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1. Tower rotation is an oversight on my part. I'll add support to rotate the tower on the next update.
2. Yes you should be able to do that. Honestly, we are still trying to figure out that part and potentially adding more options. So the 'load a file' option is kind of a placeholder solution. When everything is done, you should be able to acess all those option when loading a file locally.
I noticed that some pre-placed towers in the Campaign were already upgraded, U1 U2 U3..
It would be good to also have that option to select an optional upgrade for the towers
Case1) If P0 end is the same tile as P1 start, then the game creates a checkpoint for the axon to pass by.
Case2) If P0 end and P1 start are separate tiles, then the game creates 2 teleporting portals.
Seems this gets a bit weird when destination tiles are used.
Case1) P0 end will get repositioned to a new tile that the player selects. However, P1 start still stays at the same tile, and graphically remains as a checkpoint which appears a bit confusing.
Case2) P0 end will get repositioned to a new tile that the player selects, and graphically becomes a destination instead of a portal. The existing P0 portal graphic still remains on the map (although totally inert) and you can even build towers through it.
In both these cases, It is still functional gameplay wise, although the node graphics model might need to be adjusted to better reflect the state of the path.
Another thought
Im not sure if the destination tile should alter the end position of P0(mid point node, currently what the game is doing now), or P1 (final node). Given that either choice will have a big difference to the level design for such maps that use these features.
These are very powerful editor features if implemented well though. It makes level designs very flexible and unique.
We will need to revise the which destination to change for the connected path. If possible, I like to give the player the option to change any destination, which include all checkpoint (case1), teleport (case2) and the actual destination. We'll see.
If in the case where its a 'checkpoint'. (End of P0 on the start of P1,) and a destination tile is used...
P0 gets a portal as the end node. But the start node model of P1 graphically disappears. Looks like the Axons appear out of nowhere at P1.