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Bounce Pad Demo by Vinci

Ceamonks890 8 5 5 6
DJ Full 9 7 8 7
dmdibl 8 6 8 8
eTux 8 7 6 6
Jose 5 6 7 9
Leeth 8 4 5 5
LuxQSD 8 8 6 7
manarch2 8 6 6 6
MichaelP 9 8 7 7
Mman 8 7 8 8
Neltharion 7 5 7 7
Nuri 10 9 10 10
Orbit Dream 7 5 5 6
Ryan 7 7 6 7
Torry 10 10 10 10
Treeble 7 8 7 7
Zhyttya 5 4 6 6
 
release date: 25-May-2004
# of downloads: 68

average rating: 7.10
review count: 17
 
review this level

file size: 8.88 MB
file type: TR2
class: Base/Lab
 


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Reviewer's comments
"A demo which gives more than some full levels do. Essence of platforming, a TR2 landmark even I, with my yeti memory, won't ever forget. Sky-high recommended." - DJ Full (01-Sep-2022)
"A romp through a seemingly abandoned test bounce pad facility. As with this author's previous levels this one is also pretty challenging. I'm not sure if it's classified as a test level, but the texturing and design is good enough to imply that Lara really is exploring a secret testing facility. Quite impressive that the author pulled that off. The level focuses heavily on traversal and platforming, keeping puzzles and combat to a minimum. I don't often see levels that are challenging, but fair. I can happily say that this is one of them. Nothing is down to luck and it's up to you to use the full brunt of Lara's moveset to get to the finish line. Needless to say that I had a lot of fun with this release despite not liking the bounce pad mechanic that much. Hey, I even learned a trick or two related to traversal by playing this, which seems to be a pattern with Vinci's levels. I do have a few critiques: The backtracking is a bit much in the midpoint switch pulling marathon. The cameras only sometimes show you what unlocked, but there are so many doors in similarly textured hallways that it doesn't really help when it comes to finding them. The pushblock segment is quite cruel on the player as it not an obvious way to progress while expecting you to backtracks through the entire level. Despite all that, a very solid release worthy of your time if you're looking for a bit of a challenge. Recommended." - LuxQSD (21-May-2022)
"A big step up from Vinci's previous levels. The layout of this level isn't as complex as the previous levels by this author but the difficulty remains. Here we have a lot of interesting springboard zones that require the player to do advanced movements, a challenge but very fun to do. The objects are really random here, why are there tibetan doors on a base? and also, the only enemies are yetis, what is a yeti even doing on a base? Atmosphere is pretty good and camera hints are properly placed according to the situation. Lightning is a bit flat but since the level is made in Dxtre3d I cannot say a lot. Texturing is good this time, even if textures don't have much variation they are properly placed and there aren't a lot of wallpapered textures. Highly suggested level for those who like springboards and challenges." - Neltharion (24-Sep-2021)
"Surely this fantastic level cannot be considered a demo as it is an adventure unto itself. What fantastic raiding and what an imagination Vinci has. I loved every bounce, twist, jump and veer of this exhilarating 50 minutes in TR2 territory. Some of the jumping sequences have to be experienced to understand the sheer joy of completion the raider receives upon "nailing" the jump. Not easy and every sequence will take a number of tries until you gauge the intricacies required but what fun. I must admit that there was no way I would have found the last secret without Henk's excellent walk through but for the rest it was rather intuitive with one lever leading you on to the next door and the next lever etc. At first glance it does appear formidable but really is not that bad. Give it a go for pure raiding fun." - Torry (13-Apr-2018)
"I remember when I first played the original TR2 game and I had inordinate trouble trying to figure out the correct use of the bounce pads to reach those bells. Now, with another few years raiding experience under my belt, I had no real problems with this level (although the centrepiece slide and bounce pad sequence actually proved quite difficult). As well as those, the three secrets are well hidden and for a TR2 level, the surroundings aren't too bad. As far as "test" levels go, this is better than most." - Ryan (16-Nov-2017)
"This is a supposed test level but it's unlike any other in the sense it's actually a pretty complete adventure. And a better one than quite a few 'actual' levels (including some from yours truly). Gameplay revolves around finding levers to open the many doors inside this base complex, but getting to said levers is a whole other story, as it relies mostly on strategic uses of the bouncing pads. Some require specific angles or moves to gain the proper momentum, while others pretty much guide you through exhilarating ups and downs without much effort from the player's side. I got stuck eventually (not realizing the pushable block actually was some sort of puzzle) and found the walkthrough to be a bit too description heavy(?) so I will definitely revisit this level when I complete my TR2 custom level marathon and try to provide an additional walkthrough for it. 50 minutes, 3 secrets. 05/17" - Treeble (28-May-2017)
"Even when the title says all, I think there's an abuse of the bounce pads in this level; not really too many pads, but sometimes there are very hard jumps and I was forced to repeat and repeat the same tries dozens of times. As usual in this author, a good design with an offshore rig taste and good texturization too. I only got a green dragon near the first pool, and few pickups in all the entire game. The best were the helping cameras in all places. About two hours of net game for me. Only for TR2 lovers." - Jose (24-May-2017)
"Really enjoyed the concept of this level, it was both fun and challenging. It did had a lot of backtracking to do that made the level a bit boring, and also the lack of action didn't help...but in the end this is a demo. Probably the rest of the game wouldn't be this way, too bad it never saw day light. The last secret was a bit madness...i truly don't understand how to get it, the walkthrough wasn't much of a help either. Anyway, good nostalgia feeling with the offshore rig wad and great time playing this level." - Zhyttya (28-Feb-2016)
"This level was pure gameplay. It was a really fun and pleasant concept to play and I would love to have more like this. I actually have a child trauma with this mechanics but here it was lovely to use! The puzzle with the box was so simple, yet so complete that I have to give credit to the creator. Highly recommended, it's a different level, in a different engine. And if you love to play Tomb Raider not for the "tomb raiding" then this is a really nice level for you" - Leeth (28-Feb-2016)
"Love it!!! An our full of good gameplay and fun. Lara is in an oil rig full of bounce pads and has to get out or something. That big room with water and many slopes and bounce pads was amazing but difficult. Some jumps... were more for proffesionals, for example the way to reach the golden dragon. I couldn't get it if I hadn't read the walkthrough of this level. But it's just a secret. The whole level itself isn't that difficult. It's entertaining..." - Nuri (22-Aug-2015)
"Taking place on an Oil Rig of sorts, we find ourselves attempting to access switches required for progression via cleverly-placed bouncepads, eventually allowing us to retrieve a golden mask from its pedestal located at the beginning of the level. And I'll be quite honest. Outside of the gameplay novelty however, other aspects of the overarching game design have clearly not been given as much attention as they should have, with the texturing and lighting being simply competent in terms of quality and the sole enemy utilized feeling redundant(seemingly only added in to justify the inclusion of weapons), while some objects(such as Barkhang Monastery doors), feel completely out of place for the type of setting used. Despite all that, this is one surprisingly lengthy demo that is certainly fun to go through while it lasts, offering creative and ingenious uses of bouncepads in a style that you simply don't get very often(making it easily worth recommending for that quality alone and should not be missed by any serious raider looking for something to test their wits at.)" - Ceamonks890 (31-Aug-2014)
"This level takes place in an Oil Rig theme, and there's decent texturing and lighting to make it look good, but it's let down by the use of certain ill-fitting objects (like Barkhang doors) that take away from the sense of place. As the name suggests this is a test of what can be done with bounce pads. However, it's not a gimmick, and it is structured as a full-level rather than some tiny test release. The secrets are also well placed and require quite a bit of extra gameplay to get. Things aren't too tough, but it requires a careful look out for places to bounce to, and it can be easy to overlook the logic of the main puzzle (although it makes sense once you realise what it is). The one enemy used seemed kind of pointless when there was such an absurd amount of ammo; the fight should have been tougher, or enemies should have been spread around a little. This is an enjoyable level, and it's usage of bounce-pads makes it original too." - Mman (02-Feb-2012)
"Yes,ok;it definately has its moments (that epic bounce/slide sequence when you first encounter it is enormous fun);but I really began to tire of the all the various acrobatics quite some time before the levels end;especially as you need to repeat the epic bounce sequence twice if you want to collect all three secrets. I also found it a little unfairly buggy at times,especially the use of a push block. Nonetheless,absolutely nothing can possibly take away from the fiendishly well thought out acrobatic sequences,which look to be quite impossible at first glance;but are actually far easier than you'd imagine,and often provide a hilarious adrenaline rush. Progression (when on the ground) is a 'pull lever,run around to find one of the many doors which could have opened' affair;and occasionally confusing as a result.Lighting and textures are serviceable but no more,and there is only one solitary enemy. The sole purpose of this 'demo' ( a somewhat misleading definition) is to demonstrate the variety that can be achieved through the ingenious use of bouce pads;and the builder has clearly succeeded in that case." - Orbit Dream (27-Oct-2011)
"This level was a great fun for me. The TR2-offshore areas with bounce pads were excellently planned, it was very difficult to get all those bounces. To get three secrets you had to work even harder, the golden dragon was nearly not doable without a walkthrough. There were sometimes few texture errors but textures itself were OK. Camera hints were needed and they luckily came, otherwise I had finished this level after two hours of senseless running (and bouncing) around. 40 minutes of excellent gameplay and really recommended." - manarch2 (21-Sep-2010)
"I loved it and then I loved it some more. This is a great mix of genuine plain fun to see Lara soaring through the air and a decent and quite challenging level, as not only some of the bounce jumps are tricky (in particular those that lead to the three secrets), but there is also a bit of orientation needed with several same looking doors and switches, a few not too easy jumps and the one loop you need to make to use that push block to reach the final area. There are 25+ bounce pad jumps in this 45 minute adventure at a minimum if you go for the secrets, so what are you waiting for? Don't miss out on this fabulous fun!" - MichaelP (19-Sep-2010)
"This is difficult to rate, as I was thrilled to play this initially, before hitting trouble. Vinci has a reputation for creating aggravating levels--just try to get through TR3 "Incursion in the Building"--but this starts well as a genuine developed base level, not a test level or a demo as the title indicates. This feels like an extension of TR2 base levels, as good as the official game, only Lara gets to try lots of jump pads. Lara learns to back flip at the correct angle to a bounce pad to throw herself forward to a high corner secret. In another room there are experiments with angles and distance. All this is quite fun, particularly as Lara never got enough bounce pads in other levels. Then in a main water room there are numerous jump pads and high pillars and slopes. Lara hits jump pad after jump pad to soar to upper levels of the tall room, slides multiple slopes, takes another series of jump pads and slopes, and a third series...and here Lara ran into trouble, when she is facing the closed door in the far wall. The middle pillar should be moved one square closer to the highest pillar. Lara could easily reach such a repositioned pillar: all she has to do is leap over the inside bounce pad, and slide back down on it to set herself up to overshoot the current position of the middle pillar. But as the room is designed, Lara never quite makes the highest pillar in this series. I spent over an hour just on this one jump. Players may never encounter the difficulties I had, but I probably lowered the score because of this. As warning, the walkthrough is wrong at this point. It suggests doing these jumps, then abandoning all Lara's progress to go for the Golden Dragon secret, then repeating everything. If players want the secret, they should go for it first, then go to the start of this room and make the long series of jumps one time only. Later I replayed this game, and here are my conclusions. [Spoiler Alert!] Take all the bounce pads in this room for the fun of it. If Lara gets stuck don't worry about it. Go for the Golden Dragon secret given in the walkthrough. Then return to the start of this room, and position Lara all the way right. Take an angled running jump left to the first bounce pad, and use arrows to maneuver Lara to the left pillar, then sail her into the opening door. This shortcut can be taken initially to avoid this room. Then Lara goes back to the push block, and onward to get the golden mask. In sum, a professionally made level, unique in its use of bounce pads, not to be missed by any serious player." - dmdibl (19-Feb-2010)
"I find it very difficult not to love this level. Though it's one of the self proclaimed test levels (and a demo at that? Though I suppose that's implied as a demonstration of the bounce pads themselves) I actually spent close to a half hour before hitting the finish trigger. The looks are competently done, but have a more functional role here and you will be far too distracted by the level's highlight to care about them anyway. One has to get a hang of how the titular bounce pads can be exploited for gameplay purposes first, but when you do, there is nothing quite as exhilarating as flying half across the room, often to the next bounce pad that takes you further and further. Due to this, I can't necessarily say that this is an easy game to play, but I found conquering its challenges rather rewarding. Of special mention are the secrets, especially getting the gold dragon is rather fun and challenging at the same time. That's not to say there are no shortcomings here - with a strategically planned jump you can actually avoid the entire bounce pad and slope sequence of the big room if you were so inclined (and it does come in handy when you have to backtrack through this room after blocking your way to the level's earlier parts with a movable block), and the lonely yeti closer to the end felt a bit out of place, not to mention that it didn't provide much difficulties at this point with the M16 and Grenade Gun at Lara's disposal. Though a few more enemies actually would've made this feel less bare and lonely, I can't say I missed them that much personally. Even if the bounce pads might test your patience first, it's worth persisting for the moment when you do master them." - eTux (29-Jan-2010)