I'm trying to make TD with strictly mazing, but have come across a problem with detecting blocking.
The only solution I can think of is to detect when a creep stops moving because it is unable to follow along a maze. This trigger actually works, but the unit typically follows the maze up until the dead end, runs back a short distance, returns to the dead end, and then it is finally recognized by the trigger. I'd like to find a way to detect the dead end on the spot so there is no build up of creeps going back and forth.
Thanks in advance.

Blocking