Create a Classic 2019 - Lost in the Amazon
1,138 downloads

- Release date
- 05-Nov-2019
- File size
- 112 MB
- Class
- Jungle
- Engine
- TR4
- Duration
- medium
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Cbl ↓ | 7 | 8 | 9 | 8 |
| Ceamonks890 ↓ | 8 | 9 | 9 | 9 |
| DJ Full ↓ | 9 | 10 | 9 | 9 |
| Esilenna ↓ | 9 | 8 | 10 | 10 |
| Jay ↓ | 8 | 9 | 9 | 9 |
| JesseG ↓ | 8 | 10 | 8 | 9 |
| Jose ↓ | 8 | 10 | 9 | 9 |
| Klona ↓ | 10 | 10 | 10 | 10 |
| Lara_Fox_Croft ↓ | 10 | 9 | 10 | 8 |
| manarch2 ↓ | 6 | 8 | 8 | 7 |
| MarlenaCrystal ↓ | 9 | 10 | 10 | 9 |
| MichaelP ↓ | 8 | 9 | 9 | 9 |
| Mman ↓ | 9 | 9 | 9 | 8 |
| ortancia ↓ | 7 | 8 | 10 | 8 |
| Phil ↓ | 9 | 9 | 9 | 9 |
| Raider99 ↓ | 7 | 8 | 7 | 6 |
| Ryan ↓ | 8 | 9 | 9 | 8 |
| Sethian ↓ | 6 | 7 | 7 | 8 |
| TheWorldlyGamer ↓ | 8 | 9 | 10 | 9 |
| TombExplorer ↓ | 8 | 10 | 9 | 10 |
| Torry ↓ | 8 | 10 | 10 | 10 |
| Treeble ↓ | 10 | 10 | 10 | 10 |
| Category averages (22 reviews) | 8.18 | 9.05 | 9.09 | 8.73 |
The level is more on the shooter side, and finds some innovative ideas and puzzles around, starting already from the beginning area, where you have to shoot some targets around the map! As the levelset progresses, it becomes more and more "creepy" and interesting.
In fact graphically, this level applies some quirks that are pretty nice like the awesome murky water in the beginning area, that I consider one of the best areas in the whole level.
Lighting is very well applied(Reggie is a master at this) and textures and shapes really remind me of TR3 in a very positive way. It feels very classic!
There is a very good attention to detail too that I appreciated.
Secrets were neither too difficult nor too easy, which I liked.
The base was actually a bit confusing but I had my fun in there with this horus boss following you around.
The level was pretty long, but it managed to keep me interested through the whole levelset and didn't really bore me much at all. All new areas felt fresh and different from eachother.
There were some bugs here and there but it didn't really effect my fun meter, so it's all great!
The only disappointment was the end as it finished a bit abruptly(a giant pet peeve of mine). There was such a big build up and then the level finishes... randomly? Moreover the last area was visually appealing but the gameplay was a bit stale sadly.
Overall, I remember back in the day I ranked this 2nd of 18 of the Create a Classic 2019 Competition. I probably would still put this in the top 5 of the competition after some years.
The graphical side and gameplay are mainly original through most of the level and it feels so refreshing. Good Job!
Recommended? Must-Play.
Difficulty? Medium-Hard
Duration? Approx. 2-3 hours." - TombExplorer
Gameplay & Puzzles: At first, it's pretty clear to figure out what needs to be done: shoot those 5 targets. But what ends up not being so clear is how for most you can use the pistols but for one in particular you need the MP5 with its Scope. This makes for a bit of an annoying puzzle as a game-opener because instinctively one ends up stuck in that first area for a long time, jumping around like a madman, wondering if one can hit one of these targets without a laser sight or not. A bit too much of a game-stopper for early on, and eventually I quit and put the level away for a later date. When I picked it up again and progressed with some help from the walkthrough (which is written for the older version not the current updated version of the game) I finally made it into the second level and I thought: now I'm getting somewhere. But this starts with an underwater maze, filled with mines and deadly water currents that drag you into blades. Once you make it through that - Welcome Party', the rest of this - Hatch' level is also a badly structured maze where you'll be running around with no clue what to do half the time because all passages look nearly identical. The worst part is, you can leave the second level without getting everything you need and return to the first level, only to have to do everything over and find what it is you were missing. It's just way too confusing. There was one neat puzzle in the game that I liked: swimming underwater to look at tiles, that came in handy later on when you needed to know which pushable block to push into the water that wouldn't cause you to burn to death.
Enemies, Objects, Secrets: There are definitely some good enemies in this. I particularly liked the guy with the crowbar who charged at me early on, whose crowbar I then get to take as my own after killing him. He kind of lost his special magic though once that same enemy is repeated a few times later on. Would've been better as a one-off enemy just for us to get the crowbar. The alien Seth and Ahmets were also a cool touch. Although, it was really annoying when I entered a glass room to get a special key, an Ahmet hatched from an egg, and then I could no longer draw my guns. I had to try to escape that room via a crawlspace the Ahmet kept pushing me out of. I have no idea if this was an intentional setup or not – because Lara was fully capable of drawing her guns in that room before I picked up that key. Some of the other objects used were cool – such as being able to blow up the Sentry guns with grenades, or the explodable TNT boxes – I wish the author had made more use of these boxes and somehow built some puzzles out of them in order to get past barriers. Placing a stack of guns as a puzzle item onto a wall to open a door is also an interesting and new idea – even if it is a bit… unrealistic and illogical? There was also a really great underwater room with a floating corpse, some mines, floating flares and other objects. Nicely done.
Atmosphere, Sound, Cameras: Camera setups were good, and so was the atmosphere. I think the author did a very interesting job in combining different themes from TR3: tropical South Pacific meets Indian jungle ruins in order to create a Peruvian Jungle, with some secret military base and Area 51 alien research labs thrown in. All this was great and definitely inspired. However, there was something truly awful about two aspects of the sound design. First, the music used was fine, and I especially liked the track that played early on every time we hit one of those five targets. But then there are these awfully loud tracks of birds chirping that only sound when you cross over certain floor tiles, and in the second level the alarm sound is so bad and continuous for far too long, that eventually I switched off my sound entirely and only turned it on again later in the hopes that the alarm had died down. We've had alarm sounds in the Offshore Rig, Area 51 and VCI levels – but all of these sounds, whilst annoying and scary don't make one instantly cringe at the entire experience. Why the author chose to do this for a level that had atmosphere which was shaping up quite nicely is beyond me.
Lighting & Textures: This was at least a decent aspect to the game, but there was one part – after using the Temple key, and progressing up ramps and slopes and long passages to get to a pyramid hub area – where everything started looking bland, boring, and wallpapery… completely unlike anything else the author had created up until this point. So that felt almost like it was slopped together quickly in order to connect areas. Regardless, it all certainly captured TR3, and as already mentioned I like how the author combined different atmospheric and location themes from TR3 to create something new-but- classic. It almost feels like this could pass as the missing Peru location that was cut during the early phase of TR3's development. I was a big fan of the final giant pyramid area the author had built, and thought this looked really stunning, although I wish that for structural purposes, he had introduced it much much sooner. The problem is that early on, one finds pieces of the Amazonite Idol, and then also one piece of the Golden Idol… and at this point it just feels like the author is badly re-using puzzle objects without much thought behind them… especially since he uses the Temple key/Indra key two times right after another. But once you find the pyramid and see that "AHA I have to place both the green-blue idol and the golden idol into their respective wall-alcoves here!" everything changes and makes structural sense. I just think that this could have been introduced sooner, and the routes to get these different pieces created in a more balanced and symmetric fashion so the player doesn't lose sight of the overarching goal." - Sethian
This is quite a complex set in terms of exploration, and the somewhat cramped design makes it a little maze-like, despite plenty of unique looking areas. Areas are semi-contained, but there are some major items that can be overlooked (especially an issue in the second map, which should have prevented you leaving until you found both the puzzle pieces you need, as it results in tons of backtracking if you don't). Despite the occasional frustration of the size and complexity, it's also full of varied challenges and original item usage; like the previous map I played there's even some promotion of different weapon types for puzzle purposes. The layout unravels in interesting ways and new large areas reveal themselves just when it seems like it's nearing the end, but it's diverse and surreal enough to not feel too overlong (outside the potential backtracking if you miss a certain item). The end is kind of disappointing though, but it seems to be a bit of a sequel hook? A great and memorably strange set that actually feels more faithful to TR3 in spurning conventional design rather than just homaging it, and easily the most interesting entry of this contest so far, even if that doesn't make it the best." - Mman