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Level: Coastal City back home search
Author(s): Pedro Moya
total rating:6.78 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
alan 7 6 7 5
CC 8 7 7 6
Dimpfelmoser 8 8 6 6
eRIC 9 9 9 7
Gerty 8 7 8 7
Jay 6 7 6 6
Jose 6 6 6 6
Kristina 5 6 7 7
Loupar 6 6 6 5
MichaelP 7 6 6 6
Momster 7 6 6 6
Navi 9 8 9 8
Orbit Dream 5 7 4 5
Phil 7 7 7 8
RaiderGirl 8 7 6 7
Ryan 6 6 7 6
Sash 6 7 6 6
Scottie 9 8 9 8
Tombaholic 7 7 6 6
Treeble 7 7 7 7
category averages
(20 reviews)
7.05 6.90 6.75 6.40

Reviewer's comments

"I would be willing to recommend this level were it not for the incredibly unfair profusion of unmarked spike traps and the fact that it's possible to complete the level without exploring every room. Spike traps are fine when used sporadically, but when they're placed in virtually every room with no hint whatsoever like, it gets tedious and not a little irritating. I never found a room with any monkeyswing (maybe the room with the Pharos Pillar which I got through a different way) and never found out what the beetles were for. The textures aren't particularly striking and the beginning courtyard had a bit of an amateurish look. I did like the spike walkway and the skeleton pillar room, but that doesn't quite cut it." - Ryan (28-Jan-2018)

"This starts in a big space, empty of objects apart from 2 or 3 palms and other architecture. There are targets to shoot and they trigger several actions, there are also shootable locks on doors. Music is well placed when a boulder pursues you, or when you face a room with traps. The tracks used are a mix from the TR4 and TR5 games. I hated that there are many unmarked spike traps, and you had to die and reload to know where is each one. I think the author didn't mark them to make the game 'more difficult', but instead he made it tedious. Enemies are wild pigs and skeletons, who you can shoot to holes with the shotgun, or just leave them there. There are scarabs as secrets, but the animation of pulling them from the walls is wrong. Let's see how this continues in the second level." - alan (27-Jan-2018)

"This early level is somewhat crude in appearance, but it does have its moments. As well as too many unmarked spike traps, but that's another matter. The walkthrough documents another level by the same builder, City Chronicles, as following this one, so the two must have been bundled at some time. Coastal City is rather short at 30 minutes, but some nice ideas are presented here. I liked that pillar room where you have to look all around as you progress to see if and where another skeleton has materialized. I wasn't able to get the first secret (a beetle), as the nearby coffin mummy wasn't triggered and Lara therefore had insufficient room to employ her crowbar animation. There are a number of targets that need to be shot along the way. The purpose for some of them is quite obvious; for others, less so. Not a bad raid, but certainly not one to put on the replay list." - Phil (28-Jun-2016)

"I don't care if I never see another invisible spike trap again. Err ... well, you know what I mean. Seriously, it's a major irritation, but there are a few enjoyable moments in mitigation. Plenty of boulders to avoid, skeletons to run away from (as I never found either a shotgun or explosives) and a wonderfully innovative (at least for its age) moment when two ropes emerge from the ground and become climbing poles. Otherwise, it's pretty standard fare and not especially striking to look at." - Jay (03-Oct-2015)

"This level is full of traps; the classic boulder traps where you go up or down a ramp and a rolling ball is on your tail and you have to sprint; also the classic spiked traps emerging from the floor, walls and ceilings. In that last case it's nasty that the spike traps are not marked and you have to reload continuosly. There are some original ideas, but not enough to consider it a good level. The architecture is simple, with rooms too big and empty; I found lots of shotgun ammo, but never found the shotgun so I had to escape often when skeletons appeared: No puzzles, sometimes elongated textures, I was looking for a fire a long time until I saw the walkthrough and I discovered that there isn't an appropriate texture for the monkeyswing in certain room. Entertaining but with several bad details." - Jose (02-Jun-2015)

"This is a substantially built Coastal level. Aim is to find a star with which one can slide down in the continuation. Before Lara can receive the star, she deals something. She must avoid Spike and rollingballs, swing on ropes, climb and keep a few tiresome skeletons of here body. One can shoot this, however, with the groats gun in a hole / abyss, then one has rest before those. At some places the textures are stretched a little and sometimes it is a little bit too light, but otherwise it is a well built level with a few nasty meanness, but also original ideas." - Scottie (16-Apr-2009)

"Were it not for the occasional,inventive,Gameplay flourish I would be hard pressed to reccommend this level.There are far too mnay bugs and errors of judgement which severely hamper the players enjoyment:profoundly unfair and unmarked spike traps in profusion;an alcove near the start which Lara can get terminally stuck in should you fail to spot the Monkeyswing;items to pry off the wall which are impossible to dislodge due to various objects placed in front of them (which aren't needd anyway);what was the crowbar for? The texturing is generally a rushed job and the Courtyard at the start is rather creaky. Nonetheless,perservere with this and you will be ultimately rewarded with a few splendid moments.The devious boardwalk;the levitating ropes;the tremendous 'skeleton attack sequence' over very tall pillars. It's just enough to enable you to complete this adventure in a favourable state of mind...but only just!" - Orbit Dream (24-Feb-2007)

"This level starts out in a rather bland area, but it improves in the closed areas. I, like other reviewers, couldn't stand the ever constant unmarked spiked tiles, so a lot of reloading was required. Speaking of which, I almost dumped this one early on - you need to get a pickup (which you never get to use) and it required a rather tricky sideflip to overcome the (also unmarked) spikes. There was a nice trapdoor sequence towards the end and a number of skellies along the way. The final room is rather weird and not matching the rest of the level, but I hear this is the ground being set for the sequel. 30 minutes, 1 secret. 02/07" - Treeble (23-Feb-2007)

"Quite a level - and not easy considering ist age. Lara needs to find various artifacts und there are traps all over the place. The star is the most important item to find but there are other useful items (crowbar) and I found one secret. There are different paths to choose from but Lara gets another chance when she does not pick the right one. So keep your eyes open. Enemies are mainly skeletons and warthogs. Cameras were added at the crucial moments. Sound was ok and graphics were sometimes quite nicely rendered. At the end you get another nice flyby. It looks more difficult than it actually is - just have a look; it is a level suitable for everyone and for me it was a good one." - Navi (27-Sep-2003)

"The coastal setting along with other themes from the original games is popular so that is what we have here. The puzzle items are a knot a pillar I didn't use and a gem. I couldn't get the beetle behind a coffin with a mummy inside; Lara seemed to walk right and left when I was pressing action I guess she didn't have enough room to perform the animation and the coffin never open. The traps are spikes and boulders easy to avoid with one room full spikes that were popping up without warning. You will also need the token to proceed and to solve one easy torch puzzle. Skeletons and wild boars are the only enemies. I spent half an hour in a not so bad level." - Kristina (03-Sep-2003)

"I really liked this level. Starting in a big coastal courtyard looking very empty and deserted except for the odd warthog and skeletons. You find the Pharos pillar early in the level and think youšve found the receptacle for it but it doesnšt work. So you have to find the knot. Clever tease there Pedro. Actually there are a lot of clever teases in this level. It turns out not to be the usual coastal type level. Some notable moments were the corridor of trapdoors to get across the pillar hopping with skeletons appearing as you go the numerous boulder runs the walls of spikes everywhere. I liked the boulder+rope getting the torch shooting the targets and what a surprise in the fire floor room when you shoot that target to see ropes coiling upwards to become poles great stuff. I've seen this before but it's usually in front of the snakecharmer coin thingie with one rope it looks brilliant here. I found three beetles but I needed three medpacks for Lara to get the second one in the spike/skeleton/pharos knot room. A great adventure and when you place the star you slide into the next level City Chronicles." - CC (24-Aug-2003)

"This fast paced Costal experience offers some traditional task and puzzles but also comes up with a few variations of the well known and some new and original ideas in between. I liked the wooden trapdoor gangway that I haven't seen anywhere else and the magic ropes that materialize out of the burning floor. There are some nice boulder traps (complete with appropriate camera angles) entertaining target practice and a merry shoot-the-skeletons-while-they-hop-from-pillar-to-pillar action. The latter was quite a thrill cause on two occasions a skeleton jumped onto my pillar while my back was turned and I had barely time to turn around and take aim before I was hacked to bits or pushed off the square. The setting is your common costal environment a little bland at times but still professional enough to support the entertaining gameplay. The annoying spikes have already been mentioned I never found out what I did that opened the door with the lock and the long climbs didn't bother me. But I was confused because the Pharao's pillar doesn't fit into the Pharao's pillar slot. Strangely enough you have to place the knot there. So all in all an throughoutly enjoyable affair that kept me occupied for 54 minutes while I found 3 secrets. For me it ended all to soon with that tantalizing flyby of a room that looked better than anything else in that level. Is that where City Chronicles starts? Then I'll go there straight away." - Dimpfelmoser (11-Aug-2002)

"After playing this level I still have some questions like what is that crawlspace right at the beginning and also the hole in the floor in the room with the two ropes. For the rest I had a great time. Getting the pillar or knot (as one is a red herring) you also need to find a coin a star and a blue gem. Some target shooting is required so be sure to get the laser sight and revolver. Enemies are warthogs and skeletons but don't worry you'll find the shotgun with more than enough ammo. There are spikes and boulder traps and also a boulder with a rope you have to burn. Had to look around a bit to light the torch but you can light it not far from the room you found it in. The double rope was a bitch as you have to be a bit off center before you jump. The corridor with the collapsing trapdoors was also fun to do. A little hint for all those spikes that do kill you you can shimmy past them. Those slithering ropes are new never saw that before in a level. Found 3 secrets. Only bug I found was the flare bug it kicked in almost at the end bit annoying as you can't use the binoculars. 06-07-2002" - Gerty (10-Jul-2002)

"A very simple concept this nonetheless plays really nicely and I liked it a lot. All you need do is find a handful of key pick ups as well as 3 beetle secrets but where the challenge comes in this 35 minute level is with the great placement of skeletons that attack in packs and in very tenuous places like on tall pillars or surrounded by a pit of spikes and speaking of spikes they also hold a bit of a challenge as you sometimes never know where they will come from walls floors ceilings. There is a scene in this level that I recommend everyone play it for after shooting a target two ropes slither snake like out of a fiery ground and then become solid so that you have to use them as poles I have never seen the movement of these ropes before and am hoping others use it in their levels as it was just breathtaking. I don't know if I found a bug but at one point you must burn a rope and I had no troubles locating the torch but there was no fire anywhere to light it though there was a small metal fire stand outdoors but it wasn't lit so I had to flycheat past a spike trap that the rope burn would have made safe and another strange little incident was that a Pharos Knot could be used in a Pillar receptacle and it actually turned into a Pillar once out of the backpack and to add a bit more confusion to it there is actually a Pillar in the level but it was unattainable though there was no other receptacle so I assume it may have been a red herring. This is the first of so far two levels City Chronicles being the second and although you don't have to play them together I would say it is wise as you get to carry your weapons over to help fight some of the horsemen in the second level." - Sash (21-Jun-2002)

"40 minutes in a very typical coastal environment where you find and place a knot a pillar a coin a star and a gem and meet a few boars and skeletons and will find of course the 'put the boulder rope on fire' puzzle. I liked the trapdoor path shooting the skeletons from the pillars and how the two ropes materialise after shooting the target but what really spoiled the level for me were the unmarked spike tiles and a few unnecessarily long climbs." - Michael (21-Jun-2002)

"Things don't look too promising at the beginning of this level as you stroll through a very plain and empty street but the latter part is surprisingly good. There are a number of good boulder traps and a very fun encounter with a pack of skeletons atop some pillars. Extra points are awarded as well for the absolutely marvelous effect of the ropes magically snaking up to the ceiling (I don't recall ever seeing this before). The major downside here are the many unmarked spike traps (very irritating) and some overly long climbs. Of course there's a lot of standard coastal stuff too but still it's not a bad 40 minute level in the end." - Tombaholic (21-Jun-2002)

"I'm not usually into the coastal levels as they all seem to have the same puzzles but I really enjoyed this as it's quite well done and different from what I was expecting. The area seems small at first but then opens up to different paths and puzzles some of which need to be completed before others can be started. You have one task to complete to get the revolver in order to use it completing other tasks. There are puzzles to solve to get the coin the knot the gem and the golden star which open the path to more puzzles. You have to find the torch and where to light it to get access to one area. I actually played this twice as the first time through I got to the area where the gem is needed and had not seen the gem so I started over only to discover that the gem is very near where it is used. I found the crowbar near the beginning which is used to collect the golden star and three beetles which registered as secrets but I missed the fourth beetle and where to use them. I really enjoyed playing this level with it's well done boulder traps some target shooting the great collapsible platform puzzle the burning rope the ropes that turn into poles the pillar room with skeletons the tricky rope swings - all combined to make a level that was great fun although for the most part pretty simple. The only thing I didn't like - actually hated - was the normal tiles that were really spike tiles. Those should never be put into a level if you ask me. I still would play this again though and recommend it to everyone." - RaiderGirl (21-Jun-2002)

"A really good surprise this one this coastal level has good puzzles and traps and no bugs. I liked the torch and boulder puzzle the shooting puzzle that gives you access to the first secret (all secrets are black beetles) behind the sarcophagus with the laughing mummy (this puzzle is very innovative) the traps with the boulders (for one of them you have to press both the 'sprint' and 'crawl' keys) the series of jumps/run over the trapdoors and the several memorable fights with groups of skeletons. After one hour you enter in a library room with the pharos pillar in your bag I think it is the beginning of the second level by Pedro Moya 'City chronicles'. A very enjoyable level." - eRIC (21-Jun-2002)

"This is a very simple level with a street almost empty and wild pigs running everywhere. After this there are good puzzles and killing traps (ah! these spikes...). The scenery is beautiful (almost as the Coastal Ruins of TRLR was) but it could have been better. Is nice to play it and sometimes difficult (when you don't know from where the spikes are going to kill you...). Good!" - Loupar (21-Jun-2002)

"This was actually a pretty good level and am surprised it hasn't been reviewed more. The atmosphere itself is a little drab looking for a coastal tom but good puzzling and thinking involved. It should only have taken me 30 minutes but I kept looking for a laser site to shoot the locks with. Thanks to RG for helping me out on that. Once I got through that little braincramp it moved along quite nicely. There is a particularly difficult double rope swing across a deep area where if you aimed Lara at the second rope she actually flew off way right of it but once you adjusted it worked o.k. Nice little touch with the targets and the appearing poles to get to the gem. As bland as this level was appearance wise the ending was truly pleasurable to look at." - Momster (21-Jun-2002)
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