10 hours ago
Yup! I've been using that blank-event-as-barrier style for most of the game. It works well despite being very basic, particularly for smaller maps. This is the first time on a big map though, and I've had to adjust. Managed to free up 200 tiles by simplifying the zones.
For countering lag, I intend on adding switch changes at various choke points. So the roaming monsters only appear when you approach that area and disappear when you leave.
For countering lag, I intend on adding switch changes at various choke points. So the roaming monsters only appear when you approach that area and disappear when you leave.
![[Image: SP1-Writer.png]](https://www.save-point.org/images/userbars/SP1-Writer.png)

