Quoted from Medisinyl:
I appreciate the positive feedback, though as my mod history may show, I have to really feel something to be driven to mod a game. While I was familiar with Ultraman (primarily from my Famicom/FDS collecting days), it's not a theme I think I would do as much justice to compared to someone that intimately knows the source material. That's not a hard "no" as of yet, but it's unlikely.
I'm firmly on the fence over which game I'll be keeping. For me, HWN started in the lead based on theme and the initial trailers. After Jack's stream, UM has pulled out to a *VERY* significant lead, although it's still early.
I have to admit, if HWN catches up, and I'm still debating at all about which game to keep, the fact you'll be making HWN mods and not UM would be enough to tip the scales. Been buying your stuff since the RZ days, and your mods are transformative. I just wish you had an earlier number (and that it wouldn't cause you undue stress).
As for specific ideas, there are so many possibilities given the scale of work you've done before. The visible Michaels behind the hedges are the obvious eyesore. The next glaring omission, and where you could probably make the most difference, is the top left balcony. You could really transform that area of the game into something cool. That said, there are tangible opportunities on the right-side uppers as well. Spooky did a much nicer job with the house level than the top upper on UM, but creating a more immersive house situation would be cool, especially if it tied into the balcony (that I'm imagining you'll make) on the left. Your AMH mods bridged the entire back of the playfield, and I could see you doing something similar here.
Other than that, maybe fleshing out a portion of the sanitarium would have potential?
As much as I would want you to do UM mods, HWN seems right up your alley. This game has tangible physical locations that I could really see you bringing to life.
</end creepy fanboy rant>