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Q-tech Base by Pregusia

CC 8 8 8 9
Dimpfelmoser 8 8 8 8
eRIC 6 6 6 6
Fairy Godfather 8 7 7 7
Gerty 8 8 8 8
Jay 7 8 8 8
Jose 6 8 8 9
Kristina 7 8 8 9
MichaelP 8 8 8 9
Mulf 5 5 5 5
Nina Croft 7 7 8 8
Nomad 8 8 8 8
Orbit Dream 7 8 9 9
Phil 7 7 8 8
RaiderGirl 8 8 9 9
Ryan 8 8 8 8
Sash 7 7 7 8
Scottie 10 9 9 9
Sheevah 9 8 8 9
Tombaholic 7 9 9 8
Treeble 5 6 6 7
Wolf7 6 8 9 9
 
release date: 13-Jan-2002
# of downloads: 83

average rating: 7.69
review count: 22
 
review this level

file size: 15.60 MB
file type: TR4
class: Base/Lab
 


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Reviewer's comments
"Solid level overall , the progression is easy but after a while as the map opens up more and more a good memory is necessary to remind your path also obervation is required to not overlook any of the ceiling trapdoors. The setting , a maze like area Base is a bit of the same all along with no puzzle nor very interesting action to perform , but near the end there is a different section with some action at last. The level ends abruptly after more than one hour. Enemies, guards and a few dogs , are well placed. Lighting is not worked on much. Some audio files seemed to be missing so i added some of my own." - eRIC (14-Jul-2023)
"I'm quite surprised, positively obviously! Both the level and the actual rating seems not to match together. I would give a higher rating. The gameplay is maybe the most forgetful part of the bunch, consisting into exploring a base which is freaking big!! And gives vides of a labyrinth with all those hallways!! Enemies are quite a lot, and are very weirdly textured? What happened to their face? The only secret I found was quite enjoyable too. The atmosphere is quite good, lighting acts weird on Lara, but overall I can't complain. A hidden gem from the past, pretty lengthy too. Recommended. Wolfy Regards." - Wolf7 (24-Jan-2019)
"It had been a long, long while, but this level brought me to a halt for a mandatory replay. Not because it was that good, but rather due to a flaw in design. I was progressing rather nicely, I thought, until about 50 minutes into my first playthrough I found myself permanently stuck, with absolutely no way of moving forward. Kristina's review suggests the same happened to her, but elsewhere in the level, so be warned. Upon replaying, I decided to follow the walkthrough closely so as to avoid losing any more time with this. Mulf isn't entirely wrong in saying it never takes off, and the whole base does have a rather all too similar look and feel, but it's not all bad. Sure, it's flawed, and on top of the aforementioned no-return scenario you also have missing audio tracks and a Lara's outfit isn't complete, meaning everytime you shoot your weapons her TR3 head switches to the TR4 head. Also worth noting that the reason I got stuck is that I hadn't realized the Standard Key Card, your first of about a dozen or so card pickups, is permanent, so everytime you see a slot, use it. There's also a crane which sort of gives the idea of sequence breaking as you only find the card to move it to a slightly more legit position much later (in a secret room, no less), but you can either reach it by jump or completely ignore it. Ah, speaking of secrets, I found three in total, but apparently they've all been assigned the first number so only the first one you find will ever register. 50 minutes, 3 secrets. 01/18" - Treeble (27-Jan-2018)
"I say! Colour me flabbergasted at the enthusiastic reviews this piece has spawned, and not only way, way back when it was released but even now in this supposedly so much more sophisticated age.
So, this is purportedly a level of the ‘base’ type, and yet there’s hardly anything in here to tie it to that type. Essentially it sends back and forth through a maze on a relentless fetch quest, which could just as well have taken place in the more common ‘lost temple’ setting. Yeah, there are those wires which initially electrify the water (duely noted by every other reviewer), but that’s it.
There are (increasingly predictable) enemies, but no traps to speak of, and no puzzles at all. The sole challenge here is remembering what was where in this all-samey-looking environment of storage rooms, corridors, no less than three toilet areas, and rooms that have the machine that goes ‘ping!’ in them (except the machine doesn’t go ‘ping!’ here).
The level is competently built, but not cleverly constructed; it is devoid of imagination. This is nowhere more apparent than when it slouches towards the finish line: eventually you retrieve that all-important blue keycard at one end of the map, and what you need to do is, of course, to go to the other end of the mapâ€"yet againâ€"in order to use it. How’s that for a grand finale? Because this is when the level ends, quite arbitrarily, though not without overstaying its welcome.
The level didn’t start without promise, and so I persevered, expecting it to get off the ground anytime now. Alas: that never happened." - Mulf (23-Dec-2017)
"If you like base levels (and I confess they're not my favourite), this one isn't too bad. It's well put together and the usual enemies are fairly well deployed, but of course there is the inevitable crawling around in air ducts that does slow the action down. There is also quite a lot of backtracking and I, having no sense of direction whatsoever, had trouble finding my way back to some of the rooms. Still, if you like the genre and have patience you might find this quite rewarding." - Jay (08-Sep-2017)
"This is actually a pretty enjoyable Base level, marred only by the rather tedious backtracking and crawling through ventilation shafts. A few welcome shortcuts become available as you progress through the level, but most of the time you'll be exploring very familiar territory, so remember where you were last, or keep the walkthrough handy to avoid confusion. It's otherwise rather enjoyable with a few solidly crafted locations, fun enemy encounters and some nice tasks to accomplish. Found a LaserSight that I never used and missed the Uzis somewhere, assuming they were available." - Ryan (20-Aug-2017)
"Not a bad level. I must say that I quite liked the part you traverse along the surface of the pipe (Even though it looked a bit funny). I have mixed feelings about base levels in general, the idea seems nice but I share others' opinions - most of the time it is delivered with look alike rooms, loads of soldiers and illogical surroundings/items which should not belong in a base. This level kinda suffers from some of these issues, as well as the boring backtracking (I lost sense of where particular rooms were at times), but pros outweight cons overall. First of all, the length is sufficient and for me it took about two hours to finish. The variations of tasks like shooting the screens (though it doesn't make sense), putting out fires and cutting out the power of the cables engage the player and make the gameplay well above average. The design of the base is close to how a base should be like, and exploring flows. This one should keep any tr fan busy for a while, play it." - Nomad (06-Apr-2017)
"I must admit that base levels are my favorite, ever since TR2: Offshore Rig and TR3: Nevada mission. I've got spoiled even more with TR5: VCI HQ, and I always seek for a good custom level set in a base. These make my standards for base levels pretty high, as I expect from this type of levels to be very complex, to involve a lot of backtracking and doors to open, and a lot of enemies to dispatch, but also to remain interesting to the end as well. I also must admit that I've got everything I expect from the base level here, a good idea, nice gameflow and superb adventure, maybe a bit overwhelmed with backtracking (too excessive, imo). There are a lot of game killers, you can get stuck in a lot of occasions during the level. This certainly destroys the play, and having to reload a save for so many times shows that this is not an easy game to deal with. But this does not mean that this level is bad, because it is excellent, actually. It is superbly designed, well crafted and decently textured and lightened up. All technical and support elements are done correctly and admirable, as a matter of fact, and we have here a great game, a prime example of how a base level should look like. Maybe there could have been less backtracking (base levels should have backtracking, but here it is far over the edge), or maybe there could have been more ammo, but base levels are supposed to be hard and unpredictable. So even if this level is complicated and involves real mazes of corridors, ducts, passages, storages etc, it is very exciting and you surely won't be bored while playing it. For all base-lovers, this is a must-play. You maybe won't see some revolutionary new objects and puzzles, but you'll enjoy this action packed adventure." - Nina Croft (09-May-2010)
"This base is very big and complex, full of trapdoors, corridors, crawlspaces, ducts and many doors to open. For me the gameplay was bored and tedious, with no puzzles, only based about looking for cards and pull switches to open doors; evenmore you have to return to the same places and walk through the same passages a lot of times. In the other side is a level very well builded, with a good architecture and fantastic textured. I liked the sounds too and the cameras as well. Many enemies but not enough ammo; good environment with well placed objects and no difficult tasks for a level which could be better without that real labyrinth of rooms, corridors and ducts with a gameplay a bit lineal." - Jose (11-Aug-2009)
"Here's another minor gem from the past (and another "one-shot") that was brought to my attention by a recent review. I suspect that if it were released today the average scores would be considerably lower, as most raiders have come to expect more sophistication than what we have here. To be sure, you'll occupy yourself for the better part of an hour, and there may have been major additional areas that I missed (for example, I found a laser sight that was never put to any use). It gets a little confusing and tedious as well, since many of the rooms look about the same, and there's a fair amount of necessary backtracking. Having said all this, I still think it's a solid raid that deserves to be played." - Phil (23-Apr-2009)
"One may hardly believe it, but there are really still undiscovered treasures which it is a matter to lift! One of these treasures is Q-Tech-Base by Pregusia, an excellent Base-Tech-level. It is not so quite clear, where this base could be now. Whether now about or under water, on an island, in the Arctic or somewhere else. But this is actually secondary. Fact is, which one is here, probably, on a naval base. The equipment concludes, in any case, by it. And it is a matter this to explore now. And there is to act a lot. One must creep now by narrow shafts, or opens doors with code key. And the whole complex is really not quite small. One also comes back over and over again to old areas because a door has opened just again, it was closed before. Opponents are here soldiers and dogs. The whole one is nicely balanced, thus it becomes no long-term shooting, but it does not become dull, nevertheless. Result: If you want to play a very good Base-Tech-Level, here you should absolutely access. It is really worthwhile" - Scottie (17-Apr-2009)
"You can't fool me;'Pregusia' is the nickname for Rafal Stanzyck,author of the excellent (but somewhat short) 'Secret Army Base'(among others). This level is an epic revisitation/retelling,complete with occasionally duplicated Gameplay (crawling through well-placed ventilation ducts) but fleshed out magnificently by the use of suberbly crafted indoor locations (kitchens,shark tanks,a Reactor Room) and clever use of appropriate objects in logical surroundings (the loose wires sparking into a pool of water - what a clever way of making the water deadly,instead of the usual 'Lara just bursts into flames' concept). I actually found the 'ventilation system' sections of the Gameplay enjoyable,as you came to realise that these aluminium passageways weren't there to pad out the Gameplay,but were logical connections between the various areas of the Base itself;and what a huge Base it is! I ran around and around for what seemed like days (which it actually was,as work kept intervening) but never once became bored due to the wealth of detail invested into this set-up. Enemies were used well (although the adventure threatened to turn into a 'shoot-em up' on a number of occasions)and the Level enjoyably opened itself up as it progressed. There was,however,one major flaw: progressing too far without first opening up a door vital for facilitating a return to earlier parts of the level later on.Failure to do this resulted in me having to replay a substantial part of the adventure again,but it is a testament to the builder's skill (in construction and gameplay) that I didn't find this much of a chore,as there was so much detail to observe in the Base itself (and several pick-ups I missed the first time around). As you explore deeper into the Base itself the progression becomes rather more linear and a few interesting physical challenges are thrown into the mix to keep you entertained until you finally grab hold of the all important Access Card and then have to work your way back to the appropriate door;the opening of which concludes the level on a rather disapointing note,as nothing seems to lie beyond the all-important doorway. In the earlier 'Army Base' adventure,Rafal concluded the level with the discovery of a large Submarine;here,Lara simply runs through the door and the adventure ends. In all other respects (the Gameplay flaw notwhithstanding)this is an excellent adventure for those who enjoy 'running-around-complicated-passageways' adventures.In retrospect,all of Rafal's previous levels relied on this as their principal gameplay element;so it's fitting that this (his final level) should be the apotheosis of this ideal,coupled with excellent technical and creative detail. Not an all-time classic,perhaps;but certainly an absorbing and epic single-level adventure." - Orbit Dream (22-Feb-2008)
"Funny that in one level you get irritated if it seems all you do is run around a lot and some you don't. This is level I didn't get irritated even if there is a major lack of camera. But what this does have is many shortcuts and the 'Aha Erlebnis' when you round a corner suddenly see where you are. Getting cards and another item is your major goal and by placing the blue card the level end there. I ran around a lot as my sense of direction isn't what it should be having a gawk every time I passed that shark tank as I was sure that I had to swim in there. Lucky for me no such thing LOL. There is some major crawling what does get tedious a bit and a nice shimmy to do you'll see what I mean. There were still some unopened doors but I am not the only one and that ramp going up I also expected to slide down that one no way. Enemies are lots of guards and some dogs. Found 1 secret. 23-02-2004" - Gerty (24-Feb-2004)
"This is great. I love base levels especially when they are done well with good layout texturing and lighting. I also like Offshore Rig type levels too and this is very like that. There is a lot of running around to do. I passed doors so often that needed a particular coloured card and I hadn't got it. Other things hard to spot were the trapdoor in the bathroom and finally figuring out about shooting the screens. It was all very cleverly done and you get tantalising views as you go along of areas you need to get to that view of the card above the bunk bed was great. I got totally trapped after doing a lot of stuff in a big area and couldn't figure out what to do. So thanks to Kristina's review I know now i.e. a trapdoor you MUST open near the start or you're stuck below the lift forever. It's in the water logged room with the swinging coloured wires. I don't know about anybody else but I had to return through that trapdoor twice so it is very important. Now it is my idea that a level should always have a way out even if it's well hidden or you have to do some Olympic acrobatics to get out. So I'm afraid a high gameplay score has been reduced. I was very lucky to be able to go back a long way to a savegame as I keep a lot of them but for someone who just uses the 15 available and no other this would be soul destroying. I took a long time to do this level over three days so nothwithstanding all the 'stuck' parts and the feeling that I didn't get to open all doors this was an excellent level and highly recommended." - CC (10-Dec-2003)
"Starting with a well done opening title flyby this base level is very professionally built though huge in size and requires a lot of running around and back tracking with a good chance of getting lost at least once. There are a number of cards to collect with your ultimate goal being the office keys with the level ending soon after. Hopefully there will be a part two and we'll actually get to see those offices. The shark tank and aquarium electrified water and lava slide were very cool and many of the areas reminded me of my favorite level from TR II the offshore rig level." - RaiderGirl (28-Dec-2002)
"A magnificient (marine) base level with excellent texturing and lighting and a vast area with a lot of interconnections that actually only open up as you progress further into the level (and the few thin walls don't do much harm). So definitely not a level for the 'directionally challenged' as good orientation is key here. A lot of work went into changing and placing objects and that makes the atmosphere very believable. The shark tank and aquarium are a nice touch and only the crawling passages are a tiny bit annoying. Look out for movable blocks and trapdoors (especially above you) as you find different colours of key cards to advance further. I spent a little over an hour here found one secret only and counted 29 soldiers and three dogs along the way. A fun adventure!" - Michael (22-Jul-2002)
"Well it's finally happened Lara has jumped on a flight and made it down under to do a little exploring and kill our men and dogs! Sadly you won't find any of our wonderful landmarks like Uluru the Sydney Opera House or the Big Pineapple but instead a base hidden underground in the outback. I assume by now everyone knows that when the word base is mentioned you can pretty much guess what the level will hold and you wouldn't be far off there are cards to find back and forth progression in a nicely set out environment and as I said men and dogs to shoot but where this differed was that it ended confusingly with around 4 doors unopened and this left a feeling of having missed something which I find is not something a level should make you feel at the end if you are to get full enjoyment from it. This hour long level will probably appeal mostly to the action lovers but for the rest there is still something to it that you will find enjoyable just maybe not fully satisfying." - Sash (21-Jun-2002)
"If you like the 'base' style levels (Offshore Rig Area 52 etc) this one isn't a bad example of that genre. Lots to explore opening up bit by bit and lots of guards and dogs to contend with along the way. This one is layed out in a way that even after running around it for an hour it is still easy to get disoriented. The atmosphere is terrific with everything from bunk rooms and dining halls to warehouses and armories. TR2/3 objects like the Desert Eagle flares and crowbar are nice touch. In general it's a good-looking level but lighting comes up short in some parts giving Lara and the surroundings a cartoon-like quality. I rated down gameplay a bit for two reasons. The back and forth especially crawling through air ducts was just a bit tedious after a while. Then there are some little mistakes in designing the gameplay. Lara is able to climb out of the water at a place where this shouldn't be possible with the result that a player could become stuck in a part of the level. Near the end the switch to turn off a fire is very cleverly hidden but unnecessary because Lara can easily get past the flame. Overall though it was a fun and entertaining level. Now if I only knew what was behind those two unopened doors!" - Tombaholic (21-Jun-2002)
"A fascinating level. Lots of enemies on first entering a room but once cleared from an area left you free to roam. Plenty of travel from place to place finding the object the blue card key. Some parts very puzzling. The first jump to a plate hung from a crane hook was difficult but essential as crossing the pool was essential to finish the game. Parts found and used moved the crane hook so future jumps across were simple. An enjoyable evening spent solving this." - Fairy Godfather (21-Jun-2002)
"It's really strange - usually I don't like playing levels of this kind. But this one was real fun. The level design reminds of the oil rig level from TR2 and the submarine level from TR5. And like in these levels Lara has to do quite the same things i.e. collecting different colored codecards and shooting some guards and the one or other dog. Watch out for not losing orientation while you're running around it's a very big area to explore - and you really DO have to run around a lot. I'd like to recommend this level to everyone who liked playing the levels mentioned above." - Sheevah (21-Jun-2002)
"That was huge or it seemed like it. As much as I liked it full of action at least as far as enemies are concerned I gave a low mark to gameplay and I was thinking a lower one very low because at some point after a lot of searching and sweat you can get trapped at an area with no way out. Believe me it deserves something like a four but let's not be too cruel. A base level indeed with guards all over and a few dogs. Key cards that is the main item in the whole level which gives you access to a fully new area. Green yellow blue red cards sometimes guards drop them some others they just 'sit' on a desk. It is very complicated to reach each area with a lot of crawlspaces in between practically this whole level is a big backtracking not very pleasant at some point and further. I do like to find new opened areas after I first visited a room but this is too much. Having to find your way back through all those holes and choose again which path to take many of them are crossed is a little frustrating especially near the end I needed five minutes to reach a switch in the first part of this adventure coming from a complex area I did get lost a couple of times. Let's talk about that problem I mentioned earlier. As soon as you get the crowbar go to the room with the cables hanging from the ceiling and water on floor and open the fenced door then the floor trapdoor. If you don't do this and you proceed through the level like I did then when you complete a respectable part of it you will find yourself trapped. The only way out is to either use DOZY never an option for me or do it again hoping of course that you haven't overwritten a savegame and you can reload thankfully I had one. The desert eagle is given to you and plenty of ammo just as much as you need to defeat your enemies. A very nice view was a glass room with water and sharks behind it. I spotted some small red fishes somewhere else. Also you will be visiting a rocket room. The secrets are clever placed behind movable boxes or the cards are behind them to let you access a certain area and reach them. A chip card allows a crane to move closer and help you get across but I found out that Lara can grab the small block hanging from the crane anyway and get out from the water also grabbing the ledge but it doesn't feel right the ledge is a little high but no harm done the result is the same. Definitely a very good level." - Kristina (21-Jun-2002)
"The age of the lever is over it's the age of the magnetic card now. This adventure starts with a good twist and there are a few more surprises on the way. If you like the hightech/lost in the military base sort of thing you're gonna fall for this one. As it is with those levels you meet a lot of SAS Guards and there are many corridors and rooms to explore but apart from that there is a diversity of tasks and the whole structure of the building is cleverly layed out. Meaning that the whole system of doors and gangways seems more complicated than it actually is as you often come back to areas you're already familiar with (though there is one slope I never came down). Mind you I still got lost more than once. So always try to memorize where you've been and what was there and don't forget to look at the ceiling from time to time. The lightning and textures are well done and give the whole experience an forlorn feeling that is pretty convincing. I enjoyed the big tank with the Hammerhead sharks so early James Bond style and always gave them a little wave on the many occasions I ran past. Definitely worth playing." - Dimpfelmoser (21-Jun-2002)