Hey, Shadefyre. Thanks for checking out the level and for the feedback.
And yah,
I probably should have dropped a few more subtle hints with some of the puzzles, per-
haps like you suggested, pick up a particular object (ie.gun) and throw in some text.
Generally speaking, what I try to do is make a puzzle somewhat challenging yet do so
in a way that isn't generally seen in typical trespasser levels. Challenging in some
ways, yes, but I imagine it can also cause some frustration as well.
I'm not sure why the tram crashed on you, that never happened to me in all the rides
I've taken (dozens +), but as you mentioned that's trespasser. As far as save games,
I never played this particular level off of one. Mainly, because of the many complex
scripts, I somewhat just assumed saved games would most likely cause problems. Level
size; yeah it is quite large and I doubt anyone (other than maybe TheIdiot) explored
every nook n' cranny. I would say at least 50% of the level is considered OTP areas
(not intrinsic to level completion), but I believe there's some pretty cool stuff to
see none-the-less, if one is so inclined to explore the entire map. Otherwise, once
you get out of the compound one can pretty much follow the tracks, solve the runnin'
maintenance shack puzzle, retrieve the rv key (discovering the code inside) and head
out across the bridge and down the road to the gatebox and the final puzzle.
In closing, thanks again for checking out the level and minus the hiccups mentioned
you seemed to enjoy it and that's always nice to hear.
One a personal note, your
videos of this game are not only appreciated and enjoyed as well, but are valued and
just as responsible for keeping trespasser and its community alive as the levels that
you cover.
@Edit: Had a rain day off and took a few tram rides. I couldn't duplicate your crash,
but towards winter I'll look into it further. About the only thing I can say here is that
while riding the tram try not to touch anything. I also periodically walk forward a bit
to be sure that Anne isn't stuck. That particular setup pushes the physics to the limit
(ie. attached subobjects, magnets, etc), as well as a rather complicated trigger setup.
I recall years back when we setup the balloon in the trescom level if you touched the
rails while going up it would crash. (I think I resolved that one by removing one of the
$Objects attached to the balloon).