So, how do I want to go about not falling in the same pit twice? First of all, there will be no more tiers for items. It will be entirely up to the player to decide if the sword that he has just found is better than the one he's using right now. Other than that, I will also utilize attributes to my advantage, so, for example, you'll be able to find both a "Gigantic Stone Greatsword", that deals a lot of damage, but makes you slower, and a "Swift Stone Longsword" that doesn't deal that much damage, but makes you faster (damn I really like using swords for examples). Alongside with a more attribute-oriented loot, enchanted stuff will probably become more rare. No more enchanted loot in every other chest! Because of that it will both feel and be so much more valuable when you find it.
And last but not least, items will be tied to lore. Instead of "Durable Iron Sword" you will find stuff like "Royal Knight's Broadsword" or "Dull Axe of Revolutionary", and they will actually be somehow logical to the context and will reveal a tiny bit of history of the world through their names\descriptions.
Oh, I just finished talking about this one topic, and this is already quite a text. Let's stop here today, but that does raise one question for all of you guys who read these updates: should I not stop myself and write big walls of text when I want to talk about a lot of stuff (probably 2\2.5 times more than this update), or is this size (+/- a bit, of course) more comfortable for the updates?
Im not trolling. Im giving my thoughts on the map. When I played it the beginnning and the first intersection where great. but after playing through the second intersection I noticed that the map was literally 25% architecture 70% spawners 4% natural spawns and 1% traps. I felt bored because all i did was fight monsters constantly and didnt have to worry about traps. but maybe im just spoiled by Vechs whose maps i played and make me feel like there isnt a crap ton of spawners..
Troll or not, I should address this.
First of all, combat is one of the main factors in CTM maps, so you will find yourself in combat pretty much all the time when you're exploring areas. If you find it boring, perhaps CTMs might not be for you.
Next thing. Spawners provide much more flexibility than natural spawns, as well as are overall better in terms of precise balance of difficulty, (so you will not find yourself watching a stupidly large horde of mobs coming for you from one dark room). So, of course there will be a lot of spawners in the map.
Also, it seems like you are saying that I tossed a "crap ton" of spawners around in the areas without too much thought put into it, (and I apologize if that is not what you wanted to convey). But saying that is just plain wrong. If there is a spawner somewhere in the map, it is there because I thought that it should be there. I didn't just fly around for several minutes placing spawners because "there should be spawners in areas", but I actually thought, for example, "I will put this blaze spawner in the lava near the anvil, so the player will have a more difficult time here, but as a reward, he will get a shiny new anvil". And if there are places with spammy spawners, they are there because I wanted there to be such a place (for better or for worse is a different question).
There indeed isn't a lot of traps, but they are certainly not the key factor for interesting gameplay, and I would rather use them scarcely than have one around each corner.
With all of that being said, I'm sorry that Overload didn't meet your expectations. There are a lot of great CTMs out there that you can dive into, so you will most certainly find something enjoyable for yourself.
After watching ColD's Animosity run several times, I finally cracked.
-snip-
It was six minutes slower than the record and I ended up not having one of the wools at the end, but I was really just playing for personal satisfaction. Redeeming myself, if you will.
Speedrunning this map has really opened my eyes to one of the main issues: natural spawning. Almost half of my attempts ended only a few minutes in at Red Rock Canyon due to natural spawns screwing me over. The others usually involved skeletons, either shooting me off my pillar or ganging up on me.
Hooray for speedruns! I'll watch that in my free time.
If I were to replay Animosity now, I would probably find it to be an amateur disaster all around, starting from balance and aesthetics and ending with me being a total jerk with purple wool entrance. C:
I would definitely be happier with bigger updates, but that's if you're comfortable with them. You should write whatever length updates you want. If you have some long ones and some short ones, that's fine. As long as you're happy with them, that's all that matters.
Rollback Post to RevisionRollBack
Speedrunner and Let's Player. You can see my speedruns here.
First of all, combat is one of the main factors in CTM maps, so you will find yourself in combat pretty much all the time when you're exploring areas. If you find it boring, perhaps CTMs might not be for you.
Next thing. Spawners provide much more flexibility than natural spawns, as well as are overall better in terms of precise balance of difficulty, (so you will not find yourself watching a stupidly large horde of mobs coming for you from one dark room). So, of course there will be a lot of spawners in the map.
Also, it seems like you are saying that I tossed a "crap ton" of spawners around in the areas without too much thought put into it, (and I apologize if that is not what you wanted to convey). But saying that is just plain wrong. If there is a spawner somewhere in the map, it is there because I thought that it should be there. I didn't just fly around for several minutes placing spawners because "there should be spawners in areas", but I actually thought, for example, "I will put this blaze spawner in the lava near the anvil, so the player will have a more difficult time here, but as a reward, he will get a shiny new anvil". And if there are places with spammy spawners, they are there because I wanted there to be such a place (for better or for worse is a different question).
There indeed isn't a lot of traps, but they are certainly not the key factor for interesting gameplay, and I would rather use them scarcely than have one around each corner.
With all of that being said, I'm sorry that Overload didn't meet your expectations. There are a lot of great CTMs out there that you can dive into, so you will most certainly find something enjoyable for yourself.
I have to disagree with you on natural spawns. I found maps like kaizo caverns by vechs for example thrilling. there was a focus on combat but at the same time there were traps in literally every area to watch out for which adds to the combat if i might add. in addition his spawners were placed farther apart and didnt require a huge amount to make an area dangerous. My point was that you dont need a crap ton of spawners to make areas difficult. traps can add to difficulty without forcing the player to battle 10 spawners to just get a reward. albeit later in the map when players have more gear I can see why placing more spawners would be beneficial to the difficulty but when its literally the second intersection and i am using 3-5 picks per area to clean out spawners thats ridiculous.
As far as ctm maps not being for me. that isnt true. I enjoy combat but I dont like being worried bout combat all the time i wanna have to worry bout traps and the terrain as well. it didnt seem like either of those were even an issue to me. Im not trying to downgrade your map at all im just putting in my two cents so that hopefully youll make another map and itll be exactly what im looking for because honestly if you map was less spawners more trap and terrain problems id have played it through to the end.
Sounds like you should stick with Super Hostile maps. Not every map is going to be just what you want.
Oh by the way, I managed to beat ColD's world record on Animosity, by a minute. GG ColD, GG Tikaro! If you'd like, you can replace the speedrun you have linked in the Let's Plays with this one.
So, how do I want to go about not falling in the same pit twice? First of all, there will be no more tiers for items. It will be entirely up to the player to decide if the sword that he has just found is better than the one he's using right now.
After 20 episodes of battling through Simulation Protocol 2, I finally completed it with a death count of 3. Great map and I look forward to your next one! Keep up the great work!
The last problem of Overload loot is that it doesn't convey any lore with it. A "Sharp Iron Sword" in lush cavern with complex structures for observing the stars and in menacing dull ruins, rotting away and breaking down from below by magma currents, is still the exact same "Sharp Iron Sword". And if those two swords were instead, continuing the example, "Mossy Rusted Sword" and "Tainted Grotesque Sword", the overall experience from playing the areas would be just a tiiiny bit deeper.
This actually brings me to question about one of the secret items in the game.
What's the story behind the Tengen Breaker? It seems to be placed somewhat randomly and with no connection to anything. I get the feeling it's some kind of gaming reference that I don't get, probably from something like Soul Calibur or some other fighting game I've never played.
Considering it's one of the few weapons that actually change attributes, I thought it was relevant. I'm assuming we can expect secret items like it in SP03?
Rollback Post to RevisionRollBack
Speedrunner and Let's Player. You can see my speedruns here.
After 20 episodes of battling through Simulation Protocol 2, I finally completed it with a death count of 3. Great map and I look forward to your next one! Keep up the great work!
I must admit, your level of play makes me feel like a total casual. Nonetheless, it was a great watch and I'm glad that you enjoyed your time with my little map.
Also, what a glorious reaction at the end! That moment is most definitely my overall most favorite moment in all of SP02 LPs.
[quote=TheZunar123;/members/TheZunar123;/forums/mapping-and-modding/maps/1550497-ctm-collection-simulation-protocol-series-by?comment=729]
This actually brings me to question about one of the secret items in the game.
-snip-
You are correct, it is sort of a reference item, though not for a game. The name "Tengen Breaker" originated from one anime named "Tengen Toppa Gurren Lagann" (hence "Tengen" part, which I believe in this context can be translated as "heavens", so the name of the sword is basically "Heavens breaker\Breaker of the heavens"). The main idea running through the show is that "with enough willpower, one can overcome anything", so it is quite fitting for a speedrun item (that's basically what I was creating it for), as speedruns require a lot of patience and training.
And yes, of course there will be secret items in SP03, maybe even something similar. Also, there will probably be some not-so-secret items that will be references to games\shows\whatever else.
Sounds like you should stick with Super Hostile maps. Not every map is going to be just what you want.
Oh by the way, I managed to beat ColD's world record on Animosity, by a minute. GG ColD, GG Tikaro! If you'd like, you can replace the speedrun you have linked in the Let's Plays with this one.
Im trying to stick to just one map series. And as i have played tikaro's maps i felt like i should give him my feedback that is all. Im not saying he needs to follow it im just saying my opinion is that he doesnt need 60% of the spawners in his map. However even with that being said if he wishes to continue making maps the way he has been Im not gonna complain just give him feedback if I play more of his maps.
I understand sticking to one map series, but it's going to be quite a while before SP03 comes out. There's a lot of Super Hostile maps out there that you can play while you wait.
By the way Tikaro, I have a suggestion for you. I stated in my Overload review how I liked the fleecy box in Molding Nightmares. If you can make some of the fleecy boxes unique and interesting in SP03, that'll be a nice detail. For example, changing the glass color to match the wool; orange wool would have orange glass, red wool would have red glass, etc. (like Terra Restore)
You know, I'm wondering something: Why is the series called "Simulation Protocol"? Just wanted it to sound all sci-fi like, or is there an actual reason?
Rollback Post to RevisionRollBack
Speedrunner and Let's Player. You can see my speedruns here.
Ok don't know why but when I got the yellow wool I grabbed all three (stupid I know), went up to floor one and stepped on a TNT pressure plate and blew up which made me loose all the yellow wool. Am I screwed or is there something I can do.? Thanks.
I think its just you. Nobody else has complained about spawner spam.
Not sure if troll or serious, but I'll give you the benefit of the doubt. Natural spawning is on, I am 99% sure. I did feel a bit of spawner spam in Scalding Ascendance and Celestial Garden (in both cases, the ghast spawners), but overall there wasn't anything major.
I m not sure either whether you're trolling or not^^
But I have to go with goldentwister and TheZunar, this map is great on pretty much every aspect, including the spawn
As a side note I d like to add that I ll resume my LP of overload shortly
Mostly out of curiosity, I went and checked my own map for area count. If you consider each unique environment an area, Septum actually has 28 areas, 16 of which of course contain Wool. So it really doesn't seem all that crazy when you really look at it.
Im not trolling. Im giving my thoughts on the map. When I played it the beginnning and the first intersection where great. but after playing through the second intersection I noticed that the map was literally 25% architecture 70% spawners 4% natural spawns and 1% traps. I felt bored because all i did was fight monsters constantly and didnt have to worry about traps. but maybe im just spoiled by Vechs whose maps i played and make me feel like there isnt a crap ton of spawners..
It was six minutes slower than the record and I ended up not having one of the wools at the end, but I was really just playing for personal satisfaction. Redeeming myself, if you will.
Speedrunning this map has really opened my eyes to one of the main issues: natural spawning. Almost half of my attempts ended only a few minutes in at Red Rock Canyon due to natural spawns screwing me over. The others usually involved skeletons, either shooting me off my pillar or ganging up on me.
***
SP03 Dev. Update №2 (Is that the sparkle o' coin I see?)
Okay, so here we go again. Today, I want to finish (we all know I will fail at that) talking about the theoretical differences in SP03 and my previous maps, but I also want to sort of concertize where I think I went wrong with, mainly, Overload.
So, the first thing that I think fell apart in SP02 is the loot system. Back then, I had this idea that I would make a gigantic list of dope custom items that player would be able to find and be like "ooh new shiny unique thing, I'll take that". And I could have done that, but my system was wrong in both the way I did items and the way I distributed them.
Here's why. All of items were divided into three groups: "Uncommon", "Rare", "Elder", (items from the last one being the most powerful). Now, that's basically how you would expect loot to look like in an RPG, right? Well it would be, if "Rare" or "Elder" items were actually something rare and hard to find, and not just stuff that you find later than Uncommon.
The second problem, which flows from the one above, is that, in the end, all of those custom items are common. They are probably the most common loot in the whole map. I think at least half of the chests in the map contained some kind of a "shiny custom unique item". Because of this, they lost their charm as "custom unique stuff" and became just stuff you need to sort through.
Another thing that bothers me a little bit is that all of the custom tools, weapons and armor are different only in terms of enchantments. Now, it's understandable, there isn't a lot you can customize in items in terms of gameplay, but there's still the whole attribute system that I didn't use. Okay, if you ask me, the current attribute system is absolutely pitiful and doesn't achieve what it should with only 7 customize-able parameters, 3 of which can't even be applied to players. But even so, there is a lot of combinations you can do with this.
The last problem of Overload loot is that it doesn't convey any lore with it. A "Sharp Iron Sword" in lush cavern with complex structures for observing the stars and in menacing dull ruins, rotting away and breaking down from below by magma currents, is still the exact same "Sharp Iron Sword". And if those two swords were instead, continuing the example, "Mossy Rusted Sword" and "Tainted Grotesque Sword", the overall experience from playing the areas would be just a tiiiny bit deeper.
So, how do I want to go about not falling in the same pit twice? First of all, there will be no more tiers for items. It will be entirely up to the player to decide if the sword that he has just found is better than the one he's using right now. Other than that, I will also utilize attributes to my advantage, so, for example, you'll be able to find both a "Gigantic Stone Greatsword", that deals a lot of damage, but makes you slower, and a "Swift Stone Longsword" that doesn't deal that much damage, but makes you faster (damn I really like using swords for examples). Alongside with a more attribute-oriented loot, enchanted stuff will probably become more rare. No more enchanted loot in every other chest! Because of that it will both feel and be so much more valuable when you find it.
And last but not least, items will be tied to lore. Instead of "Durable Iron Sword" you will find stuff like "Royal Knight's Broadsword" or "Dull Axe of Revolutionary", and they will actually be somehow logical to the context and will reveal a tiny bit of history of the world through their names\descriptions.
Oh, I just finished talking about this one topic, and this is already quite a text. Let's stop here today, but that does raise one question for all of you guys who read these updates: should I not stop myself and write big walls of text when I want to talk about a lot of stuff (probably 2\2.5 times more than this update), or is this size (+/- a bit, of course) more comfortable for the updates?
Also, the screenshot, as always:
***
Troll or not, I should address this.
First of all, combat is one of the main factors in CTM maps, so you will find yourself in combat pretty much all the time when you're exploring areas. If you find it boring, perhaps CTMs might not be for you.
Next thing. Spawners provide much more flexibility than natural spawns, as well as are overall better in terms of precise balance of difficulty, (so you will not find yourself watching a stupidly large horde of mobs coming for you from one dark room). So, of course there will be a lot of spawners in the map.
Also, it seems like you are saying that I tossed a "crap ton" of spawners around in the areas without too much thought put into it, (and I apologize if that is not what you wanted to convey). But saying that is just plain wrong. If there is a spawner somewhere in the map, it is there because I thought that it should be there. I didn't just fly around for several minutes placing spawners because "there should be spawners in areas", but I actually thought, for example, "I will put this blaze spawner in the lava near the anvil, so the player will have a more difficult time here, but as a reward, he will get a shiny new anvil". And if there are places with spammy spawners, they are there because I wanted there to be such a place (for better or for worse is a different question).
There indeed isn't a lot of traps, but they are certainly not the key factor for interesting gameplay, and I would rather use them scarcely than have one around each corner.
With all of that being said, I'm sorry that Overload didn't meet your expectations. There are a lot of great CTMs out there that you can dive into, so you will most certainly find something enjoyable for yourself.
Hooray for speedruns!
If I were to replay Animosity now, I would probably find it to be an amateur disaster all around, starting from balance and aesthetics and ending with me being a total jerk with purple wool entrance. C:
I have to disagree with you on natural spawns. I found maps like kaizo caverns by vechs for example thrilling. there was a focus on combat but at the same time there were traps in literally every area to watch out for which adds to the combat if i might add. in addition his spawners were placed farther apart and didnt require a huge amount to make an area dangerous. My point was that you dont need a crap ton of spawners to make areas difficult. traps can add to difficulty without forcing the player to battle 10 spawners to just get a reward. albeit later in the map when players have more gear I can see why placing more spawners would be beneficial to the difficulty but when its literally the second intersection and i am using 3-5 picks per area to clean out spawners thats ridiculous.
As far as ctm maps not being for me. that isnt true. I enjoy combat but I dont like being worried bout combat all the time i wanna have to worry bout traps and the terrain as well. it didnt seem like either of those were even an issue to me. Im not trying to downgrade your map at all im just putting in my two cents so that hopefully youll make another map and itll be exactly what im looking for because honestly if you map was less spawners more trap and terrain problems id have played it through to the end.
Oh by the way, I managed to beat ColD's world record on Animosity, by a minute. GG ColD, GG Tikaro! If you'd like, you can replace the speedrun you have linked in the Let's Plays with this one.
I love tiers for items
playlist: https://www.youtube.com/playlist?list=PLb-TRGfslBX9wEMw8W80YejnFoCuR0FFV
Special thanks to Axl Rosie for the sig.
This actually brings me to question about one of the secret items in the game.
What's the story behind the Tengen Breaker? It seems to be placed somewhat randomly and with no connection to anything. I get the feeling it's some kind of gaming reference that I don't get, probably from something like Soul Calibur or some other fighting game I've never played.
Considering it's one of the few weapons that actually change attributes, I thought it was relevant. I'm assuming we can expect secret items like it in SP03?
I must admit, your level of play makes me feel like a total casual. Nonetheless, it was a great watch and I'm glad that you enjoyed your time with my little map.
Also, what a glorious reaction at the end! That moment is most definitely my overall most favorite moment in all of SP02 LPs.
[quote=TheZunar123;/members/TheZunar123;/forums/mapping-and-modding/maps/1550497-ctm-collection-simulation-protocol-series-by?comment=729]
This actually brings me to question about one of the secret items in the game.
-snip-
And yes, of course there will be secret items in SP03, maybe even something similar. Also, there will probably be some not-so-secret items that will be references to games\shows\whatever else.
Im trying to stick to just one map series. And as i have played tikaro's maps i felt like i should give him my feedback that is all. Im not saying he needs to follow it im just saying my opinion is that he doesnt need 60% of the spawners in his map. However even with that being said if he wishes to continue making maps the way he has been Im not gonna complain just give him feedback if I play more of his maps.
By the way Tikaro, I have a suggestion for you. I stated in my Overload review how I liked the fleecy box in Molding Nightmares. If you can make some of the fleecy boxes unique and interesting in SP03, that'll be a nice detail. For example, changing the glass color to match the wool; orange wool would have orange glass, red wool would have red glass, etc. (like Terra Restore)