There are some 'mechanics' where leaks can be easily destroyed, whether not. We are not on this purpose... It's a basic projectile system at launches at most 10 balls for each player, at most 100 projectiles, that wouldn't affect if the map doesn't use many other projectile systems and once the map is optimized though... even if it uses custom models they can be pre-loaded... what we should really fear, those complex loops, for example:
Picking Players in Player Group # One loop per player # [For MPIty...]
==Picking Unit in Unit group#Second loop, depends on units # [Projectiles]
===Picking Units in Unit Group #Third loop, depends on units # [Enemies Around]
====If Then Else # Fourth Singular loop # [Enemies are dead ?]
=====For EACH Integer # Fifth Loop depends on integer # [Loop through enemies]
======Picking Destructibles in Destructibles Group # Sixth Loop depends on units too # [Loop through active doodads and depends on their number to check pathability]
Just think of how much time the trigger would take to apply each loop... it would take 'one loop instance speed'^(5+(eachinteger_variable)) [[[ Just nearly ]]]
really, i made a spell like that and it was very laggy, once I optimized the map it was quite smoothy, ... So you should really worry about those eye-candy spells that use multi-loops inside others. The spell we are trying to make, at most uses 2 loops , it will never be laggy unless it's used on a wooden pc... also Warlock is a good example, many instances but still no lag...
P.S : I made the spell it's a little buggy at closing each instance so I will be finishing it soon ^^ (Got studies besides it)