Hi, 

Ok, here it is, my first braindead demo. Nothing much in it but I used it to check out 
the tools and some workarounds.

The levels are based on Turbos semipool sample and use TRIIIs jungle.tr2 for textures.
Please use TRX to recombine the textures and rooms.

jungle.trx

the level contains 8 rooms.
Room1: 	original semipool 
Room2: 	original semipool
Room3: 	First part of the long path around the temple (ok, its just a wall but play a little
	with your imagination).
Room4:	Alternating room to room3 (nearly the same but without water and another exit)
Room5:	Second part of the long path around the temple.
Room6:	The tunnels first part
Room7:	The tunnels second part
Room8:	The tunnels third part

When you move from the start tile two tigers will attack (used the multi item and multi multi triggers)
Finish them off and look around for the desert eagle. Picking it up will empty the pool
(means: when you walk on the tile where the desert eagle is room2 will be replaced with room4)
The pools corner next to the desert eagle will start another tiger.
Jump down the pool and make your path through the tunnel. At its end you see room5 above 
(wanted to place a climbable wall here but it wont work. Ill check it out)
The other path is to finish off the tigers and take the long path between the two pillars.
In the far left corner at its end you will be able to jump through the plants and make your way back to 
the pool which is empty now.


jungle1.trx

The same level as jungle but with something interesting in here. Go to the desert eagel tile
and jump into the empty pool now. By the time you change from room4 to room6 (tunnel) the rooms 
will alternate again. Dont know why this happens. In jungle.trx I used the first tile
after the portal in room6 to alternate the rooms again (if you walk carefuly into the tunnel
in jungle.trx you can hear a short gurgle before stepping on the alternate room tile).
When using the other path around the temple that unwanted room change doesnt happen. Maybe 
this has to do with the hierarchical order of the rooms. Ill check this.
Interesting: When going back after the rooms changed you arent able to leave the pool as long as
you dont take the sloped area. This is because Lara is in room2 but the portal of room1 is set to room4
Sounds familiar, eh? There was another pool in TR history that Lara couldnt leave....


jungle2.trx

Also the same level but with another phenomenon. When creating this level I placed the two
tigers first, after that the multi multi triggers, then the desert eagle and the alternate room tile.
the third tiger which is activated by the tile in the north-east of the pool was the last item in here.
Check it out, the tiger wont appear but room4 will be alternated back into room2.
So maybe there is a hierarchical order again?



After all I learned that good level design is really hard. To avoid flickering tiles nearby portals or the 
look into infinity mentioned by the Vagrant you have to check out your room creations very carefully by 
walking around. There are logical errors in gameplay also (Even made by Core/Eidos - Ill give some examples
on my freeraider page soon).
So, please, publish your testlevels, too and try to check the errors out for explanation. 

CU 

TB

P.S.: Cant wait to have more features like triangular faces in TREdit. BTW does anybody know what happens to 
Fastbyte and his tools?