trle.net
Your host for all Tomb Raider Custom Levels ever released!

Levels listed...
TR5 - 31
TR4 - 3141
TR3 - 177
TR2 - 133
TR1 - 61

72376 reviews (20.4/level)
3532 (99.7%) walkthroughs
445 Hall of Fame levels
1221 levels rated >= 8

TR Fan Site

 


The Lost Luna Park by Malteaser 88

bERT 8 6 7 6
CC 7 5 7 5
Dougsan 8 7 8 8
eTux 8 7 7 6
G.Croft 7 6 7 7
Gerty 8 6 7 7
Glow 7 6 7 7
Jose 6 6 6 5
Kristina 8 6 6 7
Kurt 10 6 5 6
Lady Lara 8 7 7 7
MichaelP 8 6 7 6
Mulf 6 6 4 3
Obig 8 6 7 8
Orbit Dream 9 5 6 4
Phil 7 6 7 7
RaiderGirl 8 7 7 7
Ryan 7 7 7 6
Sash 6 5 7 6
Treeble 8 7 7 6
Xela 7 6 5 5
 
release date: 26-Feb-2003
# of downloads: 75

average rating: 6.61
review count: 21
 
review this level

file size: 21.10 MB
file type: TR4
class: Coastal
 


author profile(s):
email(s):
danter@mail.global.net.mt

Reviewer's comments
"A lesser version of Blacksheep’s Skeleton’s Palace, released the year before, which, like that level, uses the Coastal wad and textures (or in this case, a slightly augmented version thereof). Unlike that level, this one plays out in a map that is not at all compact; in fact the area is sprawling, and the corridors that lead to the various tasks are quite unnecessarily long. The amusement park setting never convinces for one moment; the texturing is crude, and the geometry is basic and rather slipshod on occasion (as in the ‘mirror room’, which features various spots where you stare into the black void that lies beyond the map).
The tasks themselves, however, are varied and entertaining; a few are inventive or at any rate unusual. This level was probably the first to present a pachinko challenge (or ‘giant pinball machine’, as Gerty calls it), a task which is, however, one of two that are based on rollingball physics; as a consequence, they can’t be reset and will leave you stuck if you don’t get them right the first time. This, however, is unlikely, so save wisely; you will be reloading several times. Gameplay as a whole focuses to an unusual degree on puzzles, of which some involve an agility test. Like several other reviewers, I don’t think that the enemies—a couple of warthogs and some SAS, the latter routinely popping into existence out of thin air—have all that much to contribute to the gameplay.
Once a task is completed, the builder sends you back to the hub the way you came—each time, with only one exception; you’ll probably feel relieved that you don’t have to do the step-on-the-right-tiles puzzle twice. (Several reviewers call this a ‘letter’ or ‘alphabet’ puzzle, but the symbols are letters only coincidentally; the puzzle would work exactly the same way if the builder has used any other symbols.) This forced backtracking across the sprawl took put a damper on my enjoyment. It is most annoying in the case of the spike tunnel, as it turns a solved puzzle into a tedious chore. Unlike José, however, I spotted the clue indicating the safe path rightaway; so he may have outsmarted me by figuring out some obscure way to leave the target practice room in Skeleton’s Palace after the spikes were triggered, but I can now return the favour with regard to another puzzle, which coincidentally also involves spikes." - Mulf (23-Feb-2022)
"Despite being well over 15 years old, this level has a somewhat unique setting in that it is built to resemble an amusement park. Granted, in the Tomb Raider world it means it's a very deadly one, and it's built mostly using Coastal Ruins assets. You are given one token and have to face a few different rides to get more tokens in order to explore all of them and eventually make your way out. I suppose some of these could get you permanently stuck, such as the rolling ball/pachinko attraction, so make sure you save often. While I thought gameplay was quite imaginative and fun, visually it seems a bit uneven with some areas not receiving proper care, but as a whole it's not too distracting, just a tad simplistic. 25 minutes, 1 secret. 08/20" - Treeble (23-Aug-2020)
"Not a bad start for this young builder. There are some original ideas for the gameplay, and also some effort to create a good atmosphere. The architecture is very simple, and the texturization is very poor too, with many elongated textures and repetitions in many surfaces; all this 'cause the very huge dimensions of some rooms. In the spiked hall I was not able to find the hint so I did it by trial and error. In the room with three boulders I had to reload 'cause I let the token to avoid the boulders. I didn't choose very well the order of the doors so, in my case the guns appeared very late and I had to deal with the enemies only with the pistols. Found only two secrets. Enjoyable with some innovative ideas." - Jose (30-Aug-2016)
"The rather crude surroundings of this one-shot coastal level can perhaps be excused by the fact that the builder was only 14 when he released it. It makes use of the familiar hub room device where you find a token in one area to open up the next area, and so on. There are some rather nice touches along the way, however. Of particular note is a descending boulder exercise where you have to lift timed trap doors at just the right moment so that the boulder does not become trapped. It took me a while to realize that the fixed camera showed me looking up (from Lara's perspective) at the descending boulder, which then made the timing of the raised trap doors much easier to manage. There are a couple of rooms with death tiles that you have to navigate your way across. And there's a nice concluding ride with the Jeep along some convincingly rendered roller coaster tracks. Not a barn burner, but a half hour diversion that gives you a fun raid." - Phil (09-Aug-2016)
"A unique twist on the classic Coastal setting. Okay, the texturing rather leaves something to be desired and the final battle with six soldiers was a bit overdone, but the gameplay steals the show here. A boulder/pressure pad puzzle, a letter puzzle, a mirror room and a rollercoaster ride. These add up to a very satisfying raid altogether. Worth a look for something different." - Ryan (28-Jul-2016)
"A neat idea, but not a flawless execution of said idea. The puzzles are fun, but one-noted, though the boulder challenge was pretty innovative. I unfortunately don't think that the Tomb Raider experience can be properly infused into a fun- loving, carnival experience. Granted, I had some fun in this thirty minute level, but it really doesn't look or feel like an abandoned park. The main area is sparse, with very little objects to explore or even look at. The "amusements" themselves are too sadistic for anyone except Lara, basically spelling death for the ill-prepared. And the textures are as monotonous as the individual games. A little more spice in textures, objects, and music really would have gone a long way. Still, a fun and easygoing diversion, if you've been shifting though too many hard raids recently." - Xela (18-Jul-2013)
"What a fun little level! Would have been nice if it had been longer but many good ideas and a joy to play. Play this when you need a break from long or difficult levels -you'll be pleasantly surprised!" - Lady Lara (05-Jan-2004)
"This sure is a nice little idea as the others have said and as I love a theme park more than the average person I had to take a look. What I found were a whole series of small easy little puzzles target shooting jeep involved roller coaster a video arcade a couple of boulder involved puzzles that were quite cool and as a bit of a letdown for me personally a spike path you manoeuvre through twice that was a little more tedious than dangerous. There are 3 secrets to find as well and also a sprinkling of enemies that don't ever get in the way well that is until the very end where you are deluged by SAS and speaking of ending if this hadn't had finished in only 30 minutes as it did I would have scored it better but although it is fun it felt a little like fairy floss nice but not really filling and I like to be fully satisfied at the end of a level." - Sash (18-May-2003)
"You start in front of the entrance to the Luna Park and someone is already there judging by the parked jeeps. In through the gate you are in a large deserted coastal textured courtyard. The flyby lets you know that you have to find coins to open all the gates to different thrills. The idea is a clever one amusement park games although in this case you could lose your life not your money. I did a clockwise route to the gates. So the games are working you're way through spikes a brilliant falling boulder puzzle another run for a coin before being squashed by three boulders a terrific jeep ride on a roller coaster an alphabet puzzle that was quite unique and a target shooting gallery. I've only one question what was the torch for. I carried it with me all the way through but couldn't figure out what it did. I found it in the spike room but I didn't need it. Was it for a secret? A great little level." - CC (15-May-2003)
"I'm not surprised that this amusement park is adandoned the features are really deadly they must've taken thousands of lives from the visitors! I can imagine how the poor visitor tries to master the target puzzle in time doesn't succeed and then falls to fry to crisp how all the kids run to jump on the blue mattress with colourfull letters and are fried by it how a sneaky teenager without a drivers license rides down in the pit from the track. Yes must've cost a lot of lives but seems like it was the right thing for Lara since the roller coaster the boulder + trapdoor puzzle were really fun. Don't know if the enemies should've been used at all though." - eTux (31-Mar-2003)
"The Lost Luna Park is not very challenging. The puzzles will not give even a novice 'Raider' headaches. I will admit to a few laughs when the designer sucked me in or pulled a fast one on me and I did enjoy the alphabet puzzle -- and the joke was on me because I did not figure it out correctly at the end! I found Luna Park to be a lot of fun and quite original. The concept is quite simple. Lara finds herself at a closed amusement park. As she has fun with the park's offerings she is harassed by some mercenaries (whom I assume are using the park as a staging point for their next attack on civilization). I rated Luna Park as high as I did because I had so much fun playing it and Terence Vassallo dared to be different." - Dougsan (31-Mar-2003)
"This level is a bit uncommon one but it's good to play with. There are not too many and too different puzzles involved but they are good for having some fun. I like the room with rolling stones very much. The textures are great there are no added sounds. The enemies are some soldiers wild-boars and bats. This level has an atmosphere like Alexandria." - Obig (12-Mar-2003)
"What a fun level! It's nice to see something besides the regular tomb or cave in a level and I'm sure we could all use a little fun between the harder levels. I love amusement parks and this is the next best thing to actually visiting one. There are some clever puzzles to solve to collect tokens including a roller coaster a mirror room a shooting gallery a deadly spike room and my favorite - the rolling boulder puzzle (not too hard but fun and unique). It's nice to see an author that branches out into something original so I hope we see more levels by this one. Don't forget to look for the three secrets too." - RaiderGirl (03-Mar-2003)
"A charmingly straightforward debut level largely based on the coastal WAD not very tricky not very long (30 minutes) but good clean fun in a very creative way. You get six little adventures and each of those yields a coin which eventually brings you to the exit. And all of those adventures are simple but very original and I liked the roller coaster jeep ride and the 'ball game' the most. I did not care much for the shoot out with SAS guards at the end as it kind of spoiled the friendly 'Disneyland' atmosphere but still this was a nice one. The flybys were a little rough around the edges and maybe something for the author to improve on in his next level." - Michael (01-Mar-2003)
"What a delightful level. Starting outdoors you see a 6 doors that need a coin so after finding one you can enjoy the Luna Park. There is one room with spikes and the solution is nearby. Do find that torch as it will make live a bit easier I found out. Another room is a giant pinball machine I loved that one. The third was a shooting gallery that had me reloading a few times as I am not that quick. Then there was letter jumping a mirror room and a roller coaster WOW. I don't know if you have to do them in a certain order as you need the crossbow for the shooting gallery. Lucky for me I probably went the right way. Getting all the tokens will open the last door and you are on your way again. The idea is great and I had a ball playing this one. 27-03-2003" -Gerty (01-Mar-2003)
"Ok this is a first effort so we shouldn't expect too much from the physical side of things; and indeed there are plenty of little imperfections all over the place. But..relish the gameplay! It's not too long (about 40 minutes) and some of the ideas are possibly overworked (crossing the spike corridor twice); but the target shooting was splendid; the roller coaster hilarious; and (best of all) the rolling boulder-ramp challenge was something even Marksdad wasn't fiendish enough to devise! Splendid stuff. Here's hoping that Mr Vassallo's next effort will provide a little more graphical polish. If it does then I think we may be seeing something rather special." - Orbit Dream (01-Mar-2003)
"This level was a lot of fun and a great effort for a first level. I found it to be a bit easy and finished it in about 45 min. however this didn't detract from the overall feel of the game I smiled more in this level than any other I've played (I also frowned because he beat me to the punch I'm also designing an amusement/carnival level). Good Job!" - Kurt (01-Mar-2003)
"A fun and unusual level. Lara goes into a closed down amusement park. She has to find a number of coins to open doors and do different puzzles - amusement park related - behind each one. For example a shooting range and a roller coaster. Not very difficult but - amusing!" - G.Croft (28-Feb-2003)
"What a great idea for a level. I just loved this half an hour adventure. The scenery isn't much simple and the coastal wad is used but for a first try it's quite good. The player has to find tokens to enter each area that holds a different challenge every time. One which you need to navigate through spikes one avoiding boulders and grab the token quickly and a few others I am not going to mention them all for obvious reasons. I would like to mention the jeep ride though that was so much fun driving up and down like in a real Luna Park. SAS guards and wild boars are the only enemies but I have to say I enjoyed this more than some big complex levels with almost impossible timed runs and puzzles that makes you hit your head against the wall to come up with an answer. The author of this is imaginative and I sure hope to see more of his work." - Kristina (28-Feb-2003)
"Pleasantly derivative level with dashes of originality like with the 'rolling rock'-wall and all of this in a Luna Park themed environment. You'll go through it in no time fbut then again why not? Now why did the author put enemies in it? Just when you finish a puzzle they bloody hell shoot at you: Terence is a bit of sadist in my opinion. He surely is a tease: in the first mentioned rolling-rock sequence he lets the rock suddenly slow down before reaching the second gap. It sure made me laugh being taken by the nose. Camera sequences were fluent so well done. Enemies in the last area however appeared out of thin air. Anyway more of this Terence but maybe a bit more challenging next time." - bERT (28-Feb-2003)
"I gave a high rate to this small and short level because it's the first level of this young Level designer...but it really deserves a friendly welcome here because it is well done no bugs no bad placed textures or objects everything is simple and clean even if not terribly original. The ride on the jeep was very amusing and the room with the bright letters and the fire quite difficult I had to reload my game many times. Enemies are only guards no monsters but this is ok because we are in a Luna Park not in a lab or jungle! Medipacks are enough ammos are ok. The colours and the atmosphere are nice the sound is not really that important nothing different from original TR. Lara has to find coins to open different doors behind every door there is a room with dangers and enemies... A really strange Luna Park but a funny one!" - Glow (28-Feb-2003)