There's no sense in releasing your work if you can't deal with criticism, especially if it's valid. That's part of the fun, and the opportunity to grow. I can only guess you're used to constant praise and noone in your circles is able to fairly judge your work. Sure you can throw a tantrum like that, it's both funny and sad. Those models will snowball on you and us players later, unless you plan to include 2 SLI GTX 1080s and SSD drives as a requirement for a game that doesn't even look 2010. Getting back to good work then
I dont remember watching someone being so anal about a free contribution asset they were just gifted in a long time. Perhaps when you actually spend more time working on mood, flow, storytelling in your mapping, you'll realise technical details are not really an issue, you get whatever is available, whatever technical limitations there are, and you tell your story and thats all there is to it. Springheel could have gifted us models with a zillion polys and who cares, people would still happilly find a way to use them to enrich their maps. Its well known by everyone that its the mapper who is in charge of budgetting polys and lights and AI inside each of the scenes they create, trading between geometry detail, lighting setup, AI population to find the balance they need to tell the story they want in that particular area of his map. Its his responsability, alone. You'll use whatever is available to you (map manually, use prefabs, import models, model your own, etc), and find that balance, it as simple as that. So, please dont let us hear anymore of unoptimised models and how inconsolable that makes you. Just start using them. Scene getting a bit heavy? Go in there, change some things around, find that balance. Simple.
Springheel doesnt have a "circle". But the amount of work he has put in, innumerable to count, plus the amazing quality of it (his was the first map I played and it is still my favourite (Score)), that must have gotten him a good number of fans, thats for sure. I know I am one. Specially of his impecable work leading tdms art direction to where it is today. Lets just appreciate what people are contributing and try to match it with our own quality contributions, or simply aprreciating it by playing the damn thing. Which I just might, a Springheel mission is a pretty good reason to dust off your copy of tdm and give it a go.