
Levels listed...
TEN - 11
TR5 - 33
TR4 - 3194
TR3 - 183
TR2 - 141
TR1 - 69
74180 reviews (20.4/level)
3619 (99.7%) walkthroughs
460 Hall of Fame levels


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release date: |
23-Nov-2020 |
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# of downloads: |
334 |
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average rating: |
0.89 |
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review count: |
9 |
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review this level |
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file size: |
32.90 MB |
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file type: |
TR4 |
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class: |
Egypt |
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Reviewer's comments |
"Well, that was entertaining... oh, no not the level. I am talking about the walkthrough
which was fun to read and follow while going through this early practice attempt that
should have never been released to the public. This is 30 mniutes of dull running around
and backtracking in a series of badly textured and lit boxes (huge boxes at that),
pushing the occasional item around, collectiong too many cartouches and stars and to add
insult to injury, a massive amount of unmarked climbable walls. Don't waste your time on
this or if you feel you must, then do it reading the walkthrough on the side." - MichaelP (13-Jun-2021) |
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"With this week drawing to a close and the next Pablo David almost on our doorstep, it's about time I got his back catalogue out of the way, so here we are. Before I begin, allow me to declare my wholehearted support for a suggestion put forward by manarch the other day, namely that Pablo David build merrily away to his heart's content but actually release only every tenth level or so. This would allow for him to be happy and for us to stay sane.
Now, in this debut level of his, the industrious Spaniard takes only a first tentative step towards the total and utter randomness that characterises his latest effort, Lara's Discovery. That step is, of course, inconsistency. There are some very fine examples of inconsistency in the first part of the level, of which the climbable walls (sometimes marked as such, sometimes not) are only the most prominent example. However, inconsistency is itself inconsistently applied in this level, to the extent that in the second part, the builder allows himself to become locked in a groove and thus, eventually, predictable. All the climbable walls are now unmarked, which teaches players to actively search them out; and in this they are helped rather than hindered by the circumstance that the rooms are oversized, because this huge size effectively reduces the number of walls that could conceivably be useful to get them up on a given pillar or a ledge.
Worse, there is even a deliberate stab at something approaching a veritable puzzle: You come across first one, then a second Jeep, each with an unresponsive ninja (meshswap) in attendance; in both cases, a Cartouche can be picked up from the ground somewhere in the same room. When you then happen upon a third Jeep, you naturally expect another Cartouche; but where is it? Nowhere to be found! So you investigate the Jeep, noticing the absence of a ninja meshswap, and surprise! A real ninja materialises and attacks you! It's him that holds the missing Cartouche! This is all good and well, I guess, in that hackneyed old traditionalist - puzzle element' kind of way, and understandable even in an ambitious debut like this; still, from the builder who - mere weeks later - would inconvenience players with incendiary seaweed on dry land, one might have expected more of an avantgardist vision. - Recommended to those who dare retrace the steps of a budding genius whose candle burns at both ends." - Mulf (14-Jan-2021) |
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"Fortunately I checked the walkthrough to play this level, otherwise I should throw it to the recycle bin soon. Of course, trying to climb all the wall panels in huge rooms until you discover (if you are lucky) that one of them is climbable, is not a funny gameplay. Apart of this, picking up artifacts to open doors in cubic, huge and empty areas (well, moving some statues onto unmarked tiles too) only ornated with palm trees, is very boring. Not worth to play even with the walkthrough in hand." - Jose (03-Dec-2020) |
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"I wasn't sure if it deserves the current bottom rating, but soon I was convinced - not by unmarked ladders, which even add substance to a level that simple, but by repetition of the same applications over and over. Let's be honest: if I got bored, everybody will..." - DJ Full (03-Dec-2020) |
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"More aptly called "The Hidden Ladder", this game does little to nothing in terms of gameplay aside of countless visible and invisible ladders to climb and items to fetch, with absolutely poor visuals on top. The enemy "placement" had its certain something, but that's about the only thing. No real secrets found in 15 minutes." - manarch2 (27-Nov-2020) |
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"Oh dear, this was a truly dire
experience. I suppose I should give this
young builder credit for managing to put
at least something together, but it
doesn't come off as enjoyable at all. It
appears rather like the amateurish debut
efforts that were being churned out
during the Level Editor's infancy. The
gameplay is messy and disjointed (so many
freaking unmarked walls), the flybys are
sloppily constructed, the objects are
nonsensically placed and the textures are
extremely crude. Not really a whole lot
going for it, but I hope that this
builder takes more time for his next
offering as this didn't come off well at
all." - Ryan (26-Nov-2020) |
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"Do not play this level. You will thank me later. Now for the actual review
:3
This level is a nightmarish early TRLE looking mess with gameplay only consisting into
going to a point, getting something and then coming back to another point :3 this is the
premise of the game, or rather, this is the whole game :3 and it really does not
work... You can actually mysteriously get stuck at a certain point for no reason. Do we
wanna talk about the invisible ladders? I have to admit that only looking at the loading
screen being 30 or so MBs and looking at the quality of it I was already expecting the
badness of this level. Even more when I head in the audio Tomb Raider Four most hated by
me soundtrack, In the Dark (107.wav).
There is almost no enemy, the enemies really don't wanna be in this game, haha, there
are some that just say still and don't do anything, objects are randomly scattered, and
the rooms still feel empty.
Atmosphere is non existent, flybys are bad cameras non existent, NEEEXT
Lighting and texturing gets worse every room you proceed in the game and I am not making
this up, Reviewers, don't get fooled by the first rooms! They come from the playable
tutorial level.
Don't pick this up :3 Wolfy Regards." - Wolf7 (23-Nov-2020) |
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"This level wasn't enjoyable: Unmarked death, monkeyswing, trigger tiles, Stretched
textures, weird object placement, boxy rooms to name a few. This level would have been
benefitted more with proper testing from beta testers and the author itself. Not
recommended." - Kubsy (23-Nov-2020) |
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"If were are to assume that Pablo is but a young lad,then it is to be admired that he has
managed to put together a level from scratch.Nonetheless,it is pretty clear that he has
given the Manual little more than a cursory glance;with the inevitable result that
gameplay can only be described (at best) as dreary;utterly confusing,at worst.The design
is simplistic and severely rushed;while texturing,beside being stretched,is often
misleading - many of the walls are climbable,but the player can only discern this by
indulging in the dispiriting pastime of getting Lara to stand in front of each and every
tile and pressing 'ctrl'. As for enemies,objects,secrets...and in fact every other
category - I would hope for more success next time. I would also urge the builder NOT to
start messing about with sounds (as he has here) before getting even the basic elements
correct. It goes without saying that if Pablo is 16 years and above,he should
immediately issue an apology to the Custom Level world;and hand himself in at his
nearest police station." - Orbit Dream (23-Nov-2020) |
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