I couldn’t agree more with this take. There is a clear distinction between using f2u/e portraits and animations and f2u/e maps.
Maps can not be transformed the way that portraits and animations can, they don’t have personalities and can’t be easily spliced. Along with that, portraits and animations are purely visual. Someone who is bored of seeing the Honeydew portrait could just not use the character said portrait is attached to and it won’t affect their experience with the hack.
Maps are a different story. While yes enemy placement and player positioning is important to a map, the maps design is still fundamental to the experience. You cant ignore the Champagne Supernova of the hack, it’s a chapter that you have to play through.
This also in a way makes it much harder for new hackers to actually know how to design their game, the fundamental aspect of the craft. If you give new hackers usable maps to fall back on it won’t force them to ever make maps of their own, leading to stagnation and less of a drive to ever attempt doing so since their project likely wouldn’t get the feedback to motivate the creator since again, you can’t skip maps and no one wants to play the same map in completely different hacks.