I figured it might in earlier maps; however, I would keep an eye out for console errors. CZG added custom code from the Hipnotic mission pack source, as well as "some stuff I made myself." I doubt Lunaran has 100% identical code, so it could lead to a broken sequence down the road which could "soft-lock" you & prevent progression. Also, I would take a look at total enemy counts per map, because you might run different numbers that the author never intended. There is the possibility that CZG's custom code could be just for a rare bit of rotating geometry, so it might be fine if you care less about that & absolutely want Copper's "sprinkler attack" Enforcers. I wouldn't suggest it, unless you enjoy experimenting!😊
Insomnia is one the best classical packs I ever played. A textbook example to level design.
This also works under copper
I figured it might in earlier maps; however, I would keep an eye out for console errors. CZG added custom code from the Hipnotic mission pack source, as well as "some stuff I made myself." I doubt Lunaran has 100% identical code, so it could lead to a broken sequence down the road which could "soft-lock" you & prevent progression. Also, I would take a look at total enemy counts per map, because you might run different numbers that the author never intended. There is the possibility that CZG's custom code could be just for a rare bit of rotating geometry, so it might be fine if you care less about that & absolutely want Copper's "sprinkler attack" Enforcers. I wouldn't suggest it, unless you enjoy experimenting!😊