I had to actually lower the solid ceiling of the please die part a couple times in testing because the original goal of it was to require the player to connect to the sparsely-placed single pixels. I realized in testing that that was just ridiculous and the map would be literally unbeatable that way, so I made it possible to connect to the top, which gave the player at least some hope. If WA didn't have frame-rate-bound issues, it would have worked, but it does, so I couldn't go that route.
Yeah, I feel like I was pretty mature as a teen already. Creating something like this was 5 years after I started using computers in a pretty hardcore way, and I'd already switched from making all my maps in MS Paint to Photoshop with the grid tool. I was doing precise pixel measurements and in-game tests for worm width, height, and tons of possible map shapes, and how the game engine treated them. It helped that I grew up with Apple II, DOS, Windows 3.1, Windows 95, and Windows 98, NES, and SNES low-resolution pixel games, so I was always aware of singular pixels and how they should affect things. Thanks for the compliment. I hope I can raise my son to mature early too. He's already 15 months old and growing up fast.
A wider evil map is quite possible now, with longer water parts and less annoying nonsense that has no real consequences other than wasting the player's time (trying their patience). That might be fun for a newer map creator to experiment with. If I was still as excited about WA as I was back then, I'd be booting up Photoshop (or Krita nowadays) right now to do those experiments. However, I'm too busy for that these days.