There is a bit of TRoR in the map (the fireplace near the blue key, and another one that's hardly worth mentionning) but everything else that looks like TRoR is IM's skybox system, the same one you could find in some places in the Preview Campaign and which was explained in
The 1st dev blog entry.
Forge, on 23 January 2019 - 08:30 PM, said:
SoS is a love/hate relationship. Mostly you love the stuff but you hate yourself for wanting to work with it.
Nancsi, on 23 January 2019 - 09:45 AM, said:
And of course the autistic question. Who designed this map?
It's a tough situation where, even for some of the devs, it's become impossible to tell who between Vita and I did what in some places. I'm not sure everybody would be able to be in this situation as it demands to park your ego.
Since I'm sure Vita would hate to see people think I'm to be given credit for something he did, and vice versa, I wish I could provide a thorough answer someday... but even then it's not that simple.
All I can say for now is that there are varying degrees of my involvement depending on what you're talking about in the map, but I've been involved in everything if only at least for a little bit, even regarding the basic layout and progression that I changed, or the basic architecture that I made wider and bigger in most indoor places. The exceptions being the things Oasiz mentionned (anything above the glass in the small skybox at the end and the jukebox which is all his, as well as the bowling alley that I took from an old concept map of his and that I rigged).
So in short, if you thought it was complicated to tell who did what in the Preview Campaign, it's even more complicated here. The lesson is that in a commercial game credit isn't as simple as in a map, in fact, I believe there are many things we don't know about in other Build games that we'd tend to attribute to some specific mappers.