They did feel they had done a good job automating the level creation process, as levels were rapidly designed. "A designer," wrote Muzyka, "might submit a level description and receive it, art complete, a month later ready for scripting, but missing some key features (almost always a door). We would then have to determine whether the omission was important enough to have the art piece redone, or whether we could simply tweak the design of the level to fit the finished art."[1] Areas were made more compact than before, the amount of "dead space" being curtailed, facilitating faster travel between key areas because less distance has to be traveled.[2][78]