Quick part:
If anyone needs a rope bridge or a mushroom or anything, feel free to steal them.
Rambly part:
Yeah, I knew the leaves were a terrible idea while I was making them, but I couldn't stop. At least they're novel...they look kind of neat, they can be walked on, they block fire...you can get stuck in them pretty easily though. I wasn't sure if mapmodels could do all that, and I was having trouble with them too. I still don't see ammo models and that like when I load it.
But yeah, trying to aim while sweeping past three thousand laggy little triangles is no good.
I kind of like the small-and-precarious aspect though. The main area is pretty small, but you can escape in a few different ways (tree door, stairs, over the edge to the lower rope bridge, over the edge to the dead-end balcony, if you're super tricky, the root on the cliff face, but then you're kind of a sitting duck)...again, assuming it ran at all reasonably ; ) And narrow corridors sometimes force you to jump around preemptively (you can jump from the lower rope bridge or either balconey to the main area without going through the room.)
In general, the higher up you go, the more otions you have for escape. If the leaf issue gets resolved, a classy teleport from the fountain to the treetop might add enough circular-ness to make it interesting to play on.
If the medicore fountainhead intself were removed, the leftover pool could be made deep, with a teleport hidden at the bottom so you'd have to sink to it.
But yeah...it sort of turned out as an art piece *scuff*