diff --git a/Map-Compilers.md b/Map-Compilers.md
index e29363a..becda5a 100644
--- a/Map-Compilers.md
+++ b/Map-Compilers.md
@@ -2,6 +2,11 @@ Mapbase has its own custom map compilers. In order to compile maps in Mapbase, u
**The recommended setup for compiling maps in Mapbase is to use Mapbase's custom `vbsp.exe` while using Slammin' Source for all of the other tools.** This is because Mapbase's VRAD, VVIS, etc. are barely different from Source 2013's regular compilers while Slammin' Source's tools are much more powerful and advanced. Mapbase's VBSP is an exception; it supports almost everything Slammin' Source's VBSP supports *and* supports features unique to Mapbase, like parallax corrected cubemaps or the `buildcubemaps` fix.
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+Download Mapbase Compile Tools:
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Here's an actual list of changes Mapbase makes to the compile tools:
@@ -22,7 +27,7 @@ Here's an actual list of changes Mapbase makes to the compile tools:
* Areaportal leaks terminate VBSP, just like regular leak testing (disabled when `-noleaktest` is used)
* Default cubemaps not generated by default due to an in-shader alternative used by Mapbase; new `-defaultcubemap` command to reinstate behavior (was previously just `-nodefaultcubemap`, which was replicated from Slammin' Source)
* Raised limits based on research from ficool2:
- * Raised maximum VBSP entities from 8192 to 65536
+ * Raised maximum VBSP entities from 8192 to 65536 *(Not in-game entities! This is for static props and other internal entities)*
* Raised maximum VBSP worldlights from 8192 to 65536
* Raised maximum VBSP overlays from 512 to 8192