Adam Foster, "Minerva"s designer, is critical of Valve's design of "Half-Life 2" maps. His belief is that game developers focus on creating gameplay friendly environments that do not work in an architectural way, "a series of unconnected boxes" says Foster, "Minerva"s environments are built as actual environments (with correctly proportioned structures and areas) with gameplay worked in later. This creates a more open design, in which players may, in places, navigate in multiple ways. Later locations can be seen in earlier stages of the game (along corridors or through windows for example). Map design is the mod's hallmark. While all levels are constructed primarily using Valve's resources, with few new models or textures, Foster follows his own design ideals – that of compact, well designed maps. Although the levels seem huge, as play unfolds, they are in fact very small - wrapping around to use the least space possible. This creates a sense of realism. As pointed out by Planet Halflife: