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Level: Ruins of the Lost City back home search
Author(s): Feder
total rating:8.41 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Ceamonks890 9 9 9 9
DJ Full 9 9 9 8
Gorty 8 8 8 5
Jose 10 10 10 10
manarch2 7 7 8 7
McRaider 9 10 10 9
Mman 7 8 9 8
Phil 8 7 8 7
category averages
(8 reviews)
8.38 8.50 8.88 7.88

Reviewer's comments

"This is a good extension of the Peru Tomb Raider 1 theme; there's grand rooms and interesting geometry, along with good music use and a couple of surprise effects. The one or two reskins are nice as well. The textures and lighting are mostly good (taking into account that lighting in TR1 is very limited comparatively), but there are a few areas with some weaker visual design. The gameplay is quite sedate and a pretty smooth ride to the end. Outside of one or two tricky moments the difficulty is pretty low and it's quite linear with little in the way of puzzles, which feels like a bit of a step back after Tomb of the Ancient Warriors, but maybe the TR1 engine limits are an issue? A good attempt at a TR1 map, but, given the designer's earlier levels maybe TR1 is a bit too limited for them." - Mman (17-Nov-2017)

"Good level to the best TR1 style, I've enjoyed it from the beginning to the end. Good job Feder!" - McRaider (16-Nov-2017)

"My thoughts about this level are more in line with the less enthusiastic reviewers, although I believe it's also a good idea to be less caustic in one's choice of words when submitting a review. TR1 is definitely a thing of the distant past, and although I don't object to encountering that platform now and then, any builder wishing to display his talents would be well advised to shy away from it (and from TR2, for that matter). To me it's something on the order of trying to make gourmet hamburgers out of cow patties. Any excellence in design is overshadowed by the texture droputs typical of TR1 levels (many times I thought I was approaching a hole in the floor before it became apparent that this was merely a mirage). That being said, I agree that this is a competently built level. The builder has gone to great lengths to ensure that the game can be played with different versions of Windows. The gameplay flows along quite logically, although I had to have some help at one point where I could find no way to proceed. The tasks are not overly complicated or difficult, and my playing time was a bit less than an hour. A good, fun raid, but hardly one worthy of top scores." - Phil (13-Nov-2017)

"This really is a great level as far as TR 1 levels go, with very decent looks, good architecture, nice visuals, excellent camera work abd fluent gameplay. I still think that the progression is a bit repetitive with a lot of levers to be used in succession and I wished there were more puzzles like the great pillar one near the end; at least the traps are a rather nice challenge. Enemies are well placed although I think that most didn't fit the setting; the secrets were almost a bit too easy as for the builder's standards. The texturing is rather clean, while the lighting is rather flat, although it's also due to the engine's limitations of course. All in all a decent level but I think that TR 1 gives too much restrictions for builders to blossom out. 30 minutes." - manarch2 (11-Nov-2017)

"Another level from Feder in just a few months. Four levels in six months. That must be maybe a new record. All levels with very high ratings. It must be either very easy to make an immensely high rated level in TR1/2 style or is Feder really a level building god ? I have to say that it was incredibly hard for me to review this level and give a rating as I’m in a conflict with my own thoughts or rating system and the opinions of other reviewers or some community standards. The level starts quite in a typical TR1 textured environment. Goes very smoothly. I pulled few switches, killed many enemies, done some jumps, pushed few blocks , used keys… nothing special is going on, but the gameplay is overall done quite nicely and fun, but nothing I’m overhyped about. It does include interesting jumping parts. The enemies are popping up on every corner. A really unfunctional and unnecessary overuse of enemies. Sometimes 3 raptors attack at once and repeatedly. Sometimes the enemies are very annoying, often having monologues with myself: ˝again something to shoot ?˝, ˝more gorillas?˝.The first thing I didn’t like. The texturing is on some places done really right with no roughness, smooth, properly applied, but there are also many parts where it looks so careless, rough, stretched and squeezes. Some textures look like they are just misplaced. So that should not be a matter of using the unofficial level editor, just the authors fault. What would be the other explanation ? Later, when the game gets mostly inside the temple, texturing gets better, but also, the environment gets less complex. I did take a closer look at the original TR1 level , and yes, the original work has better texturing than this one. So, the argument that the original tomb raider had bad texturing is not true. The architecture and design is good, but too boxy or blocky for a cave, even for a TR1 level. Some inside parts are just too basic to be considered good ( ˝two connected cubes˝ or in latter parts just ˝a huge cube room˝) and looked very empty . The original TR1 caves were smoother. Two things are really hard to rate, light and objects. Should I give a rating for light what I think it deserves or give it a 10 because it’s a TR1 level ? I mean, the light is totally flat with zero diversity. How can that be even rated ? Is it even fair to compare it to any level with complex light ? If not, why should it be a privilege for TR1 creators to not take care of light and get into the same pot as all other levels ? The same problem exists for objects. The game is close to objectless. Should I ignore the fact because it’s a TR1 level or give it a rating what I think it deserves ? I must say that I enjoyed more the previous levels released by the author. The Templars secret was nothing too special in texturing and light, but this one is a step back in my opinion. Even the Ancient warrior was better. Overall, a good TR1 level, enjoyable, fun, interesting, but lacks some more work and has its imperfection mentioned early. I went through the game easily, it was very inconspicuously, classic with not much innovativity, very generic sometimes, obvious, predictable … nothing new. Gameplay 8 – it was good, but nothing too special, maybe even too easy and too classic with nothing too innovative ( except the part with moving blocks ). Most of it seen before a million times. EOS 8 – A little use of objects, rooms are empty and an overuse of enemies that I didn’t like. Even annoying. ASC 8 – It has its classic TR1 vibe, nothing more. LT 5 – some things can be explained by the fact it’s a TR1 level built with the unofficial level editor, but many things just can’t. I don’t see any improvement in this category and the last level was rated with a 6 ( which was better than this one ). Tried as much as possible to take the fact of TR1 in consideration for ratings. The engine has evolved massively from the TR1 release ( 21 years ), so it’s hard to ignore the fact that there are levels out there that took years to finish, years to make the light or texturing perfect, and yet there is this level, that took 2 months or less to build that doesn’t even care about light or texturing because it’s a TR1 level. I see also that other reviewers are mentioning in their reviews the bad texturing and light. When I read the official reviewing guidelines ( ˝ represents the builder's artistic creativity: How colours and lighting are used; how close a representation of 'reality' we might see˝ ) I feel this is the right rating. If my review turns put to be the worst, it won’t matter for the top custom level list or hall of fame as the lowest review doesn’t get into the calculations. So Feder shouldn’t really worry. Things mentioned about light, texturing, design, basics are reflected in the rating of the last category. Highly recommended for TR1 lovers, but maybe should be avoided by players seeking something more pleasant for the eye." - Gorty (10-Nov-2017)

"Of course it's not a perfect level, but I definitely love the style of this author. Fluid gameplay, it's very difficult to get stucked, and even when there are no great puzzles, the tasks are entertaining and never boring. I don't know if the author place the triggers so some musics play always when Lara touches the tiles, but not a real problem. Even with low resolution textures, the areas have a very good look, and the architecture is impressive. Thank you Feder for this small jewel. Highly recommended." - Jose (10-Nov-2017)

"The temple interior could be shaded and textured better but this could still be the best single-level TR1 custom I have played. This guy just proves the engine doesn't matter." - DJ Full (09-Nov-2017)

"A TR1-based level by Feder? Now this I have to see. And while getting used to TR1's more light-weight and less responsive control again was a challenge in itself however, it wasn't too long before I was right back into the old groove and primed for whatever came my way. Better yet, Feder makes very effective use of TR1's Peru assets to craft simple but sneakily-designed challenges(where one moment you'll be dashing through darts & axes against a timed door and the next, figuring out a path forward across a series of movable platforms triggered to move between positions, with the pull of a switch). Sure, the Roman gorillas feel quite out-of-place in an environment like this. But much like the wolves in the early game & the mummies and custom-textured raptors of the latter sections, they do their job perfectly fine at keeping you on your toes. And combined with the consistently shaken-up gameplay and convincingly immersive level design, getting bored is a literal impossibility. Ultimately, a very well-crafted experience that I recommend to everyone(if you can get the game to run on your operating system of choice)." - Ceamonks890 (07-Nov-2017)
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