Okay, I'm looking for advice (for a change):
In the various Tidal Tempest stages, the water level tends to go up and down at very specific points; once you reach specific points horizontally, the water level changes and if you go back a single pixel, it will return to its previous level.
Anyway, so far, on the two maps I've completed, the water level was either static or changed right in the middle of a wall so the water surface doesn't look broken.
However, in other maps it changes right in the open, meaning that if I show the different water levels where they are exactly, it would mean showing two water surfaces right next to one another and it kinda looks stupid, as if the water was just hanging there in the air like a wall of water.
Should I still go for accuracy (and thus a stupid look) or should I look for a nearby physical separation like a wall and use that to "buffer" the disconnection? I know it's a question of choice, but maybe someone will have an argument I haven't thought of.
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"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard
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