As I stand back and read my words before I post this, I have remembered that who we are is more important than the maps we make. Take my words lightly.
Just removing them isn't the best solution. They're quite tied to the original concept, so I doubt I'd remove that large piece of map. I'll look into to see what I can do.
I'll accept that. Going back and playing the original, I see now how it was part of the original design. If leaving that part in is the best thing for the map, then by all means do so.
I couldn't believe in what I was seeing: a very big, bland, monochromatic and empty map with enormous rooms and obvious "hidden" items. This map did suffer a big renewal since SRB2 2.0 release.
I've said this before, probably also to you specifically, but I don't believe in improving Nuclear Sunset 1 or 2. Maybe it's just because there was something magical about NSZ, because those were four months of solid productivity. That was a magical time for me in my life, and I want to keep those memories. Because in my own maps I see my own self. I literally can't see my maps like anyone else does.
But also, when I played your old Mill Citadel versions, I realized what had happened. When I came back and played your new Mill Citadel, it was like I had been away for a while and I was coming back to the same map. Both acts still have the same soul, even if so much else has been changed. You may not be able to see the map like that because you are its creator, but I do. And maybe that's why I still have Forever Forest 2 under my knife, because I don't think I've worked its soul out properly. But these are my own ramblings.
One last thing for the day: Be careful you don't lose Mill Citadel's soul by adding too much. Too much detail might strangle the level, and the one thing I miss from the original contest versions was that I had room to breathe. There was a clarity to the level, even if its lost simplicity is for the best.