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Warriors of the World by Malte Linder

bERT 5 5 7 6
CC 7 7 7 7
Dimpfelmoser 6 6 7 6
Doug E 6 6 7 7
eRIC 6 8 8 7
eTux 6 4 7 7
Gerty 2 2 5 5
Jay 6 6 7 7
Jose 5 5 8 9
Kristina 5 8 7 8
LePerk 5 8 6 6
MichaelP 6 8 6 7
Mulf 5 6 7 7
Orbit Dream 5 6 8 8
Phil 7 6 7 7
RaiderGirl 7 8 8 7
Ryan 4 4 7 8
Sash 5 7 6 6
Sheevah 5 5 6 6
Tombaholic 6 8 8 7
Tombraidergirl 3 8 6 6
Torry 5 7 8 7
Treeble 6 6 6 6
Xxenofex 4 5 4 5
 
release date: 23-Jun-2002
# of downloads: 67

average rating: 6.26
review count: 24
 
review this level

file size: 21.86 MB
file type: TR4
class: Shooter
 


author profile(s):
email(s):
malte.linder@web.de

Reviewer's comments
"Well, Orbit Dream, if the company that constructed this elevator went quickly out of business, I shouldn’t be surprised. Even so, the elevator is one of the best ideas in this all-out shooter. I also like the cubicles, massive though they are, having been built with Editor blocks. The first few rooms (and the rooftop in particular) are too large, but otherwise the map is well-constructed—quite cleverly in parts. Initially there’s too much running from key to keyhole and back again, which doesn’t do the gameplay any favours and isn’t helped by taking place in said too-large rooms; but the game soon finds its groove and becomes more straightforward. This lasts for most of its duration, until it devolves into a series of repetitive massacres at the end. The level closes with an uneventful backtrack towards the finish trigger.
I’ve previously made the point that when it comes to shooters, it’s all about enemy placement. In the case of the level under consideration, I have to agree with Orbit Dream when he says that the baddies are not particularly well-placed. As a consequence, combat rarely amounts to more than backflipping and sideflipping while shooting; in fact, the suite of identical tunnels at the end was built specifically to accommodate just that. Rarely will you have to ponder about the best strategy to tackle a situation; avoiding a shoot-out is never an option; nor do puzzles ever figure into equation. In the last segment, the baddies’ appearances become simply repetitive and, when I had no fewer than four wrench-wielding Dolph Lundgren clones with ninja training going after me at the same time, not a little silly. I was briefly reminded of Doom, but of course combat isn’t as much fun in this level. It couldn’t be, if only for the limitations of the engine.
The only secret I found provided me with an additional big medipack and was quite satisfying, as it was located in an optional area which provided additional gameplay, and the way to get there and to get out again was cleverly realised; this garners the level an extra point. I didn’t find revolver or shotgun ammo in large amounts, but it would have helped in the last segment if I’d had the hardware that goes with it. As it was, I had to do it all with pistols only. This took a while and extended my net gaming time well past the 30 minutes that the readme talks about, but I finished the level with the same amount of medipacks in my inventory I had when I went in, so there’s that.
A couple of samples are wrong (trapdoors sounding like pistol shots, blubbering noises from SAS), but that’s the only technical issue I encountered. There’s some good camera work (some of it helpful, some of it not so much, but it never becomes irritating). Construction, texturing and lighting are fully competent. It’s all the more disappointing that so little has been done with it; the rooms all tend to be generic and generically furnished. The builder certainly succeeds in giving you that old Base feel, but with rare exceptions such as those mentioned above, he doesn’t attempt to do more than that. If it’s that you’re hankering after, this might just be the level for you." - Mulf (28-Feb-2022)
"Perhaps not quite all the warriors of the world, but certainly more than enough to be going on with! Apart from the sheer numbers of enemies, this is a fairly standard base shooter - crawl through ducts, shoot a small army, pull switches, shoot another army - well, you get the picture. It's solidly built, but unless you're a real shooter fan, not a great deal to recommend it otherwise." - Jay (28-Jan-2019)
"I prematurely groaned inwardly and said to myself "here we go again" as the level started off in nearly pitch-black surroundings, but after giving myself unlimited flares right out of the gate I found that I didn't need them at all after I reached the main playing area. Things progress in remarkably linear fashion in a base setting, and I felt compelled to glance at Harry Laudie's walkthrough on just a few occasions. Of course, with unlimited flares go unlimited ammo, so the profusion of enemies were only a minor annoyance. Many of them drop crucial pickups, so you need to watch where they die. The raid lasts just over 40 minutes, and it's a reasonably fun adrenalin-pumper when you're not climbing ladders and crawling through ducts." - Phil (20-Jan-2018)
"I'll admit I've given fairly lopsided scores here but I'll explain why. Construction-wise, it's surprisingly good for an older level. The lighting and texturing is nearly faultless, a bit dark at times, but apart from that, well done. The music was well used too. However, it is unmistakably a shooter (I seem to be playing a lot of those lately), so it was hardly likely to appeal to me. One oddity was the guards firing motorbike sounds from their guns. I got through all right, but it was fairly predictable after a while." - Ryan (11-Sep-2016)
"This level will be hard to finish for most players. Not for a difficult gameplay, but for the excessive number of enemies and the few ammo to kill them. Also I finished out of medipacks, and in the last wide corridors I got out of ammo too and I had to run and jump to escape avoiding a dozen of thugs or so. That way I advice you better look carefully for the secrets, 'cause without extra guns you'll be totally lost and never finished the level. Again very surprised with the low ratings in the Textures section, 'cause the texturization here is near perfection and I only missed some packs of flares to light the first dark areas. If you're a shooter, this level will be good for you, but perhaps you need to cheat if you are not enough careful with the ammo and the medipacks." - Jose (17-Jul-2016)
"Despite the mildly exciting beginning (well, I actually enjoyed that rooftop), this level soons drag you through a series of baseish rooms as you shoot baddie after baddie in your quest for the keys to proceed. There was a nice elevator effect along the way and I'd guess it would be much more enjoyable if it weren't for the massive gunfight that takes place in the underground tunnel. 35 minutes, 2 secrets. 05/09" - Treeble (01-Jun-2009)
"I liked this level. A quickie shoot find card disc crowbar revolver (very cleverly hidden I must say) open trapdoors climb crates ladders crawls swim. Dealing with the enemies will be easier if you don't go in guns blazing one at a time is the answer. Some guards don't shoot at you for a while so deal with the others first. The elevator was good but only went up and once up there you only get out through a crawlspace grill! It all takes place inside a tall building in the city. Did anyone else see that 'moving' sky at the start? And although the building looks bare and deserted except for the guards and beefy looking workers it's still very well done. I liked the water channel ideas and the moving block in the crawlspace. The basic layout and gameplay in this level is not bad at all. The only moan I have is that the level had no purpose it was get in and find the keys to get out. And the title Warriors of the World I couldn't call those guards warriors so it's a mystery." - CC (25-Sep-2003)
"This is a solidly built level with no obvious construction errors and quite a few enjoyable little touches (the rushing sluices; the elevator moment) but when all you do is run into every room with guns drawn then the gameplay starts to get a little bit predictable after a while. The enemies aren't particularly well placed (they invariably attack in three's: one big bloke with a stick one guy dressed in green and an SAS type) and they can all be killed quite easily from a distance (once you know the trick). The secrets are rather cunningly hidden (especially the Revolver which I only chanced upon through pure luck) and I'm still wondering about the design of a building whereby an elevator can only be exited by a passenger shooting the ventilation grille and clambering out as there is no switch." - Orbit Dream (26-Jun-2003)
"Fight and Kill! It says at the start and that's exactly what you do. Great futuristic enviro." - LePerk (16-May-2003)
"I would like to say that what the author says at the readme is total crap. There is no way to finish this level without cheating at least most of the players will have problems. I could finish this if there were no more enemies coming back from picking up the last plug key but I had no ammo for the shotgun or the revolver which are secrets by the way and no health in my inventory. The setting is VCI-lab and I really liked it but it's wasted in a shoot'em up level with no puzzles. Just a disk a card key and three plugs to find. The enemies are retextured and look good I could have done with less trapdoors and crawlspaces. The last flyby showing the blue sky was nice too and the level ends with Lara climbing a ladder towards the sky and the exit." - Kristina (02-Apr-2003)
"Malte tries to bring us a little movie: begins with his own opening credits there's a lot of flybys and we get a shoot-out climax. Before that shoot-out we get a linear game in which we have to find the crowbar shoot a lot of grated barriers and crawl a lot. Because of the limited health packs the shoot-out has to be done very carefully which is a nice idea nothing more. Not bad but gets tedious after a while. Only for the real lovers of shooters." - bERT (09-Mar-2003)
"A 45 minute shoot 'em up broken only by the hunt for a few keys. Due to the many crawlspaces and corridors one needs to negotiate this becomes boring relatively quickly so to add some spice I opted to proceed with pistols only and then it turned into a bit of fun. There were three different opponents two armed with guns and one with a baseball bat and they always attacked in groups of two or three and in one case there were five of them so the evasion tactics were as necessary as the rounds of fire which as I have said made for a pleasant diversion from an otherwise lack lustre level. Finally Lara locates the exit but one wonders what this excursion was all in aid of." - Torry (22-Jan-2003)
"This is one of those shoot up levels where you could swap the title with one of a hundred other shoot up levels and you wouldn't have a clue they were different. You know the drill crawl through duct shoot guard collect essential items crawl through duct shoot guard etc. Sure the ending was quite fun with an adrenalin pumping series of battles one after the other but you knew after the second battle that when you turned the next corner there were going to be more which was fairly predictable. I found 2 of the 3 secrets missing the shotgun and ended after 40 minutes with the sight of bloodied bodies etched into my brain." - Sash (13-Dec-2002)
"Although too many enemies and less medipacks for my liking this level has its moments. I liked the idea of the flowing water where you have to stop the current and the elevator part was nice. But this was not a very nice level compared to the same author's Venice level firstly the lack of medipacks and I ended the level with minimum health I think that another one of those guards before the placement of the blue chip would've surely killed poor Lara. I was also unlucky enough cause I never found the Revolver. A tip here: kill the guys that can shoot you first only then the guys with the bats as they can't do anything to you unless they're close enough. Also Lara's ponytail is quite strange but I think the fact that the TR3 Lara's outfit is used explains that I guess. This is quite a good level I think but more for the bloodbath lovers in TR levels." - eTux (13-Aug-2002)
"The gameplay in this 30-minutes-level is very straight: Find a codecard or a plug(?) and use it to open a door. It's mainly the enemies who leave those needed objects. There are no other puzzles than that. Design texturing and lighting are okay but the rooms seem a bit bare would have been nicer with a bit more furniture or so. The level isn't very hard to play it's only all those enemies especially near the end who increase the difficulty level a bit." - Sheevah (11-Aug-2002)
"I have a folder of for reviews that I feel are not long enough. Usually I tend to be in a bit of a hurry when I write them (eager to start with the next level) so I just jot down the ratings and some lines that shall give me enough of a clue to write a proper review when I have a bit more time on my hands (i.e. no new levels that beckon for my immediate attention). Under Warriors of the world it says: 'A pretty standard base level that has mercifully few and short crawls the compulsory access cards and a colourful cast of retextured enemies.' I think that sums it up pretty nicely. Nothing more to add really. I just read through the other reviews and bits and pieces come floating back to me. I'm just surprised that I rated this so high as these kind of levels aren't my cup of tea. So there must be something there. And if you have trouble with your health try to kill those never ending supply of baddies from the distance whenever you can. Shoot and retreat as far as possible; they only fight back when you're getting close." - Dimpfelmoser (11-Aug-2002)
"Lara in her TR5 catsuit infiltrating a building from the top. The intro is nicely done and the caption 'fight & kill' says it all. The boring search for the first to trapdoors was rather useless and when you are inside the areas seems utterly empty except of course for the three types of baddies you will encounter (blue beret soldiers guys with night visors and the hunk with a baseball bat - nice work) and I think I killed about 15 of each. Found two secrets (shotgun and a medi) but certainly missed the revolver as a secret as I found lots of ammo. Also a key card a disc a blue and a yellow chip and a main key in two parts to find. Liked the use of a sink and the elevator. Many crawlspaces and grates to shoot and the passage with the continual music really got on my nerves and I had to turn it off. Well I guess I survived and could climb out into the starry night after 40 minutes." - Michael (30-Jul-2002)
"Tokyo summer year 2002. For 50 minutes Lara has to infiltrate a building and kill a group of terrorists. The interest of this level is in the retextured baddies and in the challenge to survive. Fortunately I found 2 secrets the shotgun and the revolver I don't know if it is possible to end the level without the weapons. I usually don't like much the shoot'em all business but frankly I had a great fun with this simple but well made level. No bug good progression and texturing." - eRIC (15-Jul-2002)
"The level opens with the words 'Fight and Kill.' so you know what to expect. Actually though the action does build gradually until the climax so it's not completely predictable. It's very important to find the secrets and all the pickups in this one because if you don't you certainly will die. In the last five minutes you will face 28 enemies (ninjas and SAS) in groups of three four and five. Watching your health dwindle as another wave of enemies rounds the corner is good for an adrenaline rush if nothing else. I just ran from the last 6 or 7 because my heavy ammo was spent and I was down to my last small medi so it was a losing battle. As with the author's previous levels this one features re-textured baddies that again are really well done. Also adding to the 'objects' score is a very well done elevator. Other than the shoot-out aspect the gameplay is very linear in the sense that there is never any doubt as to the next step. You'll need to find a few kinds of keys disks and a code card but they pretty much fall right into your hands. Two of the secrets though take a little more thought and as noted before are really essential to finishing the level. The tech installation is laid out nicely and textures are good if not too original. The opening titles and flyby provide a dramatic start and the cameras are used proficiently in the rest of the level. Throwing tons of enemies at Lara is not the most subtle way of challenging the player's TR skills but I guess levels like this have their place and in the case of this one the other elements are handled well enough to make it worth a try." - Tombaholic (21-Jun-2002)
"I guess I was just in the mood for a good 'shoot em up' level because I really enjoyed this one. I was a little concerned the first few minutes in the dark passages as it seemed I was running around with no place to go but then I finally found the trapdoor and was on my way. I loved the retextured baddies especially the large numbers of them near the end of the level - every time I turned a corner I was met by a group of them and had a great time killing them while taking as little damage as possible. I found three secrets - the shotgun and revolver - and one that had a large medipack but there could have been more pickups considering the amount of baddies. Otherwise the level was pretty simple and has you finding the crowbar some disks and a door card shooting out some grates and exploring some crawlspaces and tunnels as you make your way out of the building. The camera work was great as was the lighting and the opening title and flyby. Great level if you feel like a little target practice." - RaiderGirl (21-Jun-2002)
"Great a dark level well it starts out pretty dark and you have to find a grate in the floor to open and only 3 flares. Then you get into what I would call ventilation corridors also dark and still no flares. Some goodies to find and finally a grate to open. Then you're off to explore. First thing that did strike me is the funny popping sound the grates make when you open them then there is also the funny shooting noises by the enemy. There are doors to open and cards and keys to find. Soldiers do die dramatically and a sentry gun is easy to avoid. New was the baddy with a wrench they are hard to kill. Nice touches as a bottle with some glasses on a table and an elevator. The readme says: 'level is tested very well. You'll be able to finish it no matter what you do. (Sure: If you don't have enough medipacks and you need one . . . but that's not my fault)'. Ok it's my fault and I did try and tried and tried. In the end I never made it. Sorry either give everybody a chance to play or suffer the consequences. Actually the same as the author wrote in his readme. I will play this again on a later date after I enabled the flycheat but the scores will be the same. I'm just very peeved off." - Gerty (21-Jun-2002)
"Although this type of level isn't exactly the sort of thing I enjoy (non Egyptian etc) I found it reasonably entertaining. I liked the camera work the bit in the lift was very well done and the number of people out to spoil Lara's day were spread out nicely over the level. If you like platform type levels then this is not bad." - Doug E (21-Jun-2002)
"This level plays in an apartment house. The textures are monotonous somehow but that is how it looks in an apartment house. But somehow the rooms all look similar anyhow the same objects are in there. And again these 'racquets' and SAS stand round in every room. After a few rooms one already knows how one defeats them best and hardly loses energy. There is a few plugs to see and apart from that the puzzles are limited. That's not my type of level. Who gladly shoots is well served here particularly by the end there emerge dozens SAS and racquets. The atmosphere is adapted to an apartment house - you will not need any flares. For beginner this may be suitable but not for the players who gladly solve puzzles." - Xxenofex (21-Jun-2002)
"The level has a little opening trailer. You start on the roof of a skyscraper. A few ventilation shafts will follow. After that you will come to a storage room and them some control rooms toilets more shafts and fair halls. You will encounter some SAS brawlers (which are basically the red guys in different outfit) and some guys with guns (the blue guys in different outfit). I think they look really great. The riddles are a bit simple for my taste. Find a key a lever a keycard or other item. Music was nothing new but used well. The textures were fitting and objects were alright. I especially liked some of the water shafts. They looked very well. They were underneath some other rooms and you could look up (down) through gratings. Some other passages were made like in Area 51. There was a lot to crawl and a lot to fight. At the end the opponents appeared in groups of at least 3. This is one of those levels where you have to do a lot of shooting so if you like that go for it but don't expect much riddles." - Tombraidergirl (21-Jun-2002)