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I've made something which *might* keep the map runnable and still allow the nice high NPC count of the map, but someone more experienced with these things would need to do stuff like trying to ensure enemies that can see another enemy being killed don't pop out of existence.
I've packaged it as a mod for testing convenience, and it doesn't alter any existing level/control scripts (just adds a new one to make enemies go disappearing), but ofc it'll probably break on any map which doesn't particularly like characters popping out of existence when you aren't looking at them, and will subtly alter gameplay due to "what you can't see is no longer able to hurt you"-ism.
https://20kdc.duckdns.org/og_kmtk.zip
Ellaborating on the above, the entire map is open at all times, and there's no way to subtly activate enemies except perhaps waves, but that isn't what I was going for. Like I said in the base WS post, It's probably unplayable with anything under a 1060, and even my current 1080 hiccups a bit while playing.
Consult this wiki article: https://wiki.wolfire.com/index.php/Checkpoints
And watch this video: https://youtu.be/AUWD8CHDSgM
The bad performance on this level isn't due to the graphics, but because every single enemy is active at all times from the very beginning.
That wiki article includes how to disable characters and objects at "enable/disable actions".
Either split the level into multiple parts and load each part using hotspots/dialogue, or enable sets of characters as you pass through each checkpoint. I can show you how if you can't figure it out, just DM me on Discord.