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Level: TR AOD Revised 9 - Louvre Storm Drains back home search
Author(s): Charlie Sewell
total rating:2.95 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Ceamonks890 2 1 2 2
DJ Full 4 3 4 3
dmdibl 5 3 4 3
eRIC 3 4 3 2
Gerty 4 4 3 2
herothing 2 2 2 1
Jay 5 4 3 3
Jose 2 2 3 2
manarch2 3 1 2 2
MichaelP 5 4 4 2
Nina Croft 3 2 3 1
Orbit Dream 5 4 3 3
Ryan 3 3 3 2
Scottie 4 4 4 3
category averages
(14 reviews)
3.57 2.93 3.07 2.21

Reviewer's comments

"Well, it is slight, but there is a noticeable improvement upon Charlie's previous efforts in this series. The texturing still needs more time and care (still quite bland, repetitive and stretched throughout) and the rooms are still boxy so the atmosphere still doesn't quite come together. Nonetheless, there is a bit of quite spread out progression this time (a bit of backtracking added in for good measure) that requires you to retrace your steps a couple of times and there's a nice traversal of a fairly high room near the end. The ammo you acquire along the way is pretty unnecessary as the only enemies are rats (quite a lot of them though) and the swimming was a bit long- winded for my liking, but it's nice to see improvement at last. Shame he stopped building as I thought good things were still to come." - Ryan (04-Jun-2018)

"Again - that oil explosion room is recognizable enough so I know what Charlie had in mind, but it took a lot of mine to make me feel like underneath the Louvre. Normally I would consider it good - all in all, a game should awake imagination - but unfortunately this would be an ordinary sewer (or hangar) to me if I didn't play the regular AOD before. Therefore most of the merit goes to the original creators. The author apparently didn't know it's possible to make something explode with help of the older TR4 engine, so he gave us flames as a substitute - while it would only take to ask on the forums for some help. Audio is way underdone as well - last time using the sole AOD soundtrack helped a lot in getting through the raw landscape (proving how great composer Peter Connelly is), but now it's just default (catacomb?) ambience and nothing more all the time. On the other hand, there's finely no avalanche of bats or SASes, just some rats expectable to meet down here. Interaction with environment could be less limited and the path could have required less travelling along the already known path. SUMMARY: Optional." - DJ Full (30-Apr-2015)

"With the builder going back to working on one level at a time again, we find ourselves in what's supposed to be the Louvre Storm Drains(but again, looks nothing like the one in AoD.) Rooms are still far too big and boxy for the most part, lighting is still practically non-existent, texturing is still pretty bad and the gameplay is still painfully monotonous. But I'm sure you've all heard these common complaints before, so I'm not really going to go into further detail here. Still not recommendable for any player wanting to satisfy their curiosity, unless they're a fan of tedium." - Ceamonks890 (14-Apr-2014)

"A very surrealistic remake, with here and there a reminder of AOD, but elsewhere enourmous big rooms with linear and boring gameplay, objects were places wildly through the level without any sense. Texturing was rather bad, lighting absent, enemies few bats. The pillar room with many monkeyswings was a bit fun, but the tedious swimming not. I don't think a game should be played where the builder hoped this goes above a rating of 2. Not recommended." - manarch2 (16-Mar-2011)

"Something different, not the textures or rooms, they still are badly done and huge, but this time you are in the storm drains? Funny though as the builder can import objects into his wad, make triggers and they work well, but dividing walls into blocks seems to be a problem. Lighting is non-existing although he tried. A pity he doesn't built anymore as I was rather getting used to these small adventures." - Gerty (23-Jun-2010)

"Not bad for a novice level. Has a change of scenery, the Louvre storm drains, and is well lit. Lara can see the initial play areas from the start, so it is a matter of hunting out switches. This could get tedious, but a couple of times Lara can shorten her return trip with a long drop into a water hole. Lara swims to a big room, and here the choice for monkeyswing or climbing texture is vague and suspect: why not acknowledge the monkeyswing? Lara finds a last switch. Players have been in several similar rooms, and only one had a grate door, so it comes down to whether they remember where that was. Then the finish comes quickly." - dmdibl (25-Apr-2010)

"This took me about 10-15 minutes to finish, I used not a single medipack, and my Lara never died along the way. So the game is simple and quick to finish, with very little enemies (all rats, easy to deal with), no timed runs and no place to get stuck. So if you are a beginner, this is a perfect level for you. However, although the effort of the builder is obvious, the overall atmosphere is very poor. The level is too bright, and it should be much darker, since Lara is exploring the underground and sewers of Paris. Objects used in this level do not fit the location, so you'll see a lot of Greek-style pillars that do not belong here, as well as many other out- of-place objects. This level has a lot of water, but NO water textures whatsoever, which is a big flaw I fail to understand. The rooms are big, tunnels are too high (unnecessarily, I must say), and the texturing is poor. It does not look like the original Louvre Storm Drains level at all. I found two secrets, and I think that's all about it. The weapons and ammo are abundant although you don't have the opportunity to use them. The good side is that the builder used some custom inventory objects (medipacks, matches etc) that resemble the objects in the original level. This is not a challenging level at all. Even a beginner who plays TR for the first time can finish this level in less then 20 minutes, with no walkthrough reference at all." - Nina Croft (21-Apr-2010)

"A little bit better than the previous levels, but not enough to receive a D. Gameplay is still simple, and I did't like to pull the far switch and return a very long way through all level to the open door. There were another kind of enemies in the wad? I found only rats, and the weapons to deal with them were very generous. The same defects as in previous levels, too huge and empty rooms, massive use of "texture floors, walls and ceilings" command, stretched textures, poor lights, no time limit for the cameras... But the effort is always appreciated." - Jose (26-Jan-2010)

"Well, it's easy to see Charlie has been practising with the level editor. This offering is quite solidly built, albeit a little bland and the choice of objects seems a touch odd for storm drains, unless those under the Louvre are of a markedly more classical bent than normal. Gameplay is still fairly embryonic, with several levers to pull and some crawling and swimming through slightly maze like areas. There are two secrets to find and overall you will pick up an inordinate amount of ammo, just to deal with the rats (although there are rather a lot of them). OK, it's no masterpiece, but it does represent a definite improvement in the standard of level from this young builder and that's the important thing surely." - Jay (24-Jan-2010)

"Of course this level has still nothing what could point to AOD. And of course this level has no resemblance to the Louvre. And of course the rooms are still too big. And of course one still sees too many stretched textures. But then one also notices that Charlie has improved himself. One can see, for example, a few well built rooms. He must work a little bin on the lighting. There is no Sun in every room, then Lara would look better. Up to a few rats there are this time no opponents. It is a pity that Charlie wants to build nothing more. I can well fancy that we could play a few more interesting levels from him if he further built. Just wait and see! Maybe he changed his mind." - Scottie (09-Jan-2010)

"The author has made improvements with this new episode. The looks are better , there are still repetitive texturing though, rooms unnecessary big for the gameplay that is in them, no basic lighting , and some thin floors/ceilings. The gameplay while being of the simple kind is fair and not confusing. Many rats to kill in the first rooms, but no more enemies in the second half , the weapons provided did not served except for the revolver which was handy to kill a couple of rats in a crawlspace. I quite like some of the objects like the ladders , or the switches placed in the circular objects. I found the end, where Lara has entered in a museum a bit abrupt. Found 2 secrets. [ 21 minutes ]" - eRIC (01-Jan-2010)

"This was a pleasent surprise from Charlie,coming as it does after three somewhat less-than-stellar previous levels.It still needs a lot more time and attention payed to the texturing,which is wallpapered far too often;and particularly to the lighting,which is almost entirely non-existent.In fact,good lighting can do so much to elevate the players enjoyment of a level,as it really hightens the atmosphere.As a consequence,the lack of lighting in this particular adventure means that the atmosphere (far from being sinister and spooky,as you'd expect rat-infested storm drains to be)doesn't really exist.Nonetheless,enemies are appropriately ratty,and are placed well;while gameplay isn't quite as straightforward as you'd expect,and involves lots of retracing of steps and remembering where various doors are located.I was also caught out big time by a rather well-hidden-in-plain-sight pick-up. In short,this is a quite reasonable 30 minute adventure and I really hope that 1) the builder continues to take heed of review comments,and 2) continues to build;for (assuming his learning curve continues its upward trend) his future levels should be highly playable." - Orbit Dream (30-Dec-2009)

"Maybe Charlie is getting slighty better but i really don't see anything better than the last levels he's made. The climbing walls are still too long and textures are overused, stretched and squashed. Lighting is ignored as well as cameras mostly, some implemented sound but it can only get what i see in the level. Gameplay is still bland and fairly boring, puzzles are basically testing how long you can hold on to ctrl for when you shimmy and climb. Enemies can be seen whilst spawning and thats it. There is nothing else to the level. You must listen to comments put towards you, otherwise your levels will not improve! Grace = G-" - herothing (30-Dec-2009)

"The good news is that Charlie is definitely improving with this 25 minute adventure. There is still many things to be taken care of, such as the lack of any water textures, the still unnecessarily huge rooms (especially underwater), the wallpaper texturing and some incorrectly placed camera target triggers, but if you set these aside, what you get as a reasonably enjoyable lever hunt with a bit of back and forth, nicely guided by cameras, plenty of rats to kill and a few secrets to find (I picked up 2)." - MichaelP (29-Dec-2009)
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