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Level: Amrapakarta back home search
Author(s): Venus Vulture
total rating:3.25 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Ceamonks890 2 3 3 2
DJ Full 3 2 4 3
dmdibl 4 4 4 3
Gerty 3 4 3 2
Jay 3 4 4 2
Jose 2 3 2 3
manarch2 2 3 4 3
MichaelP 4 6 4 3
Obig 3 4 4 3
Orbit Dream 2 2 1 2
rtrger 2 4 2 2
Treeble 6 6 6 6
category averages
(12 reviews)
3.00 3.75 3.42 2.83

Reviewer's comments

"Easy to play this TR1 level, only pull switches to open doors and go back to that doors shooting some animals on your way (well, drag a block too). The worst here were the numerous pits you can drop and there's no way to go up to continue playing. I also missed some cameras when triggering the doors and near the end it seems that the level is unfinished, 'cause all that big area without textures where you reach the end of the world in some walls. The rooms are very empty of objects and there's no much care with the texturization. The useless keys are not a good touch too. Playable, but only recommended for TR1 lovers." - Jose (14-Dec-2017)

"A pity though as after finally finding 3 keys, the level ends abrupt. It feels like the author had no desire to finish the whole thing properly. Oh well, finding levers that opens doors and killing quite a lot of animals and that is it." - Gerty (08-Sep-2016)

"The readme says "even though there might be pickups down there, there's not always an exit" and I wondered what it means until I realized the whole level is one great failed flipmap. It just feels like the original way was to pull up from the flooded corridor into the outside room with gorillas, but when the builder couldn't make the flood work he substituted it with a lame corridor led around the damaged setup. Unless this was an intended surprise, but it doesn't seem like it. Also the alternate exit from the pushblock room might indicate we were supposed to get locked in for the duration of the puzzle, but the entrance has somehow failed to close behind us. But even with these errors the structure is consistent and highly explorable. Again we battle many creatures with help of invaluable uzis and as long as we follow the quite obvious way and obey the readme warning, nothing bad can happen and reaching the final room with three keys is quite satisfying. But what are these keys for? Will the final level tell? One point goes for static cameras I haven't seen in a TR1 level for a quite long time." - DJ Full (01-Feb-2016)

"The initial areas show a clear inspiration in design from the original Cistern level, but it soon becomes something else, as you find yourself running through tight corridors searching for the next lever. There was a reasonable ammount of combat sprinkled throughout the level, and a few areas had me going until I noticed sneakily hidden paths to proceed. Curious though you pick up three keys right before stumbling onto the finish trigger. 20 minutes. 12/15" - Treeble (30-Dec-2015)

"Although the Cistern location is rarely used,it doesn't make this rather primitive level any more intriguing.It's basically all about throwing levers;running along corridors;shooting numerous baddies;and avoiding the never-previously-experienced 'Straws of Death'.Two of the areas have a suitably grandiose scale,but absolutely nothing is done with them;while there are not only several places which can't be escaped from,but an entire area that was blatantly left unfinished.It becomes clear that this was some sort of test level which the author abandoned;and provides 25 minutes of rather basic raiding." - Orbit Dream (01-Sep-2015)

"Another brief boring unfinished release in a Cistern-style environment that feels far too spacious and empty for its own good. It's also pretty easy to get lost in this level, since all the areas in this release kind of bleed into each other(due to repetitive use of textures throughout.) Enemies on offer are also really run-of-the-mill Greece opponents and the gameplay is as previously mentioned, completely boring and an absolute chore to get through. Overall, just another release to add to the pile of awful TR1 custom levels." - Ceamonks890 (30-Jun-2014)

"A typically brief TR1 level that can only be played in Dosbox and seems very dated now. Extremely simplistic gameplay, involving a few pickups and kills in a mainly Cistern style environment with an abrupt end that will leave you with the impression that the builder just got fed up and cut the whole thing short. Nostalgia? Yes. Enjoyable gameplay? Not so much." - Jay (15-Aug-2013)

"Another very short TR 1 level with about 10 minutes of net gameplay. It does have a raw sense of atmosphere set in a kind of Cistern environment, and the architecture certainly isn't exactly squaric, but I found the texturing to be very repetetive/wallpapered and one room isn't even textured, a thing that like in this case often ruins the appearance of the level. A few enemies provide a bit of fun, but the gameplay doesn't consist of much more of finding the next switch and running to and fro through the map and to make things worse there was a bunch of dead ends when you try to pick up several items. The builder isn't known for great levels, but this isn't even one of his better. Kind of superflous." - manarch2 (13-Jan-2013)

"It's a bit unfinished level. We get 3 keys on the same place, at the end of the adventure, and we can't use them anywhere. In this level we open doors and kill animals without any goal. Vainly, it's an old level. Be careful, we haven't pick up everything. One medipack and ammo can take you in trap. :)" - Obig (14-May-2010)

"Has an interesting map layout using cistern textures, and a few catacombs textures. Lara negotiates mazelike passageways, throwing switches, exploration which could be the basis for a TR4 level. But the author throws in gags, like pits with medipacks and Uzi ammo that are inescapable traps. The walkthrough warns about one, but Lara found jumps and passages on her own, and again dropped down into an area with goodies from which there was no escape. There are "trigger" tiles, usually marking placement for a push block, that will kill Lara. There is a large area at the end with deliberate end-of-world views. The texturing is far better than "Tomb of Tiberius," but the author uses a weird level editor construction, even though there is no reason to do things this way. A short level." - dmdibl (15-Apr-2010)

"Another pointless level by the builder with pushing switches and rushing through doors in a St. Francis' Folly/Cistern style level.(I've met with a few not so friendly animals, but that doesn't matter.) Well, you will have a nice key collection at the end, but nothing else." - rtrger (06-Apr-2010)

"It appears that 15 minutes is a very common length for a TR1 custom level. This one is a standard switch hunt in a Cistern inspired environment and provides a mix of enemies to kill along the way (apes, crocodiles, rats,...), but also seems unfinished, as you get three keys just before the finish trigger and one room in particular looks like it has not been textured yet." - MichaelP (28-Mar-2010)
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