Is that the intended look? Or maybe someone could steer me in the right direction.
Yeah, that's more or less what you get. The built-in waterfall model can't be tiled into a single seamless flow. This is because the water falls with acceleration - each wave moves faster the further down the model it gets. Once you get to the bottom, you have fast water meeting slow water below. So the idea is long waterfalls get made out of several smaller steps, with the water landing on a lip and then flowing over the next.
It can look a bit off, but one thing that can help is staggering the animations of the waterfalls. Setting the
frame key to a number between 0 and 25 staggers the animation, but you need to work around a bug first! The workaround is simple, set
targetname to a placeholder value you don't ever trigger elsewhere in the map, like "!!!invalid-target". That way the waves aren't all landing at the same time on each one.
Another option is to make the steps more distinct by offsetting each one more than 4 units, with a little pool of water between them. This might communicate the steps better. Here's a screenshot of how that might look:
https://tomeofpreach.files.wordpress.com/2016/08/waterfall.jpg