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

Levels listed...
TR5 - 33
TR4 - 3180
TR3 - 179
TR2 - 138
TR1 - 65

73485 reviews (20.4/level)
3585 (99.7%) walkthroughs
454 Hall of Fame levels
1251 levels rated >= 8

TR Fan Site

 


The Vespa of Papa Razzi by Thierry Stoorne

afzalmiah 8 8 9 10
Bigfoot 10 10 10 10
Blue43 8 8 8 10
Christian 8 8 9 9
Diz 8 8 9 10
DJ Full 8 8 8 9
dmdibl 8 8 9 9
eRIC 7 7 8 10
eTux 7 8 8 8
Gerty 7 8 8 9
Jack& 8 8 10 9
Jay 8 8 9 9
Jose 8 8 8 10
manarch2 8 8 9 9
MichaelP 7 9 8 8
misho98 8 10 9 10
Mman 8 9 8 8
Mytly 7 8 9 9
nerdfury 5 7 9 7
Phil 9 9 9 9
Ruben 8 8 9 10
Ryan 8 8 9 9
Scottie 9 9 10 10
Shandroid 8 8 8 8
TheStig 8 8 9 9
Treeble 8 8 9 10
 
release date: 13-Jul-2010
# of downloads: 382

average rating: 8.50
review count: 26
 
review this level

file size: 51.54 MB
file type: TR4
class: Venice
 


author profile(s):
email(s):
thierrystoorne@aol.com

Reviewer's comments
"Mixed feelings towards this level. On the one hand, I loved the general BtB-Venice vibes (not sure whether there's been any changes to the assets as it has been a while since I've last played one of those), the atmosphere is quite unique with the strong orange skies and lighting matches that time of day through the entire level. On the flip side however, I felt all of the areas had a similar uniform look and it was a bit hard to keep track of where I'd been to and where I was supposed to go to next (and that's with the walkthrough), and the constant backtracking didn't help matters. Combat is kept to a minimum so this level relies mostly on covering lots of massive areas in search for keys and switches to proceed. I know that's an integral core of the TR experience, but something here just didn't click with me. 50 minutes, 5 secrets. 08/22" - Treeble (14-Aug-2022)
"(5) Gameplay & Puzzles: This is a medium-difficulty adventure that took me 1 hr and 15 mins. The difficulty curve is a bit strange, as for the most part it's very easy, however there are 2 tricky tasks (the flame pillar timed run as well as the slope-to-monkeyswing jump). Firstly, what I liked about the level: the flame pillar timed run is very well done and just the right amount of difficulty. Unfortunately I didn't really care for most of the other gameplay. There are no puzzles. There is lots of filler content; plenty of running back and forth, using levers and gathering keys (there are even 3 keys with the same name). I noticed a few times I would use a lever, and it would open a door very close by, and then behind that door was another lever. This just seems like bloat to me. Another example of bad gameplay design, in my opinion, is the lasersight task: you need either the M16 or glock for the lasersight task near the end of the game, however both of these weapons are secrets, and it's quite plausible to miss both. (7) Enemies, Objects & Secrets: The static object decor is attractive enough, although there are some larger rooms that seem empty in terms of objects. Something seems missing in terms of enemies and/or traps to create a sense of thrill. I don't think lots of combat is needed for a good level. However, in the context of this level's background story, I really do think fighting off some goons, while trying to nab the Vepsa, would only make sense and add a thrilling element. I recall 2 secrets that were just sitting there in plain sight with no obstacles (uzis and flares), and that just really didn't make sense to me. (9) Atmosphere, Sound & Cameras: The atmosphere and architecture is excellent and is easily the strongest aspect of the game. There are many windows to peek through, and I loved that all of these would show future areas or previously accessed areas. In other words, the room connectivity is great. Music/sound cues are generally good however the flame pillar timed run does not have any audio indicator that it is timed. Static cameras are solid. There are 2 flybys total, one of which is the ending flyby, and I think more could have been done in terms of flybys, for immersion during gameplay, as well as to highlight objectives. (7) Lighting & Textures: I want to quickly touch on the textures before I go into lighting. The texturing is professional, polished, and I didn't spot anything misshapen. Nicely done. I am sorry to say that I did not like the lighting usage at all. I often found myself with strained eyes. I constantly lit flares, not because of darkness, but to give my eyes a breather from the intense, over-saturated orange-ish lighting. I think it would have been much better if there wasn't such a heavy emphasis on warm color tones, but rather have some visual balance with rooms that have predominantly cool color tones (such as blue). I know "balancing of color schemes" is probably not a big deal to most players, but it's important to me. The overly-intense orange sky is not attractive, and there are many smaller corridors with flat lighting. Overall, the architecture is lovely and memorable, however I'm sorry to say that I was not keen on the gameplay. The flame pillar timed run cannot carry the rest of the game. Gameplay wise, I feel disappointed, given the builder's experience. 5/7/9/7." - nerdfury (20-Apr-2022)
"It seems like ages since I last played a level based on the BtB Venice package and this was certainly a nice change of pace and a generally enjoyable level to play. The textures are put to good use and alongside the moody lighting, a pleasing and attractive atmosphere is created. It's quite enemy-light with only dogs and rats to actually deal with (mafiosi do make an appearance but only in the final cutscene, when Lara's already escaped). The most challenging gameplay segments are a fairly tight timed run, a couple of tricky jumps and swims, but the majority of the gameplay is generally linear but enjoyable. But do keep your eye out for the very first key - I ran past it a couple of times." - Ryan (08-Feb-2018)
"Maybe because the author like Lady Gaga, the title of this level is so original and funny ... and we have a little wink to two french humorists^^. Built with the btb10 venice pack, this level is really nice with a perfect and linear gameplay ... and a funny sequence in the end lol ^^. This is not an hard level even if some objetcs are sometimes very well done. A very good lighting and a nice use of the venice texture (the small mausoleum is amazing). To bad it was not a level for the btb2010 competition, it was certainly a winner ... but it is thoughtful of Thierry to share this level after. Thank a lot thierry for this little game." - BigFoot (27-Jan-2012)
"I really like Venice levels so I decided to play this one and I'm happy I played it. Everything was built amazing, I only didn't liked the tight tunnels. I died multiple times because of them. The gameplay was good, but the big amount of backtracking is its flaw. I loved the TR2 feeling in this level and it uses nicely the BTB2010 wad(but is it really the only good Venice wad? Cause all of the TR4 style levels are using it). Also I think some human enemies would be good to, because we found some awesome weapons and all the enemies are a few dogs and rats. Another flaw is that the weapons are secrets but in the end you actually need the Clock 17? Anyway, this is a good level and I recommend it!" - misho98 (26-Dec-2011)
"Back to Basics 2010 is now a distant memory in my mind so it's actually quite refreshing to play another level based on the same WAD & textures. Thierry Stoorne's level has you in Venice on a mission to acquire a Vespa to escape the city. The first thing that will strike you is how 'Orange' everything is. This isn't a negative comment by any means, as the whole level is bathed in a wonderful sun-set orange glow. The contrast against the green glow of the toxic water pool looks great too! Texturing and lighting are both to a high standard, though I never found the need to use the flares that the author dropped into the level in a few places. The style of gameplay primarily focuses around traversing large spaces to collect pickups. Just remember you will have to revisit the odd place too, so make sure you take a good note of your surroundings. Apart from struggling to spot the odd key on the ground I didn't find anything here that should cause anyone to get stuck or frustrated, in fact I'd say that the gameplay for The Vespa Of PapaRazzi flows very well. Perhaps one thing I would have liked would have been the inclusion of more of a Venice soundtrack. The stock TR4 music used for some of the smaller music queues feels a little out of place. All in all it took me 1 hour 30 minutes to complete The Vespa Of PapaRazzi. It's flowing gameplay, fabulous locations and creative structure made it a pleasure to play. Highly recommended. Stiggy" - TheStig (22-May-2011)
"This was probably the first TRLE level I played a long time ago. I really enjoyed this level because I love venice levels. The atmosphere was really good and the textures and lighting was amazing. There was a lot of orange in the level and luckily orange is my favourite colour. There are some annoying part like the timed run to get the heart and the place you have to jump from tile to tile over the toxic water. There was good rooms as well. For me this was a very enjoyable level and harly any flaws." - afzalmiah (04-Mar-2011)
"After Revenge of Osiris I was interested in checking out other maps of Thierry as their contributions to that pack had some unique themes and interesting use of scale. This felt a bit disappointing in some ways. The author's sense of scale is here, and there are a lot of big building facades and large rooms, however, while the orange lighting outside looks nice, the interior areas are a mixed bag with great lighting at points and completely flat lighting at others. The texturing is similar with fitting texturing at some parts and stretched or questionably used textures at others. It mostly works though.
Gameplay is pretty straightforward until the end, and nothing really sticks out about it (outside of the Vespa ride that goes through various earlier parts of the level, and the ending), but there's nothing wrong with it either, with the possible exception of a somewhat vague convergence with the beginning of the level towards the end. While I missed one the four secrets I did find were also just lying around and seemed very perfunctory. It's perhaps a little rushed. It's worth playing-especially as quality Venice levels are relatively rare-but it seems to be lacking a certain something to make it stand it (which isn't something I'd expect to be saying based on the author's ROO levels)." - Mman (01-Mar-2011)
"The author's laugh-out-loud funny (and then feel ashamed for finding such a pun funny) title would have made his effort easily recognizable among the other Venice BTB levels, at least to those who still have The City of Parabailarlabamba in (somewhat) fresh memory. Overall this is a very competently done adventure in Venice-like settings, but somehow I couldn't shake off the feeling that it still felt incomplete in a number of aspects even at its release months after the conclusion of the competition it strived to be part of. The areas feel rather empty and underutilized, and while the level is undoubtedly very nice-looking with crisp texturing and technically flawless lighting, I couldn't help but find the looks a bit monotonous and uninspired. Close at the start of the level I already got very excited about the thought of how many more inspired moments await me here after doing a backflip from a ladder, simultaneously drawing weapons and shooting an otherwise inaccessible fusebox to trigger a raising block nearby. Since I could not progress that much further without having a crowbar at that point, I left it be. Some 40 minutes later you return to the same area with an M16, Glock, a lasersight and the freedom to use either without any of my acrobatics being necessary to actually perform the task. Obviously it would be silly to think of this as a major disappointment, but the fact that I found an unintentional shortcut to be more fun than the intended way to do it illustrates what ticked me off about the gameplay here. There's nothing intrinsically 'wrong' about the tasks, but apart from the final Vespa jump and a timed run for the Heart ala Palace Midas there isn't really anything that memorable or out of the ordinary to be found. The enemies are only dogs and rats, with the mafioso's gracing us only for the final fly-by, but after 22 Venice levels behind me, I can't say I was missing them particularly. In a nutshell - as pointed out, this level doesn't really do anything wrong and overall is of high visual and gameplay quality, but maybe it's a bit too 'vanilla' and more could've been done to challenge the players (and possibly the builder himself too?). Found 4 of the 5 secrets." - eTux (01-Feb-2011)
"Great, another level in Venice but at the start I came to a grinding halt because I overlooked a very small key. Oh well, not to worry for the rest the level is quite entertaining. Of course reading the title, your goal is the Vespa and in the end you get to use it." - Gerty (15-Nov-2010)
"It was fun to play a BtB2010-style level again, as those textures and objects never get old. This level makes pretty good use of them, and looks very nice as a result. The lighting is a little too highly coloured at times, but apart from that, it's lovely.
The gameplay is a bit uneven: there's lots of running around in long empty corridors, combined with two or three quite challenging tasks, like the timed run over burning pillars, or the Vespa ride in the sewers at the end. I encountered a bug near the end when I was supposed to be shooting a box to raise a platform, but nothing happened, so I used another bug to continue. Some of the pickups are rather hard to spot, especially the yellow key at the beginning.
Enemies are only a few dogs. Normally, I wouldn't mind the lack of enemies, but in this level, it seemed counter-intuitive: wouldn't someone trying to steal a Godfather's Vespa run into some Mafiosi at least?! Yet, human enemies appeared only in the final cutscene, after Lara has made her daring escape (and what a fun escape it is too!)
Overall: Not a bad level at all (despite the builder's disclaimer to the contrary), even if not quite extraordinary either. Try it out if you're a fan of this builder's levels and/or Venice levels in general." - Mytly (01-Nov-2010)
"I normally do not like Venice levels but gave this one a try and I have to say I was positively surprised. The builder has created a great atmosphere with perfect texturing and lighting and also great camera work. The textures look perfectly applied and the whole level has a warm reddish sunset tone to it. The canals, the underwater areas and places and rooms are all nicely designed and flawless. The game play is mainly to pull switches to move from one area to another and finding keys to unlock doors (some of those keys were really hard to spot - for one of them I had to look in the walkthrough and I had run by several times not seeing it). There is also a ride with the scooter in the end. Never mind the rather simple looking tasks, this game is not too easy as there are several really tricky jumps that took me many attempts to accomplish. There is also a great run, which includes jumps over pillars with timed burners. Many times until I got that one, but it sure felt good to get it accomplished. Enemies are dogs, which are easy to kill, but seemed to cause Lara a lot of damage if they weren't eradicated right away. The sound was good, but I think it could have been improved by changing the background loop once in a while. All in all, this was a wonderful level that I would highly recommend to everyone." - Blue43 (24-Aug-2010)
"The opening screen has a disclaimer that this is not a 2010 BtB Venice level, but it could have been, and I suspect that it would have placed quite high in the standings had it been readied and released on time. On the whole it's not a very difficult level, although it does have its tricky spots, but I found it extremely complicated, and even with the walkthrough close at hand it took me about an hour and a half to complete. All of the elements that we remember so well from the recent BtB competition are here, and they've been sprinkled throughout a sprawling game map that will take you from sewers to canals to myriad passages and outdoor exercises, and I never found myself running out of enthusiasm to complete the task at hand and move on to the next one. I enjoyed myself a great deal here. Highly recommended." - Phil (14-Aug-2010)
"This level shines by its setting , in a warm Venice environment with immaculate texturing, the courtyard where a tight Timed run is to be done is particularly really lovely. The rooms are bare but I don't mind this as it gives the level a special feeling. The course , which was rather uneventful at the beginning becomes more interesting once you reach the place where the Vespa is seen , but never get complicated , it always remains user-friendly with many camera shots, nevertheless the fact that you have to shot something eluded me. Not many puzzles and rather peaceful , Thierry has built more eventful levels than this one, but a good level nevertheless , well concluded by the last fly-by." - eRIC (06-Aug-2010)
"The author declares - maybe with a bit understatement, this level was not a good one. Of course, he is definitely not right. He also announces, it was his last one. I hope, he will be wrong here, too. A lot of exploring, a lot of refreshing ideas and moves, some tricky jumps and a tough timed run over some tombs and finally some burning platforms make gameplay extraordinary. Some sequences could have been a bit shorter, the first yellow key was quite hard to see on the floor. I don't like this kind of object-placing very much and it easily could be avoided. There are only a few rats and dogs to kill, exploring makes the main part of this level. Everything is orange here combined with excellent lightning. This author succeeded one more time in creating a stunning atmosphere. Absolutely recommended." - Christian (05-Aug-2010)
"If you are a beginner player, do not play it as your first custom. The very first part is a bit difficult and beginners may feel a lot of frustration. As it is a level based on BTB: Venice package, puzzles are made of items similar to BTB: Venice. However it is not exactly a BTB level, the author did not have to keep BTB rules in mind and some items differ a bit from BTB. Game difficulty varies from easy to rather challenging. In some cases puzzles are made usual way, but their items are well hidden. In other situations puzzle are complex, but with items easy to find. Secrets are way too easy. Nice thing with pseudo-enemies from the last sequence - staring, helpless... Good. However, I do not like the cameras, ending with coma effect or something similar. It feels like something is sucking a players brain out. Sound - the well-known soundtrack places a players mind in familiar Venice mood. But we have heard all of this before. Nothing new. It is sad that so few builders bother placing their own sounds. Now for the gameplay: author presents various gameplay styles in this level - he tests players agility, creativity or observation skill. The latter ability is useful, as the level is very beautifully textured, illumined and shaded and a player must be very careful when admiring views, not to lose a gameplay part among all of this beauties. Therefore, if you wanna find Vespa, open your mind to everything. If you do so, fine sights covered in red light of setting sun will keep you playing in good mood and you will not be frustrated or disappointed." - DJ Full (04-Aug-2010)
"Vespa starts out in a very beautiful courtyard with a lovely orange sky..my favorite. This however, is only fleeting. The majority of the time, Lara must be inside sparsely populated rooms and canals. Nonetheless, this very solid level is pretty fun, even if there are many rooms with only one or two things to do in each one. Sometimes things get repetitive and the puzzles a bit bland, but in the end, everything fits nicely together. I have to admit that I got really confused in the beginning, due to a couple of doors that shut on me that weren't supposed to, but most of the level is quite straightforward. I am not sure why Lara would go to the trouble of stealing a Vespa, but my hope is that there is a museum artifact hidden inside that she is stealing back for said museum. Looking forward to Thierry's next adventure...oh! I don't have to wait..." - Shandroid (01-Aug-2010)
"A nice, pleasant Venice level. Nothing particularly exciting except for the final jump, and even that was easy. But, if you want an undemanding respite from the usual fraught TR levels, then this is for you. Well made and nicely lit, I really can't say anything bad about this, it was like being on a relaxing holiday and there are times when that is exactly what I want from a level. Very theraputic and stress-busting." - Diz (30-Jul-2010)
"A venice level with a very good look, excelent texturing and nice views. No many enemies to shoot, only animals; secrets are easy to find. I found some tricky tasks but tot too hard; excessive switches to pull and I missed more puzzles and some traps; even so, entertaining to play. The only thing I found strange was that you need to find at least the secret with the M16 or the secret with the Glock so you can shoot a box near the end (?). Easy to find anyway." - Jose (26-Jul-2010)
"This looks and plays reasonably well, with good moments: Lara jumping past swinging crates to reach a jump switch; a timed run over fire pillars to reach a heart. There is a nice shot of Lara doing a long jump with the Vespa over a canal to finish the level, though up to that point there hasn't really been a clue what the destination of the Vespa ride is, or how Lara is to open the final doors. A fly-by cuts in to show that the Vespa jump triggers the exit doors to open, and shows mafia types alerted to the theft of the Vespa, then the level ends. Curiously, those enemies are never encountered by Lara during play. It is nice to see Venice again, but somehow even during game play there is a feeling that Lara is spending far too much time in the sewers and substructure of Venice, hunting up switches and keys. After playing this, I found it hard to answer questions posed on the forum stuck thread about what a certain switch did--too much of this repetitive action blurs together in memory. Maybe needs some standout locations, but while the game is going on keeps one involved in the action." - dmdibl (23-Jul-2010)
"Always a pleasure to return to Venice, which is oddly quiet this time around. There are a few dogs and rats to contend with, but the resident thug population must be on holiday. This is a pleasant and briskly paced adventure, with plenty of exploration and a few agility tests to accomplish, but nothing too taxing. The usual Venice elements are in place (apart from leaping around on the awnings) and obviously there's a fair bit of swimming involved. Finally getting to take the Vespa for a short spin culminates in a spectacular leap across the canal whilst Papa Razzi and his henchmen watch, with helpless frustration, as Lara makes her escape. Good fun." - Jay (22-Jul-2010)
"well ...this one is a nice raiding game pointed with some tricky jumps and a particulary hard timed run over burner timed platforms to get the item needed to progress ...... wich i was not like was that are too manny swimming long parts not manny enemies just some dogs / rats ... flybyes are made very pro style .all in all a pleasant ride . without being a masterpiece but i like it ......." - Jack& (20-Jul-2010)
"I am generally a fan of Thierry's levels due to his unique style and I was looking forward to a revisit of the BtB Venice material, so maybe it was due to the high expectations I had, that I found this adventure a little underwhelming. It is of course a solidly built and generally entertaining adventure. Rather fast paced and easy most of the time, even gradually getting more interesting, as you progress deeper into the level and the place opens up. But it is also a lot of uneventful running or swimming through long and fairly bland corridors and many rooms seem very empty and sort of as if they do not belong there. I was also a bit surprised by how the vast majority of the tasks is very simple (pick up a key here, pull a lever there...) and then you get two jump switches that are really quite tricky to reach and although a clever idea, it totally threw me off that I had to go back down to the starting area to reach that final key (as I had not seen the box to shoot up on the balcony when I had passed the area for the first time. I found 4 of the 5 secrets, all of which relatively simple pickups and thought the ending with the Vespa was very nicely designed, so it certainly ends on a high note." - MichaelP (19-Jul-2010)
"Had it been released a couple of months ago this excellent game would have been a serious contender in BtB 2010, although not to end up close to the top for it cannot match up with games like Michaels ingenious Clockwork Orange or even Leif's Day in Venice. Too straight forward seems the gameplay to me , not to say tedious, just from one key to another keylock . The builder makes excellent use of Nadines perfectly worked out wad and textures .Having just finished Thierry's other brilliant adventure , The Search for the Grail, this one falls behind in many ways. But that's a different story. Still very recommendable to play and surely a good work by a seasoned and very competent builder." - Ruben (18-Jul-2010)
"It is a pity that Thierry has not taken part in BtB 2010. There were there many good levels and this level would have landed certainly far in the front. But so what , so we player can be glad still after BtB 2010 on very good Venice levels. I would not surprise if will be released even more levels of other level builders, because Horus had put together a very good package. In this level there were, except a few rats and dogs, no opponents, thus one could explore completely relaxed everything. However, a small exception was a richly scanty time run, but with the right tactic this was also no problem. All together a very good level which one should miss by no means" - Scottie (14-Jul-2010)
"A very good level. Convincing. Wonderful textures, but fitting to the setting; atmosphere was great; non-linear gameplay with loads of puzzles. Hard swimming parts. The cables which had to be placed were nice. This level contained many different obstacles like gift water or so. Too bad it's the author's last level." - manarch2 (13-Jul-2010)