Level: Temple of Babel back home search
Author(s): Philer1988
total rating:5.75 Gameplay &
Objects &
Sound &
Lighting &
bERT 5 5 5 5
Ceamonks890 5 5 5 5
Dimpfelmoser 6 5 6 6
Drakan 6 6 6 6
Gerty 7 6 6 6
Jay 5 6 7 6
Jose 5 5 7 6
Kristina 8 7 7 7
MichaelP 7 5 6 6
Momster 7 6 6 6
Orbit Dream 4 4 6 6
RaiderGirl 5 5 6 6
Ryan 5 5 6 6
Sash 7 6 6 6
Tombaholic 3 4 5 4
Torry 7 5 6 6
Treeble 6 6 6 6
Yonatan 7 6 6 5
category averages
(18 reviews)
5.83 5.39 6.00 5.78

Reviewer's comments

"Large pieces, not very full, the game is quite linear, I was stuck at the location of 2 gems because I had one and impossible to go back. We can easily explode the few enemies. Correct level." - Drakan (29-Nov-2018)

"This is simple, classic raiding in a Catacomb setting. It's put together in a solid enough manner, although there's nothing that should stump you for long, aside from possibly a rather long swimming sequence and a few boulder, spike and fire traps. I could have done with some more flares as there were quite a few dark passages around and the textures and flybys could have used a bit more attention, but not bad for an early level." - Ryan (26-Apr-2018)

"Classic catacomb raiding, linear and undemanding, blowing up skeletons and collecting a few artefacts. There are a few ropes from time to time, but you don't actually need them. Ditto for the revolver, but it's always nice to have one!" - Jay (19-Jun-2016)

"One more time lots of empty rooms with nothing to do. I think too many levers and buttons (wrong animation) to pull/push; there is a room where I opened a door shooting a couple of vases and in the final room push/pull a moveable onto a tile doing a lot of turnings around a small maze. I think there is a big error in the gameplay 'cause if you miss the first blue gem (very easy to miss buried in the sands) I think there's not a way to go back once you're in front of the receptacles. Also you can avoid the long monkeyswing 'cause one of the spike traps in the ledge emerge from the ceiling (wrong ocb). What is the revolver for? The grenade gun with all that ammo is enough 'cause I only found skeletons and mummies. The best of the game were the helping cameras and flybys. And what about the flares for the dark (black) rooms? I think this level was never betatested." - Jose (01-Dec-2015)

"A standard Catacomb-style level that manages to keep things interesting for the most part during its length of over 40 minutes, with enemies and objects fitting about as appropriately as you'd expect(alongside some average texturing, lighting and ambiance utilization), with the only real severe bumps in the road being a too well-hidden gem and an unnecessarily drawn-out pushblock puzzle through a simple maze. But if you're aware of these issues beforehand, I don't believe they will generally impact the overall experience too greatly. Worth a look at the very least." - Ceamonks890 (11-Jul-2015)

"In the past six years I seem to have left behind all Catacomb-WAD levels, but this one turns out to be different from most of them because it's quite linear. You set off in a quest for two gems and then two stars to slide to the end of the level. There are some oversized rooms, but those are actually a minority here. Same as for the "mazes", they're really small and quite simple actually. Now, unfortunately, there is an exhaustive pushblock puzzle near the end and also some unexpected death spikes along the way, but hey, that monkey swing had to be there for a reason, hadn't it? 30 minutes. 08/07" - Treeble (09-Aug-2007)

"Yet another catacomb level but quite good. It has many doors and levers but also gems one of them made me go back to a savegame as there was no way I could search again for it a knot and stars. The one gem which is located in the underwater room with the blue lights is inside the floor and you can only see a blue edge of it if you look very carefully so I took the elevator and then I found out that I need two gems. Of course there was no way back so I am glad I had a savegame near the water area. There are skeletons but you can just pass them with no problem instead of blasting them and beetles. It's a nice level take a look at it." - Kristina (23-Dec-2002)

"Very straight forwards and what a nice little gem. And that with such a small download as it comes as a PRJ file. Was a bit surprised that people had difficulty locating the gem as I curious as I always look at something that will catch the eye as that blue light in the corner certainly did. Before the rope swing you even can get back chased by beetles but that is nor here nor there. Finding two blue gems and two stars will do the trick. Some swimming involved and I had a bug a funny one I have to say. In the room coming out of the underwater 'maze' there is a cross and the wraith was waiting for me on the cross. It did come after me but the left panel wouldn't open so after reloading it all went as it should be. 14-12-2002" - Gerty (15-Dec-2002)

"Well I found this a fun little escape from reality for 40 minutes or so. Relatively easy but not boring except for the almost totally hidden Horsemen's gem and the painfully irritating moving object puzzle. You will do some switch pushing shooting of pots (necessary) swimming and rope swinging in addition to one particularly long monkey swing. You'll encounter a few mummies more skeletons some fire and a boulder trap and if you make a wrong move some nasty beetles to acquire 2 blue gems and later two golden stars." - Momster (29-Nov-2002)

"This one hour 100 room level certainly gives you good value for only 43 KB and most of the time it's a rather easy and straightforward run through a standard catacomb setting. Alas there is one situation where you can get stuck and chances are that you will. Halfway through the game you step off the elevator and you need two gems to proceed. One gem is nearby but the other is some way back in an underwater cave almost completely covered with sand so you are bound to swim past it and there is no way to go back once you took the lift. This seems to be done deliberately and therefore justifies a slight downrating of the otherwise rather entertaining gameplay. Ok there is one tedious pillar pushing around corners the enemies pose no big threat as you find the grenade launcher fairly early and the jumps could have been a tad more challenging but all in all I enjoyed my time in the temple of Babel. The underwater maze won't let you drown you can't miss the crowbar I didn't mind the missing textures and there are only a couple of paperthin walls. As it is rather dark in some corners we could have done with a few more flares instead of the useless revolver." - Dimpfelmoser (09-Nov-2002)

"If you have been playing too many brain teasing medicine pack drenching levels and are longing for simple straightforward tomb raiding then this is your thing. There's actually nothing outstanding about this level just one that let's you progress in a simple manner with buttons to push stars to collect skeletons to obliterate. And one opportunity to get stuck in the level when you don't see (as in my case) the first blue gem. I must admit that the author gave a clue though by lighting the place in a different way. Nothing special not boring either." - Bert (03-Oct-2002)

"A relatively easy level where you need to find two horseman's gems and two stars. The first gem is easily missed if you do not look carefully (hint it is under water). The puzzles are pretty simple and one boulder trap was very nicely done. All in all a satisfying 40 minutes away from the world." - Torry (20-Aug-2002)

"Though this is a nice looking catacomb style level the puzzles seem to consist mainly of finding objects opening doors switches and buttons mazes and working from great heights. I loved the elevator effect but had the same problem as most other people did. There's a blue gem in an underwater room with some blue electric lightning that can barely be seen and which most people will likely pass unless told about it. There weren't too many enemies and you find the crossbow and grenade gun early on but I admit I did have to reload after that boulder trap." - RaiderGirl (26-Jul-2002)

"This level although being quite fun to play has an extremely bad progression problem to do with a key pick up and in fact if you miss it which I would say most people will the first time through if they aren't looking for it will totally come to an impasse as you cannot go back to find it so just a hint when you're in water make sure you look very carefully for just a glint of blue. Besides that though this was a pretty linear non difficult 40 minutes game with just a sprinkling of enemies here and there that are easily dealt with and a few nice effects such as when you pull a lever in an enclosed room the four walls raise to expose a larger room and a pull/push object that will have your head spinning." - Sash (21-Jun-2002)

"With this level you get a lot 'value for money' as the very small download provides you with a 100 rooms standard catacombs level and about 45 minutes of gameplay. There is a lot to accomplish on the way and although nothing special about it it kept me quite entertained. The flybs could use a little fine-tuning enemies are few (some skeletons a wraith some beetles) and there are maybe a few too many dark corners with no flares being available to explore them. I liked the underwater cave room and was lucky enough to pick up that blue gem there which you need later. And that pushable object puzzle really has you running around in circles for a while." - Michael (21-Jun-2002)

"Ten minutes into this one I was already less than impressed then I got to the door needing two gems to open. One was nearby but I had missed the other. Well too bad it was impossible to go back and retrieve it so I start again from the beginning. Thanks to Yonatan's review I was able to find the thing because it is literally invisible. You just have to swim over the spot where it 'isn't' and pick it up. If this is supposed to be a puzzle I'm at a loss to know how anybody playing this level might think 'oh I may need a gem later on so maybe I can find an invisible one over there.' The balance of the level is made up of go-through-the motions gameplay a tedious push-able object sequence long runs and pointless flybys. Many rooms are over-sized with little or nothing to do some textures are painfully stretched and in one room the entire ceiling is completely bereft of textures. I don't know why it's called 'Temple of Babel' but it surely isn't speaking my language." - Tombaholic (21-Jun-2002)

"This level was quite ordinary with no real challenge. The rooms look nice BUT (it's a real big but) there was no effort to change the lighting some textures were a little stretched and it ruined the whole effect of the temple. I don't like dark places but the level should at least be darker than it is. Also there is a door which requires two horseman's gems one is found near it. The second is a whole different story it's in a couple of rooms before and since Lara has triggered an elevator I can't go back and get it. Good luck it was a prj file so I could look up where it is and I found it. It's sunken in the ground in the dark water where it's already hard to see and it's also in the ground so you can't see it. You just have to use the action button on something you can't see. So to get it I had to start all over again; which took me about 10 minutes to reach where I was. Another thing the enemies are useless they don't even do anything to you. The fly-by's weren't so nice. One flyby went through a wall. I know it's hard to make a level so I advise the author to put better enemies improve his modeling skills and try to be more fair about where he puts the keys where you can actually see them..." - Yonatan (21-Jun-2002)

"Lots of big rooms many of them empty; rapid progression; easily killable enemies (you have a huge amount of grenade ammo); a tedious block pulling/pushing exercise; plenty of time-wasting mazes. Why create such huge rooms with nothing to do in them? And I also get irritated with platforms sticking implausibly(and impossibly structurally) out of walls. Anyway 1 hour of gameplay was sufficient." - Orbit Dream (21-Jun-2002)
back home search