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Tutenkamen's Dream by Ian Keildson

eRIC 6 6 6 5
Gerty 7 5 5 4
grizzly 6 5 4 4
Jay 6 5 6 6
Jose 7 6 4 3
Kristina 5 5 4 4
Magnus 4 3 4 4
MichaelP 7 5 5 5
Mulf 6 5 4 5
Orbit Dream 6 5 7 6
Ryan 6 6 6 5
Sash 6 6 7 7
Scottie 7 6 7 6
Treeble 6 6 6 6
 
release date: 09-Dec-2004
# of downloads: 53

average rating: 5.43
review count: 14
 
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file size: 16.80 MB
file type: TR4
class: Egypt
 


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Reviewer's comments
"We start with a ride in a snowmobile, ideal for killing a few crows and crocos. Then an interesting quest to find the necessary items to place to complete this level,many stretched or packed textures. Simple but enjoyable gameplay.Completed in 30 mins" - grizzly (24-Sep-2022)
"A manifest oddity, this: textured and constructed in a manner that is by turns slipshod and unexpectedly conscientious, it uses a wad based on Tut1, but augmented by a number of objects of which some (crocodile) fit right in and others (pushable cactus) not quite, to send you through a sequence of sort-of elemental challenges—colour-coded blue, red and green for water, fire and (I suppose) greenery—until you end up, prizeless, on a road to nowhere.
Like design in general, not a few of the tasks could do with some touching-up in one way or another (at least one unintended shortcut, numerous pits from which there’s no way out, the obscure way of leaving the ‘green’ area), but on the whole gameplay is entertaining, varied and at times inventive, as well as interspersed with an occasional moment of off-the-wall humour. Hardly a forgotten masterpiece, but certainly worth giving it a shot if you’re in the mood for that kind of thing." - Mulf (16-Jun-2021)
"At first, I thought this seemed like a cool concept — a direct continuation to Playable Tutorial Level, who'd have ever thought of that? —, but unfortunately this didn't quite click with me. I don't even mind the modern switches and the snowmobile, obviously out of place, but generally speaking I thought this was a rather tedious level. Moving a cactus over three colored tiles to open side challenge rooms is hardly something new, but all of them seemed to be too big in scale just for the sake of being big, with hardly anything to do other than run and jump around (and a couple of pointless monkey swings thrown in). At times, I thought this was an unfinished effort (the end of the world in the very first room, for instance), but I believe it just didn't go through proper testing, which really is a pity as this could have been something nice with a tad more work and polish. 40 minutes, 1 secret. 01/21" - Treeble (01-Feb-2021)
"Aside from a couple of evident beginner flaws, I quite liked this enjoyable and creative level. It uses the element gambit as a hub room for the different gameplay tasks and works quite well. The fire and water rooms were well thought out in particular and the use of colour to highlight the various element areas. There were a couple of odd errors scattered around: sloppy texturing in places, a few custom objects that didn't really fit the Egyptian environment, a pit that you can drop in but can't leave and you can also perform a curved jump in the water area rather than flood it as intended, and thus claim one of the Cartouche pieces earlier. But I still found this to be a pleasant little adventure." - Ryan (29-Jul-2018)
"Snowy-mobile in the desert. You can't see this every day. Lara probably thought, that any locomotion-medium is better than nothing. But push a cactus without gloves? Nevertheless, this hurts. In any case, one could clearly see Laras face distorted with pain. Levelbuilders can be so cruel. But Lara do everything for us. She needs just both cartouche parts to open the door to the main temple. So she pushes this cactus on three multi colour ground textures and opens with it three grid doors. And so that it does not become too easy, one of these doors is a time run. But the inclined player has enough time. Opponents are ravens, scorpions, crocodiles and Baddies. This level is well suitable for beginners. There are no heavy time runs, the riddles are relatively easy, the degree of difficulty not very high and there are enough weapons and medipacks for the opponents. The lighting is ok, indeed, there are some places which are too bright and too coloured. A few places are unimaginatively textured and the textures are stretched. Result: Take a look, when you search for a substantially built level, which is also suitable for beginners" - Scottie (28-Apr-2009)
"If you're willing to overlook a few glaring 'faux-pas' (a snowmobile in the Egyptian desert;wafer-thin walls;outrageously stretched textures;the occasional buggy Lever) you'll probably find this to be a rather fun and often creative 'elemental' adventure.The three themes are visually handled well,with appropriate puzzles (the Water Zone is the most enjoyable and creative) and allow the builder full reign to stretch his powers of imagination. Enemies are placed reasonably well and generally appear in groups,while objects are not only kept to a minimum but are often quite innapropriate for the surroundings.Yes,you can slap the word 'dream' into your level Title;but that is merely an attempt to explain away the oddities that presumably tickled the fancy of the builder when he came across them in TRSearch. Nevertheless,you can hardly complain too much when the gameplay progression is as enjoyable as it is here,and when the occasional visual and architectural flourish occasionally stops you in your tracks (and you'll have a chuckle at Tutenkamun's Loo). It's no classic, but this builder showed promise and it's a shame he built no more." - Orbit Dream (22-Nov-2008)
"A snowmobile , a cactus as movable object, and even toilets : you can not say it will be your usual tutorial level. After a short ride with the snowmobile where it was fun to bump in crows and crocs, you access an area where you have to complete 3 quests , related to colours (blue for water, red for fire , and green) in order to finish this level. It is a dream that's why there are a few different objects and sometimes colourful lighting. Gameplay wise, I like it , there is a bunch of flipmaps , a timed door, jumps , and I quite like the ninjas who seemed to run in the air on the transparent platform. Some areas are well textured and lit, but for others the texturing and look of the rooms is not very appealing. Nevertheless quite a pleasant and original level that took me 45 minutes to complete." - eRIC (21-Jul-2007)
"I played this level a few days ago, but then I got distracted from my reviewing duties. The problem is that I don't remember much of this level, which can't be a good sign. One thing that's hard to forget is of course the snowmobile, which has no place in the desert. After that, I seem to recall that it was all a pretty standard Egyptian level. Stretched textures and bad gameplay abound, but the author still seemed to have a fairly firm grasp of how to build levels. The goal of the level was to find three items to open two doors. They were in separate places, and you had to open the doors to these places by pushing... a cactus. But hey, at least cactuses (or cacti, if you prefer) belong in the desert. It was all fairly straightforward and not very challenging, and it only lasted twenty-five minutes. There were plenty of enemies, but enough ammunition to take out a small army. Not brilliant, but it was certainly okay. Of course, it doesn't matter what I say about this level - you're going to play and review it anyway, since it's on the wish list." - Magnus (20-Sep-2006)
"I have to say that although this level isn't a masterpiece by any stroke of the imagination its quirky design really drew me in and I had a really nice time. The level is obviously Egyptian by the title with indoor and outdoor settings, which is always a plus for me as I hate the constant feel of being underground for an entire level, you also get a small snowmobile ride at the start which added to the quirkiness as there is no snow about, the only thing to have been odder was if Lara found a set of skis and had to hike all the way through the sand on them, but the author tells us in the readme that they couldn't find a jeep so instead added the snowmobile, well that's good enough for me! There's no task too difficult here, I even read the partial walkthrough included with the level, why only a partial one is beyond me, maybe the author had better things to do than finish it, anyway as I was saying, there is even a timed run but I got through it without realising and then having read the walkie found that it actually was one, so this long winded sentence is again to state that nothing is too hard but neither are they too boringly easy. 50 minutes will get you to the end and I found only one secret in the loo." - Sash (26-May-2005)
"In large walls, textures aren't well applied (elongated). There some holes you can drop but you can't go out, how are you going to die? Of hunger? Where is the camera shot for the timed run? The swinging spikebag is too much high to be dangerous. The invisible ledges in the red huge (empty) room have no sense, so you can get the high entrance without use the NE high switch and no flood the room with sand. A playable level but you don't wait for incredible or newest things." - Jose (24-May-2005)
"I certainly got more out of this 45 minutes adventure than I expected. The overall concept with the three areas in green, blue and red with corresponding themes is well thought out and the quest for the hands and cartouche is rather entertaining with some diverse action to accomplish. For a debut level the author has mastered most of the editor features ok and there is certainly a lot of potential for future levels. On the downside I found most of the added custom objects oddly out of place (like the snowmobile and the flowers) and in the second half texturing gets worse (including a few missing ones) as if the author got a little bored with his own work. Enemies are plenty of the usual ninjas, crocodiles and mummies, but ample firepower is provided. Both the sand and the water flipmaps are nicely designed. Found one secret." - Michael (10-Apr-2005)
"As this is a first there are some un-textured part and you can reach the horizon if you want. In the first attempt I didn't use the snowmobile, but just for the heck off it, started all over and used the thing. You don't need it as everything can be done by foot. One gets the TOM files to convert as well as the TR4 file, how considerate. Your main goal is the parts of the Cartouche and before you get your hands on them you need also two Hands. I was a bit stuck with the timed door as I didn't know it was a timed run, but it is resetable. Getting out off the place wasn't so obvious for me as well, but that is my fault. The best part was that underwater room; that looked great. Keep at it Ian, this levels shows you have potential. 12-02-2005" - Gerty (01-Apr-2005)
"A snowmobile in the desert? Oh well. It was fun running over the crocodile and the crows were obliging enough to commit suicide by throwing themselves under the vehicle. Good start I thought. The only other enemies are ninjas and scorpions and you get loads of guns and ammo to deal with them. This is very much a Tut1 level with the usual things to find. Not a bad attempt for a first level and certainly worth a look at if you like a traditional raid." - Jay (01-Apr-2005)
"It's a level with Egyptian style starting in one big area with a snowmobile that looked out of place. Unfortunately the textures are badly placed everywhere with not such good lighting. You search for hands, a cartouche and you'll meet crocodiles, mummies and ninjas on the way. I can't say it has an interesting gameplay except from one area that I liked which was the place with the fires and invisible platform. The author is on to something, the idea wasn't bad but it didn't come out as it should in my opinion. I found one secret." - Kristina (08-Mar-2005)