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Level: Ruins of the Kanibals back home search
Author(s): kh2lover10
total rating:1.54 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Blue43 1 3 1 2
Ceamonks890 1 1 1 1
Cory 3 3 2 2
DJ Full 1 1 1 2
eRIC 2 4 2 2
eTux 2 2 1 2
Gerty 2 2 1 1
Jay 3 2 1 1
Jose 1 1 2 1
Kristina 2 2 2 2
MichaelP 2 1 1 1
Orbit Dream 2 2 0 0
Ryan 2 2 0 1
Samu 1 2 2 1
Selene 2 1 0 0
Spike 2 2 1 2
Treeble 2 2 1 1
category averages
(17 reviews)
1.82 1.94 1.12 1.29

Reviewer's comments

"Fair enough, the animations weren't too shabby and there is more to do than in previous levels, but at the end of the day this wasn't very absorbing, not helped by the missing sounds or bland surroundings. Not really worth recommending." - Ryan (11-Dec-2016)

"Do I really have to say it? OK, fine. While the high-quality models for Lara and some of the enemies look rather nice in-game, everything else about this level is just about as poorly-done as the builder's last couple of releases. So, if you didn't happen to enjoy what Dylan did before, this isn't really going to change your general outlook here either. Avoid at all costs." - Ceamonks890 (02-Dec-2014)

"Here we have a very short level, with hardly any game-play at all. There are a couple of crocs and a few angry natives to dispose off. A couple of pillar jumps through a tall room with stretched textures. Artifacts are for looks only and can't be picked up. Lots of oddities like the crocs looking through a wall, lots of sounds missing, walking through doors before opening them and falling through a seemingly solid floor. Also, there is no finish trigger. I found the lighting to be decent and Lara does look good, but other than that there is really nothing positive to be said about this level. Not worth the download...." - Blue43 (07-Oct-2010)

"Linear, poor gameplay. One point for some jumps and avoiding the darts. For the only one puzzle: there's actually no need to use the Token - the door can be pushed open by Lara if you stand in front of them and press Action. Also, you can see your quest item waiting for you to collect it from the pedestal, but, unfortunately, it can't be picked up, and a raising block in front of it can't be raised. Some objects are too dark, not matching the lighting around them. And there's no finish trigger. SUMMARY: Very short, very unfinished. Dylan claims it's better than his previous attempts, and he is right, but it doesn't change the fact it is still a bad game." - DJ Full (06-Oct-2010)

"Rather surprising how the author went as far as customizing quite a bunch of the wad (new animations etc) but still failed to place a finish trigger. I liked the retextured crocodiles, but other than that it's a pretty simple environment, you pickup a token, use it, kill a few tribesmen and then reach an unpickable guardian in a room with no other exit. Everything else is as basic as it gets, but as opposed to the other two levels I've just played from this same author, at least here you have more than one room. 5 minutes. 11/08" - Treeble (10-Nov-2008)

"Unfortunately this level is a bit too short and simple to be enjoyable. Gameplay is very boring and all you have to do is to shoot few enemies, complete couple of jumps, swim a little and use a coin to open a door. Surroundings look very boxy and there's no lighting in this game. Textures are very stretched and this level has also some missing sounds. There's not even a finish trigger in this level. If you don't have patience to learn to make a finish trigger you probably can't make anything else well either. Only thing which surprised me was the new faster shimmy animation and floating animation but there's not much else interesting in this level. I'm sure author can create a way better levels than this but first he/she needs to study the manual more properly and spend much more time building and designing levels." - Samu (03-Feb-2008)

"Since I have already played Aldwych Nightmare and Egypt Hotel I decided to try out the rest of the author's levels to see if there's any improvement to trace. Actually there is in this one. Of course it bears all the trademarks of a first-time builder(even though this is actually his fourth level): wafer-thin walls, large and box-like rooms with very little to do and apparently the builder is missing the concept of splitting up the wall panels to prevent textures from being stretched out of all proportions. The setting seemed to be a Peruvia-style cave and the slot machine/token didn't really fit in there. You'll also be shooting some tribesmen(and they died way too easily if you ask me) and make your way past one dart trap. There is no end trigger in this one either, so I'd suggest that the builder spends some time learning how to put one of those in the game instead of trying to create fancy custom-made moves for Lara(that end up looking rather silly anyways)." - Selene (09-Jan-2008)

"As this builder seems to ask for some piece of advice, I could say that it's necessary to spent some more time in the architecture, the rectangular rooms give a bad aspect to the levels; the stretched textures give a bad aspect too and could be avoided using the wall panels; there are not puzzles too, only shoot some enemies and use a coin to open a door is not funny; there are not extra guns or secrets, and all the rooms are lightened the same way; there are not cameras too and no finish trigger. Finally, the level is very short to be enjoyable, so I can't give a decent rate in my review." - Jose (27-Nov-2007)

"The setting in this one is much better than the previous levels. I liked the quick shimmying but hated the underwater position Lara is taking when she is picking up something. There is a token to find, crocodiles which are easy to avoid and a few natives to shoot. Then while you approach the portal guardian you fall into a hole in the floor and that's it. I am glad to see there is an improvement but the builder must remember to place a finishing trigger and some sounds." - Kristina (05-Nov-2007)

"As in the other levels from this author, the level is pretty poor in terms of visual appeal, and gameplay is also quite uninteresting. However, the gameplay this time is marginally better than previous offerings, although still not very good. At least there were a few nice jumps to perform, and enemies to shoot, but that was basically it. There was actually a puzzle-hole that I discovered along the way, but considering that most of the doors in the level magically open without Lara's intervention, I successfully managed to reach the final area with trees without finding the puzzle-piece that I was supposed to use. The texturing and lighting doesn't really seem to have improved since the author's last level, and the level was just quite unimpressive on the whole. Again, there was no finish trigger, but as other reviewers have already explained how to create one, I won't elaborate." - Spike (03-Nov-2007)

"I've given it a 3 for gameplay for the inclusion of Lara's new shimmy move - anything that speeds up the boring process of shimmying deserves an extra mark as far as I'm concerned. Otherwise, I'm afraid it's business as usual - a handful of rather badly constructed rooms with not much to do in them, stretched textures, missing sound files - you know the score. It does represent a slight improvement on his previous levels, but there's a long way to go yet. Practise Dylan, please. Perhaps you should consider spending more time on each level before releasing them - at the moment you really are churning them out at a rather terrifying rate of knots." - Jay (29-Oct-2007)

"Slow progress here versus the author's previous efforts - although really no ruins anywhere to be seen, the three Kanibals die rather easily at a few shots and the crocs you can just swim past. Other reviewers have already given some coaching to the builder as requested in the readme, my advice is twofold: read and follow the manual - the entire manual that is. And register in one of the existing forums as there is plenty of help to get from the more experienced builders out there." - MichaelP (22-Oct-2007)

"Marginally more Gameplay than in his previous levels,but a very poor effort all the same. The new moves are a classic and dangerous example of someone trying to do too much without first even getting the very basics correct. Not fun." - Orbit Dream (21-Oct-2007)

"Well, it was definately better than the last few levels from my favourite builder but hopefully they will become even better and spend longer building, it is good that they want to learn how to get better so maybe there is some potential. Keep at it." - Cory (21-Oct-2007)

"Certainly the best from the author yet - as it includes some gameplay elements - like finding a shimmy-crack, jumping on the pillars over a pit, finding a coin, and even a semi-clever moment where a trapdoor opens below you as you are about to pick up the main artefact (the 2 obvious faults being - that once the player has figured this out, she/he can reload and simply jump over it, but that brings you to the other fault - you can't really pick the Portal Guardian up (though this has always been a general bug in the game)). The looks are improved when comparing to the author's previous efforts again - but still nothing to write home about, and walking through the double_doors looked just plain odd. There's still no finish trigger, so consider yourself finished with the level when you reach the room with the trees. Usually I'd find this to be in bad taste, but since the author asked so himself in the readme - here are the instructions for setting up a finish trigger:
1)Set a trigger as for anything else - open up the trigger options window
2)Next to where it says trigger click on the window to open up a list where you can choose what to trigger, select finish
3)In the window to the right from that one - write either 24 or 99 and hit 'enter' for it to stick
And voila! A finish trigger is done. Overall though - I think the tutorial level/manual wouldn't really be a bad investment for the builder if he really wants to improve his building skills. Absolutely nothing wrong if he enjoys building and playing them as they are, but I suppose one has to be prepared that they won't be winning any popularity contests, if he sticks to this formula." - eTux (20-Oct-2007)

"As explained in the readme, still no finishing trigger. Look at page 55 of the manual. There was also no sound while swimming or even meeting the enemy. I had Lara's butt at the start of the level in the right corner. Picking op one Token and using it is really the end, as Lara couldn't pick up the Portal Guardian and the trapdoor I saw there never opened. Also have a look at page 19 of the manual, that will explain the so called wafer thin wall syndrome and while you're at it do read the pages 12 to 14 about texturing walls (and floors because in jumping room there are no textures on the floor apart from 1). Also the door one had to push open didn't work as Lara could walk right through it. But you are getting there, slowly but surely." - Gerty (20-Oct-2007)

"This time, it took me five minutes (without rushing though) to reach the last room of Dylan's last level. There is still no finish trigger , stretched textures and a thin wall somewhere. After a bit of swimming , Lara has to go down a huge room with ledges and pillars, before reaching the natives' village. A few crocs and natives to kill (or to avoid), and a token to find to open a trapdoor and some traps before 'the end'. I noticed new animations for Lara, and I like the double doors, some you open yourself and some not. I also like the portal guardian which for once is just for decoration. Dylan, why didn't you asked before ? Or even better , register on the forum to get some answers in the levelbuilders forum :) Here we go : To place a finish trigger : right click on the square (or the squares) where you want to place it. Click on the "trigger for object" window to pop up the trigger menu. In it click on trigger OBJECT window, and choose FINISH from the list. Click on OKAY. Now click on the little window in front of FINISH and enter a number (if it is a stand-alone level you can enter 99), then press the Suppr key of the keyboard to delete any unwanted number that could be in this window after the 99, then press the enter key of the keyboard so that the number 99 sticks for good in the window. Then click successively OK and pink button, that's done. While we are at it, you may want to avoid these stretched textures for the next time : select the wall(s) with right clicking on them, then click several times on +floor or/and -ceiling so that these walls will be divided in square sections." - eRIC (19-Oct-2007)
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