Thanks Widget; you put it a lot better than I could have
. And I agree with Rai, too - seeing the workings of a level can damage the immersion for me. I've played a lot of 'classic' levels since downloading your mod and already I've developed an annoying habit of looking at the map screen and mentally examining the programming techniques instead of enjoying the level as it was meant to be enjoyed. Also, I keep walking into traps while looking at the map.
I'm trying to include the map in the KS+ level I'm working on now, because I do agree with you: having a working map would look cool. But it's proving more pain than it's worth. Having duplicate screens close to where they fit is just much easier for me when it comes to programming. Plus I've currently got three very complicated screens to move because the path has wandered too close to them.
On the other hand... If I do make a sequel to 'I Dreamed of the Sky' (which isn't unlikely) it will inevitably become a trilogy, and I spent a lot of time stressing about how to make my plan for the third part work - the map screen has solved a lot of potential troubles and it will definitely be used when I get there.
Tell you what: how about a command that allows you to hide certain screens from the map? Then I can tell the level to show I'm in the non-duplicate screen while the duplicate screen itself is invisible? To me, that seems a much better solution than trying to second-guess which direction the level is going to build in, or putting a screen thirty blocks left and thirty blocks down.
It won't help with 'Dragon Myth' or other pre-mod levels, but it'd at least make designing for the mod less... frustrating, and encourage me to use the map where it's not necessarily useful.
The 'force map on' option sounds good; pleases the design freaks and the cartography nerds.
Man, I talk too much.