but seeing large numbers of features being culled starts to build concern that maybe the next proposed cull will be something I do indeed make use of.
Indeed. Fear tends to generalise
. But I'm glad we can agree that culling seems to have become a "trend", and now there's the question how many want to move along with it.
No, my main argument for culling is not that it is barely used. Instead it is (copied from the first post):
Okay, thanks for clarifying this. I didn't mean to misrepresent you, I am referring to your overarching arguments for culling features of any sort. For radiation, slowfreeze, anti-splat pads, and now for reversed teleporters and receivers, the argument "it's not even used that often" has, as far as I remember, always been a part of your argumentative line, as a "redeeming factor" that removing it won't cause lots of damage. Will it might not do any damage to
your content, it certainly does to that created by a few other select individuals.
I have understood that for teleporters and receivers specifically, confusion of direction is the main reason you suggested the cull - but I believe this fear should have been reasonably dispelled by now: namida said it's just a single line in the code, IchoTolot has suggested the simple "turn" label, and clear physics mode is something a player has access to all the time. Many tilesets even force you to use it, because their traps are designed to look harmless by nature (like the rock trap in dirt, the ice spike in snow, the grappling hand in purple etc.). So using clear physics should be encouraged in general when taking a first look at a level, in my opinion.
@IchoTolot: In order not to quote your entire post, I hereby put my virtual signature beneath it, because I agree with everything you said on this matter!