Overworld 1 related to spawning

After clicking the scene for Overworld1 you will see that all the tiles
are shown in the hierarchy. To save memory and make the hierarchy easier
to manage I will try to find some compromise for being able to interact
with the tiles on the screen, while not having to take up all that space
on the editor and in memory. But for this first prototype, a suggestion
is to put other gameobjects in a parent class to organize them in the
hierarchy easily.

Now the benefit of having all the tiles shown on the scene is that spawn
points can be created by simply dragging desired tiles for hero spawning
and monster spawning alike into a respective set of public lists. Once a
player selects to spawn a hero from the GUI at a particular location,
the corresponding the tiles can be selected from a list of tiles that
represent where heros should be spawned depending on which location the
player selected. Monsters would spawn similarly, just without player
input.

These are just my thoughts on spawning, there are tons of other
approaches as well.