1) When there is a wall on the leftmost/rightmost column on the map, then you will be able to walljump off that wall on the other side of the map.
Example: Load map Biurza_Straight_Shooter and try to walljump on the right side near the water.
2) When there is free space on the leftmost/rightmost column on the map, water on the other side will behave like a waterfall.
Example: Biurza_Straight_Shooter and spawn some outposts on the left side to remove the walls.
3) Support will be shared across the borders on the left and right side.
So tiles can float on one side (A) of the map if there are tiles on the other side of the map that are connected to the ground. When those tiles stop being connected to the ground, the first tiles (A) will also collapse.
Suggestion
Those things shouldn't happen.
Maybe make it so the game assumes there is a copy of the column "one tile further beyond" rather than assuming the column is the other side of the map.
Description
1) When there is a wall on the leftmost/rightmost column on the map, then you will be able to walljump off that wall on the other side of the map. Example: Load map
Biurza_Straight_Shooter
and try to walljump on the right side near the water.2) When there is free space on the leftmost/rightmost column on the map, water on the other side will behave like a waterfall. Example:
Biurza_Straight_Shooter
and spawn some outposts on the left side to remove the walls.3) Support will be shared across the borders on the left and right side. So tiles can float on one side (A) of the map if there are tiles on the other side of the map that are connected to the ground. When those tiles stop being connected to the ground, the first tiles (A) will also collapse.
Suggestion
Those things shouldn't happen. Maybe make it so the game assumes there is a copy of the column "one tile further beyond" rather than assuming the column is the other side of the map.