SPOILERS SPOILERS SPOILERS
Read ONLY after completing the game!

Whole Game and Miscelaneous:

- The Easy gamemode version of this game was only added after the official release, due to a major number of players
  prefering the normal saving method.
- The original name of this TRLE had "Chronicles Memories" in order to maintain my Chronicles levels series. But since this game
  is very big, and not a single level, it didn't seem fair to compare the TRLE's.
- Golden Disks were a late addition.
- Originally, the player was meant to find the pistols first, 
  and only then be able to Deep Dive and collect the Spear of Destiny
- The uzis were a very late addition, to increase the number of weapons in the game.
- The game became too big to be a fully 11 connected levels, and so it had to be split in two (because of save and load issues) 
  The first part all the way til you collect 3 Horseman Souls, and the second part from the Dormitories level til the end.
- A Credits screen was meant to be added in the end, but after weeks of attempts, the game kept crashing or bugging out. All credits
  are organized on a PDF.

Cargo Area:

- This level and "Dormitories" were meant to be one level. Due to the size of the Cargo Area, it was split in 2.
- The werewolf was idealized to be a mini-boss. Became just a cute annoying enemy.

Caffetteria:

- The original name of this level was "Diner Area"
- The Big Eletrical Ball that rotates around the Room was meant to be a puzzle on the "High Command" level
  But due to a lack of good puzzles in this level (and a huge amount of Scripting), it was made here.
- Originally, lara had to fight the Enemy with the belly hole, but due to the lack of guns (only obtainable later on),
  it was scrapped and just made a puzzle_hole and a falling jump scare
- The kitchen had to be FULLY remade, due to a flipmap bug (ouch)

Contamination Sector

- The first names for this level were "Laboratories" or "Research Labs". Then changed to "Contamination Zone", and now
  "Contamination Sector"
- The green monster was selected to be the actual Horseman of Conquest, but it felt underwhelming.
  So it became a simple mini-boss from which you can collect the pistols from the human he murders.
- The giant spider was ALWAYS meant to be only a jumpscare. I know, I'm weird and evil.
- There used to be a polar bear inside the snow glass cage. Was later deleted and replaced with a Golden Disk.
- The access to the area with the first Battery was changed 5 times! 
  It was first next to the spiders, then next to the monkey, then next to the tiger, then next to the diving suits, 
  and in the end next to the faking dead Green Monster, by the usage of a Fuse.

High Command

- The laserhead mini-boss was firstly meant to be on the Horseman of War level. Fits better at the end of this level.
- The lasers and turning mirror puzzle was the most complex of all puzzles in this TRLE. It has lots of scripting
- There used to be more enemies in this level, but the lack of space was conflicting.

Deepdive:

- Originally, the Spear of Destiny was meant to be found inside an Old Wooden Templar Ship Wreckage. 
  Later was changed to be a sunken Nazi Submarine.
- The giant shark (megalodon) was meant to be a mini boss, but it felt out of style within the game atmosphere.
- Originally, the jump scare was with a giant snake. Felt weird and later changed to a giant shark.
- The first idea for the underwater mine bombs was to spread them across the entire map. 
  However, it made the game more frustrating than fun, therefore only a few bombs in a specific area were kept.

Horseman of Famine:

- The idea for this Horseman came from the show Supernatural (a debilitated old man in a wheelchair). 
- The flying creatures (Famine Minions) were a late addition to make the boss battle more fun (more action!)
- The level felt too fast, so a Scales puzzle was added, which fits perfectly with the Horseman's Bible story.

Horseman of Conquest:

- The player could originally enter the level BEFORE collecting both the pistols and the Spear of Destiny.
- The level itself was originally meant to be an even bigger labyrinth, but the idea was changed to a smaller one.

Horseman of War:

- There were various concepts of the Horseman of War put on the table for this TRLE. The first idea was of a 
  small roman like soldier capable of jumping around like a ninja. The second idea was of a VCI kind of cyborg.
  The final idea consisted of a 4 armed shiva, converted into a more medieval feeling.
- One of the Horseman's of War weapons, the AK-47 (machine gun) was initially a Mace, 
  and the Horseman did not shoot at the start of the fight.
- The Horseman of War was initially intended to be a Woman, but due to the lack of good voicelines and a modelled
  satisfying Head/Face, the idea was scrapped.

Dormitories:

- This level was initially planned to be accessible early on in the game. But the enourmous size of exploration could
  turn off some players (plus, savegame problems with such huge TRLE). Therefore it became only accessible 
  AFTER adquiring 3 Horseman Souls.

Horseman of Death and Game of Senet:

- These 2 levels were supposed to be a single level, but due to Hardcoded issues with the Game of Senet,
  they had to be separated
- Hades and/or his guard dog, Cerberus, in mithology, were a swift idea for a mini-boss before the Horseman of Death
  encounter. But due to a lack of resources and time, it did not happen.
- The first idea for the Horseman of Death was an actual battle with a puzzle (maybe pushables?) at the same time.
- One idea for the Horseman of Death level was for Lara to be Invulnerable and there not being any SAVES. Felt weird
  and out of taste, so changed to permanent Golden Disk on inventory.


