I think I see the light at the end of the tunnel, so I'm starting a new thread for the mod. : ) Wow, was I dismayed when the forums disappeared... Thank you, Alec, for bringing them back!
Labyrinth Mod update (spoiler alert): "Strange" Map To Do List: ("Strange" is the fourth and final map of the mod; after this it's all just tweaking, I hope!)
Fix existing paramecium script (which is based on dark jelly script) so the obstruction area matches the texture. (Don't know how to do this yet.)
Make a dragonfly/darter entity. (Will probably modify the script from that flying creature from the Sunken City; alternatively, the parrot script.)
Texture fixes, additions: Reeds - add grooved stems, scaled tips.
Bevy - make hexagonal, virus-looking texture.
Make wilted tile for edges.
Add a couple more protists.
Make good background tile for tunnels.
Fix lily pad/duckweed tile.
Separate embryo from egg so can add motion to embryo.
Spore body edge tile - extend stems to eliminate dark.
Add a few more algae tiles for landscaping.
Make a spherical volvox.
Draw darter texture.
Landscape spirogyra maze.
Twine maze plant around edges of entire map to encircle pods.
Move Nature Form node to one of the mazes (which?)
Map: - Make it harder for tadpoles to escape reed maze.
- Add small cave to lower right side tunnel.
- Block off spiro maze; add energy door.
- Make new pod for the energy orb pearl.
Add currents for interest.
Can I get all this done in the next two weeks? Wish me luck!
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