Thankies.
Well, I tried to make it somewhat obvious with the paths and such.. And some connections are not even definite yet. First off, here's a list of the levels and abbreviations:
BE (Beach)
JR (Jungle Road)
IT (InGen Town)
PL (Plains)
PV (Pine Valley)
LAB (Lab)
AS (Ascent)
EB (East Basin)
WB (West Basin)
TS (Train Station)
LL (Lowlands)
HAT (Hatchery)
SL (Swamplands)
BH (Boat House)
And then, these are the possible routes you may take through the game to reach the end:
BE > JR > IT > PL > PV > LAB > AS
BE > JR > IT > PL > PV > LAB > AS > BH
BE > JR > IT > PL > PV > LAB > HAT > AS
BE > JR > IT > PL > PV > LAB > HAT > AS > BH
BE > JR > IT > TS > SL > BH
BE > JR > IT > TS > PL > PV > LAB > AS
BE > JR > IT > TS > PL > PV > LAB > AS > BH
BE > JR > IT > TS > PL > PV > LAB > HAT > AS
BE > JR > IT > TS > PL > PV > LAB > HAT > AS > BH
BE > JR > WB > LL > PL > PV > LAB > AS
BE > JR > WB > LL > PL > PV > LAB > AS > BH
BE > JR > WB > LL > PL > PV > LAB > HAT > AS
BE > JR > WB > LL > PL > PV > LAB > HAT > AS >BH
BE > EB > TS > PL > PV > LAB > AS
BE > EB > TS > PL > PV > LAB > AS > BH
BE > EB > TS > PL > PV > LAB > HAT > AS
BE > EB > TS > PL > PV > LAB > HAT > AS >BH
BE > EB > TS > SL > BH
This chart assumes that all level transitions are one-way. If we allowed some of them to be two-way, we could for example allow the following path:
BE > JR > WB > LL > PL > TS > SL > BH > AS
However, this causes the obvious potential for even further difficulties in establishing proper time-of-day progression.
I've fiddled around in my head with the idea of creating start triggers which are dependent on the entry point of the player, but this could not change the sky texture.. (variable player-entry-points will be required for Tres: R and are possible by making SCN files with Anne in a different starting position)
PS: I've just realized that to put the Summit in the same level as Ascent would preclude the chance for a time-of-day shift to dusk.
I guess we'll be making the Summit its own level still, most likely! (quite possibly we'll make it use the as.wtd file)
PPS: Hmm.. the road that links PL to the top of LAB may or may not be usable. If it is, it would greatly reduce the length of the game, so maybe we don't want to do that. We could potentially create a new level in the big open section in the middle of PL, SL, BH, and AS, if we wanted.. though that might be a little much. Still, if someone wanted to contribute a level and fit it in there, we could do that.