There were two things, modders didn't completely understood in the early days:
- The animation table
- The cave pointer table
Without touching those, you restrict youself. Leaving the animation table alone, you only want to use animated objects which were used in the same map in BD1, unless you wouldn't care for their animation, which was occasionally done as well (including BD3).
Leaving the cave pointer untouched, you obviously couldn't build caves complexer than the original BD1 counterparts (including BD3, again).
For example Cave A often has these two wall lines often merely changed direction or became rectangles. If you look for it, you'll notice, that many games didn't even bother changing the random seed, thus having the boulders and diamonds in the same place BD1 has.
Surprisingly unmentioned here, Cave C is often merely random placed elements with in and out boxes added, since that's all BD1 has here.
Also funny that you apparently didn't notice, that several of those early games didn't even modify the intermissions, thus beeing identical to either BD1 or BD3. Interestingly enough, Dr. Watson did modify the intermissions in his BD4.
No One was the first to shift around the caves in memory, so he could actually use the full 255 possible bytes per cave, which is still slightly restricted, ie. you couldn't fill a complete cave with a maze, though you could be a lot more complex than BD1 caves at least.
The format was redesigned in PLCK which allowed unrestricted placements, but sacrificed the 5 level feature at the same time. Probably because the level idea would appear rather dull without the possibility of random placed elements.
RTADash wrote:I've never followed a design pattern. Actually I've designed all my caves in any order depending on when the ideas came to me. Then, when I finished designing, I put the caves in some random order that psychologically satisfied me.

Sure, that makes sense, but we're talking about the early games, which would be roughly those which appeared before the PLCK and were made with just a hex editor. Nobody had the idea (or knowledge) of changing the cave pointers and shift the caves in memory back then. It was all reverse engineering and a steady learning curve. It actually would be easily possible in the BD1 engine to change the cave order by just exchanging their pointers.