Level: Create a Classic 2019 - Tomb of Thoth back home search
Author(s): Dreamfall
total rating:8.29 Gameplay &
Objects &
Sound &
Lighting &
ameliacrofty 9 10 10 9
Cbl 7 9 8 8
DJ Full 7 8 8 7
Jay 8 8 9 9
JesseG 9 8 9 8
Jose 5 8 9 8
manarch2 7 8 7 7
MarlenaCrystal 8 9 9 8
Mman 9 9 9 9
Phil 9 8 9 8
Ryan 8 8 9 9
Torry 7 9 10 7
category averages
(12 reviews)
7.75 8.50 8.83 8.08

Reviewer's comments

"Not agree with the other reviewers; this level was not nice to play for me with all those tricky jumps and hard tasks forcing me to continuously reload and reload. Even more, the ambience is too dark, and I didn't found enough flares to use so I had to play often like a blind man. Near the end I was not able to lure the hammer gods to the marked tiles, so I needed to download one of the Dutchy's savegames. Not good. The best, the good architecture, the cool atmosphere and the texturization (when I could see anything). Sorry but not recommended except for expert players." - Jose (28-Jan-2020)

"Here we have yet another one of those complex levels but the saving grace in this one is that generally the next "to do" item is quite close at hand. The only thing that really hinders progression in this level is the darkness, as it is often difficult to see a shimmy crack or corridor in the darkness. Now in fairness plenty of flares are provided but seeing a shimmy crack is still difficult. The whole level revolves around (sometimes difficult) platforming and whilst I actually like this the author's use of triangular quarter tiles and corridors makes even this at times more difficult than it needs to be. However, it is definitely one of those levels where you need to refer to the walk through right from the start. The puzzles were nice and the rolling ball one specially well thought out." - Torry (01-Jan-2020)

"This is an overall good looking and polished level, but unfortunately it looks all the same all of the time, which makes it tedious after a small amount of playing time. The gameplay consists mostly of difficult platforming with tight timeruns. Maybe the level would have been more enjoyable, if it was a little bit easier sometimes. I know some other levels of this author, so I know that he can do much better! Took me an hour to finish and I found 3 of 4 secrets." - MarlenaCrystal (30-Dec-2019)

"Those custom levels I least enjoy playing are the ones that are dark, cramped and trap-filled. And that's a fair summary of what you'll find in Tomb of Thomb. However, since there's not a fun/enjoyment rating category, it's not fair to mark down a level just because it may not be your particular cup of tea. Any time Dutchy feels it necessary to provide a whopping ten savegames to mark one's progress, you know the difficulty is high indeed. Since no one to date has posted a video walk, I had to rely on his written instructions, and with a lot of effort and numerous tries over a net period of two gaming hours I was able to keep going without having to resort to a single savegame. And this reminds me of another pet peeve of mine: difficult timed runs made even more difficult by the placement of a low ceiling in the player's way. Nonetheless, despite the darkness, despite the cramped quarters and despite the felt necessity to save every minute or so, I can recognize the creative energy that went into this production and reward it accordingly. And although flare pickups were limited, the builder provided a generous number at the very beginning, so you can use them freely but not indiscriminately. A grueling raid that leaves the player exhausted at the end, but with a sense of fulfillment." - Phil (24-Dec-2019)

"This is another Egypt-type theme with a heavy night-time style. The visuals are highly detailed and consistent, but a bit too much so; the level has a consistent cold blue atmosphere and everywhere feels quite similar despite a lot of interesting geometry and creative object use (including some cutscenes). Even the dip into horror elements (with a great surprise trap) doesn't land like it should because it's not really any gloomier than the rest of the level. It's a shame it's level down by this one issue because everything else about the visuals is excellent. The gameplay is relatively challenging with some tough agility tasks, and there are also some nice puzzles like one that puts a slight twist on boulder/trapdoor challenges. It escalates well enough as it goes too, and it's one of the few maps so far to have somewhat of a notable finale. A great map let down by the slightly repetitive atmosphere the lighting creates; without that issue it might have been my favourite so far." - Mman (09-Dec-2019)

"This Egyptian-themed level is not for the faint of heart, there are more than a few very tight timed runs and tricky jumps to perform before you reach claim the prize from the tomb. I liked the boulder puzzle, although it wasn't fully clear where the boulder needed to go. There are plenty of traps and enemies as well. The constant earthquake at the end of the level gave me a slight headache. Texturing is applied very nicely, but the lighting is a bit dark and flat. There are a good number of sconces, but a bigger variety of decorative objects would seal the deal. Overall an enjoyable raid that keeps the player active. 1 hour 17 minutes." - JesseG (06-Dec-2019)

"This is a decidedly lively adventure and possibly not for inexperienced players, although I must say some of the timed runs and agility tests are great fun. Attractively made and full of good ideas, I enjoyed myself a lot, although freely admit I had to consult the walkthrough from time to time, especially regarding the boss ending with the hammer god. Enemies in general are well used, particularly the mummies in a room where Lara has to throw four switches and then pick up her torch, with a lurching mob trying to stop her. If you’ve played previous levels by this builder, you’ll be expecting something creative and you won’t be disappointed." - Jay (30-Nov-2019)

"A most of the time very monotonous game; even if all rooms are cometently designed, textured and lit, it is not a good sign that you cannot distinguish one room from another. The lighting is also fairly dark, not too problematic but there is no break from the ever the same lighting which makes the darkness quite oppressive. The gameplay is actually the standout element in this game and there are many smaller and larger tasks which make this game quite enjoyable. The timed runs and jumping parts are excellent and (despite a few less inspired bits) I had rated gameplay higher if it would not be for a game-stopping bug in the mirror room as when you reload after using the floor lever, the open door "reappears" and prevents Lara from using the jump switch. The rest is at least bug free and for me quite entertaining, it all culminates in a very nice boss fight and a thrilling escape. Good stuff that might have been better with more variety and care. Found the four secrets in 45 minutes." - manarch2 (29-Nov-2019)

"I swear I thought all levelinfo screenshots are from the same room, but I'm shocked to discover that NOPE - this level really looks identical for 90 minutes of it, and of the entire gameplay I guess only 1/4 was good... For the love of Thoth, be wise and cut whatever is redundant, for if you don't, it shall backfire... I don't know what is with Dreamfall, he builds awesome stuff then not... then awesome stuff, then not... therefore my hopes are high for the next one, since I just believe this is a non-demanding break from his adventurous epic. Bugless and polished, but not really recommended..." - DJ Full (28-Nov-2019)

"The atmosphere was a great touch here, I enjoyed the puzzles and gameplay although there were some hard jumps to make, the story is simple but interesting and the tomb design it's well made, the textures and lighting are nice too, in general, a good level for sure (I didn't play before the update so the boss fight worked fine for me)." - ameliacrofty (20-Nov-2019)

"The initial atmosphere of this nighttime Egyptian level is soothing, as Lara departs her camp to explore a convincingly ruined Egyptian tomb. The beautiful blue lighting punctuated with red firelight belies the dangerous, and often demanding, traps and puzzles that lie in store. While I found the lighting to be a standout feature of the level, both it and the consistently gray and brown textures began to get monotonous as the level progressed. I kept expecting a change in atmosphere or a change in the types of traps that Lara would have to deal with, but the entire level uses both throughout, with a special reliance on spikes. Spike traps in TR4 are finicky and more than once I found Lara suddenly bled to death because I was *near,* but not touching or even on the same square as some spikes. While this is an engine problem that can’t be fixed, what could have made a difference was the placement of necessary traversal in these spiked areas (for example, hopping up onto the bridge in the central room, even the walkthrough points out that a curved jump is necessary to avoid the invisible extent of the spikes). Curved jumps and jumps requiring movement on triangular ledges or navigating a sharply sloped ceiling above are fine in moderation and offer some extra challenge, but I found myself becoming frustrated with the countless number of jumps that involved this kind of geometry. Occasionally this even interfered with gameplay: there is a 4-click sloped roof inside a short chamber to a lever, but if you try to run past it, Lara can be pushed out through the fence and fall back down to the neighboring room. I really wanted to explore such a pretty temple, but the non-stop tricky traversal and lack of distinctively lit or textured chambers inside made the exploration far less fun and less rewarding once complete. There was one room that stood out involving trapdoors and a boulder that I really enjoyed solving, although I wish spikes had not been involved yet again here as well. Enemies were good: I especially enjoyed the drop into a dark mummy room, and the build-up to the appearance of the Ahmet monsters was especially well done and built tension. The final battle was a cool concept, and I commend the builder for this, but admittedly I would have had no idea what to do here without looking at a walkthrough, especially the need to damage the hammer god multiple times. The first time I played through I raised both blocks and the hammer god was still alive, which left me running around wondering what was supposed to happen. I found 3 out of 4 secrets, 1 hour and 40 minutes to play." - Cbl (15-Nov-2019)

"I've always admired the Karnak scenery and thought that it provided the most eye- catching environments in the original TR4 game. This level expands considerably on that theme and offers the players fast- moving and frenetic entertainment. The darkish, night-time atmosphere is well executed without becoming too oppressive, the textures are pleasing throughout and there's plenty of involving gameplay to get your teeth into. The timed sequences are engaging, the jumps challenging without being insurmountable (although in no way too easy) and you are required to think outside the box on more than one occasion. In terms of enemies, it initially starts out rather light in that respect, but don't be lulled into a false sense of security - they eventually turn up. It all culminates in a most dastardly boss battle against a hammergod. Here I felt that the builder went a tad overboard because you have to damage him using spike traps four times. If you don't do it quickly enough, you're not permanently stuck but resetting the levers turns out to be rather obscure. You have to lead the boss into the room he came from and get him to trigger the very end tile, which is no mean feat, I tell you. Still, I appreciated the fact that you couldn't just go ahead and shoot him dead and the resultant climb out of the crumbling temple more than made up for it. Overall, a good all-rounder." - Ryan (10-Nov-2019)
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