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Plum Uncle by Drobridski

Angel_K 3 4 3 4
DJ Full 7 8 9 8
Jose 2 4 5 4
manarch2 4 5 4 6
MichaelP 5 6 7 5
Phil 6 4 5 4
Ryan 4 4 4 5
Teone 6 5 5 4
TimJ 7 6 4 6
Treeble 5 5 5 5
 
release date: 11-May-2020
# of downloads: 82

average rating: 5.05
review count: 10
 
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file size: 28.90 MB
file type: TR4
class: nc
 


author profile(s):
email(s):
tanssiwamopsi@gmail.com

Reviewer's comments
"The readme claims "high irritation level" for this adventure and that may even be an understatement. Tricky jumps from triangle platforms, tinmen in close quarters, massive backtracking that involves crawling and a long swim several times, sneakily covered crawlspaces, invisible platforms and walkthrough walls - you name it, it is all in here. Oh, and not to forget a dark maze (kind of). The only things I liked were the cute camera view from above in the globe push room and the timed target shooting sequence was kind of fun too. Otherwise, you can consider this a challenge and try and find all the 8 secrets as an achievement - or you can just try and get through it somehow, which frankly is an achievement in itself. Could take you anything between 40 minutes to a lifetime to complete. Only try with caution..." - MichaelP (17-Mar-2024)
"I'm a bit confused after having played this debut level from author Drobridski. The construction definitely shows technical knowledge of the editor and the flaws are either beginner mistakes from a design standpoint or made on purpose by a builder who forget that that having fun building annoying gameplay won't give players as much fun. Backtracking thrice to get all three stars while a door is THERE is either sadism or an oversight: there was supposed to be a connection, a door object and a switch and the author forgot to put them here. In the same vein, reaching the cabin the first time should allow the player to drop a ladder or something for easy access later. I would have liked some more cameras to show what the final levers were doing. Finding the crowbar was unnecessarily hard. Players don't like to have the main path be harder to find than some secrets. On the three "hidden behind leaves" crawlspace, only one of them was a secret and it was the most obvious one as the reflection of the water behind showed through the leaves. I even found a revolver not mentioned in the walkthrough that didn't count as a secret. I'm rarely missing medipacks when playing custom levels, and setting Lara on fire right at the beginning to make the level harder is really not a good introduction. The shooting range trial was also very tight, but you can fortunately begin to smash the white vases before entering the deadly corridor. Some of the jump sequences, including the one with the hard-to-get monkey swing wouldn't have been out of place in a TC14 level. I found the maze as well as the ladder-door puzzle to be cleverly designed. The atmosphere was a bit too dark and the music choice didn't help to get immersed in the world. It became tiresome at some point. I liked the idea of having Lara give audio clues, if only they had been a bit better. Texturing in general was good, with some odd choices in textures (those rocks looked a bit like coffee beans or potatoes), but lighting was definitely too dark. I found a torch in a secret place, but without any fire to light it. All in all, it's not as bad as other reviewers have said, I would even say that it's pretty solid in spite of the flaws and with the technical knowledge the author has shown, we could expect better levels from them in the future." - TimJ (21-Jul-2022)
"This WAS cute until I realized you need to go back and forth between the crowbar stars and the remote room which makes them accessible. And you will need to repeat this even more if you encounter the raising block glitch, so overall this took me twice as long as needed. There's a respectable inclusion of a vocal hint to prevent some of this trouble, but the audio was cut so badly I couldn't understand what Lara is saying. There are more customizations: a new title screen, a new secret system and an eclectic asset blend which still works, all of them indicating the author's major technical knowledge so why not to test it a bit more and get the most of it. Then I moved to the second half which was more linear, but made of exclusively slow progress, so I got tired again. Still, it was one of the most promising debuts, so I don't regret giving it a chance. And in any case, I dare you try it for the lyre cutscene." - DJ Full (24-Oct-2020)
"Definitely I never enjoyed any moment of this nasty level. Starting with Lara on fire a very long time, the rude architecture and texturization, the continuous darkness with not enough flares, the unnecessary backtracking repeating constantly all the movements, not enough guns, ammo and medipacks, the absence of cameras when triggering important objects and finally the very short time to shoot the white vases in the corridor with the rolling balls (simply, at that point I went out and threw the level in the trash). A level to forget." - Jose (03-Aug-2020)
"This is not an easy level to play by any means. I'm amazed at Treeble's ability to figure out all the many nuances, some of which require considerable backtracking just to learn the significance of certain actions, and to write everything down so clearly in his walkthrough. Even then there are areas I couldn't get through by legal means. Since I play in god mode I didn't even realize there was a problem as the level began and was able to start the adventure without incident. There's a jump to monkey bars beneath a tree limb that I couldn't master after dozens of tries, but I was finally able to make a curved jump to the top of the limb in question, making use of the monkey bars unnecessary. And you have to do this jump twice during the course of the game. The room with the shooting gallery jugs also proved impossible for me. I got through by manufacturing explosive arrows, which of course shattered "good" and "bad" jugs alike, so I just played the rest of the level enveloped in flames. I see a lot of potential here, but everything is so dark and quirky that it's just not much fun to play. I expected a brief diversion from the BtB levels but wound up spending about an hour and a half here. Play it only if your tolerance for frustration is high." - Phil (09-Jul-2020)
"BtB-Tibet is upon us but I let myself be goaded by Phil to write a walkthrough for this level. The author provides a basic one within the download, but anyway, I digress. I honestly have no idea what I just went through. In many ways, I felt like the author was trying to push as many buttons as possible, right from the start with a clever (yet unnecessary) way to rip all medipacks from the player; crawlspaces hidden by thick vegetation; a dreadful series of jumps through triangular surfaces (that you have to go through twice); what might have been the most boring fetch quest for the three stars which are actually in the same room but revolves around an insane amount of padding as the builder forces you to go the long way around to get one at a time; and finally, the audio selection also made me mute my game, something I hadn't ever done, be either the looping background audio or the new secret chime, which I was stumbling upon quite a lot trying to figure my way. The sad part is that generally speaking this doesn't feel like a debut level, so the potential is definitely there. Sure, the choice for textures at times feels weird, but everything works as it should (well, there's no finish trigger, but you get the point). 55 minutes, 6 secrets. 06/20" - Treeble (06-Jul-2020)
"Leaving aside the insane starting sequence with an initially invisible Lara used as a human cannonball until she's an inch from death (or at least until you use up nearly all your medipacks), this could have been a much more enjoyable and involving level had the builder taken the player more into consideration. There were a few potentially great moments in the form of a neat raising block puzzle, a few tramps and jumping sequence, but the whole thing just fails to come together in a coherent and involving fashion. The constant backtracking from Point A to Point B is at the height of tedium, the incessant looping music manages to be both annoying and placid at the same time (and seems hilariously at odds with the often tricky gameplay, particularly the awfully executed shooting gallery sequence), and the sharp dark shadows were a bit nasty. The eight secrets were also ridiculously (maybe even intentionally) easy to find. It could have been so much better." - Ryan (17-Jun-2020)
"What a waste! This level has a lot of nice ideas in terms of platforming and puzzles, but it still fails in providing a fun experience. Why? It is not exactly what you'd call a player-friendly level. Tactfully ignoring the odd start, there are several well hidden passages and you have to return a long way if you miss important items, additionally to the already painfully long backtracks in this level that were absolutely intended IMO, adding a crawlspace maze that has absolutely *no* function at all else than getting players confused is a very bad idea and the fairly dark setting is also strenuous, despite elseway being halfway decently constructed. Really a sad thing, because apart of the insane backtracking I enjoyed the raising blocks as well as the ladder and vase puzzles. There are several smaller non-intended shortcuts in this level like e.g. in the room with ramps. The design is rather okay, I liked the usage of library objects in this game and the texturing is solid as well despite obvious mistakes, even the lighting is fairly realistic if just too dark overall. Cameras can be stopped with the Look button and in at least one place this can cause a fatal bug. The background audio is getting very annoying after some time as well but at least there's some humour conveyed with a few audio clips. This especially holds true for the seven hilarious secrets which are sometimes fairly non-hidden. Spent 45 minutes in here until I ended up in a fairly weird but fitting conclusion." - manarch2 (07-Jun-2020)
"Ok, it's a debut level and I've seen even worse levels but, before publishing something, a builder should learn at least how to set a title function and an exit trigger properly. A player who doesn't know the shortcut keys to quit the game (pressing ALT+F4) could face serious problems, considering that the beginning of this game is not exactly traditional. I mean, normally a game starts with Lara in a safe place. Here instead, even before taking control of Lara, you have to use all the medipacks in inventory. Wondering why the author had the idea of such an insane beginning, I imagined it was to prevent players from using cheats, forcing them to run out of medipacks in the first seconds of the game. And I'm sure I'm right because you'll find the only medipack of the whole game after collecting the needed items to progress. That's insane, because meanwhile you also have to fight a horseman, and if you haven't enough health it may be difficult. Anyway, if you succeed in starting the game with enough health, the gameplay is quite interesting with some tricky jumps and well hidden passages. I have only to complain for the boring double backtracking I had to do for getting the last two golden stars. A shortcut would have been welcome, since the shortcut door actually exists but sadistically stays closed. The design is the worst part instead, because it's a mixture of library, jungle and a pich of base-lab design for a not-so-interesting result. Further in the game there are also some rooms with a surreal design, not very pleasant for the eyes. Music is funny and playful to keep a cheerful mood of a level which doesn't want to be so serious. Instead, the audio speach hints could have been done better. Last thing last, since there's no exit trigger, keep in mind the mentioned shortcut keys (ALT+F4) to get out the psychedelic box which seems to be the goal of the game." - Teone (14-May-2020)
"What a waste of time...The gameplay is not interesting, and you have an awfull jump to make almost at the beginning, and you can miss the crowbar so easily...What's the point of making a level if not to bring fun to the players? Was it fun? I don't think so...The objects from library were totally out of place, secrets were odd...why this strange voice? was it Homer simpson? The whole thing was in a strange place, with ugly textures, and the musics...come on...why play one music in loop during the whole game? plus it was so dark in some places, playing with pistols to see where you a go is a failure in the gameplay. If you want a piece of advice, ask people to test you levels before to put them online. Even for a beginner work, I can't understand why you would do this...One of the worst TRLE I ever played ( actual trle, not test levels..)Not recommended, except if you like to waste your time for nothing, nothing not even a simple "end trigger"..." - Angel_K (14-May-2020)