        // Now we build a noise map for use in spawning entities later
        self.noise_areas = generate_voronoi_spawn_regions(&self.map, &mut rng);

        // Spawn the entities
        for area in self.noise_areas.iter() {
            spawner::spawn_region(&self.map, &mut rng, area.1, self.depth, &mut self.spawn_list);
        }
    }

    fn render_tile_gallery(&mut self, constraints: &[MapChunk], chunk_size: i32) {
        self.map = Map::new(0);
        let mut counter = 0;
        let mut x = 1;