
Levels listed...
TEN - 12
TR5 - 33
TR4 - 3204
TR3 - 184
TR2 - 142
TR1 - 73
74604 reviews (20.5/level)
3633 (99.6%) walkthroughs
467 Hall of Fame levels


|
|
|
 |
|
|
|
release date: |
09-Jan-2025 |
|
# of downloads: |
641 |
|
|
average rating: |
4.33 |
|
review count: |
6 |
|
|
|
review this level |
|
|
file size: |
238.00 MB |
|
file type: |
TR4 |
|
class: |
Mystery/Horror |
|
|
|
|
|
|
|

|

|
|
|
Reviewer's comments |
"There are some quirky gameplay ideas in this one, especially some good usage of traps, but all in all the unmarked tiles, ledges and the mazes ruined the gameplay for me and I was glad to have finished this game after 35 minutes. Atmosphere is sometimes fine, even the pitch black areas have their sense at times, but this is as well spoiled by the poorly applied textures and objects. All in all I think that with some more care the builder has the potential for something better soon. Found no secrets." - manarch2 (30-May-2025) |
 |
"Bugs/Functional Issues
- There is something wrong with the walk animation, and Lara can only walk forward one step at a time.
- I was softlocked after dropping into a pit. There is an invisible ledge the player is supposed to grab in order to reach a higher crawlspace. I sensed the collision for the invisible platform, and tried for a long time, but just could not get Lara to grab the side of it.
What I Disliked
- A lot of pitch-black textures are used, both as an abrupt edge of the world, and as entire rooms, in which you have to light flares to somewhat see the walls. Either way it does not make for a very immersive experience.
- Poorly marked grabbable tiles.
- Large labyrinths with wallpapered textures.
What I Liked
- There are some simple puzzles scattered throughout the level, such as stepping on the correct floor tiles to progress.
- There are a few boulders and spikes to avoid, although some of them are unavoidable. Thankfully medpacks are usually nearby these instances.
Time: Stopped at 32 minutes | Difficulty: Very Hard | Rating: 4/10 - Not so good" - JesseG (14-Apr-2025) |
 |
"I didn't really enjoy this level much. The environments aren't very attractive, the texturization is monotonous in many rooms, there are no enemies to shoot, and many rooms are empty of objects. On the other hand, there are the very nasty mazes, one of them too huge and you can spend hours trying to find the four tiles that open the door, and the other, although smaller, doesn't have the tiles marked to open (triggers) or close the doors (antitriggers); the invisible ledge in the empty pit wasn't a good idea either. Although it has some nice details and the atmosphere is decent, I'm sorry but I can't recommend it. If I have to ask for help to continue playing, I can't give it a pass." - Jose (18-Mar-2025) |
 |
"Ye gods, that was nearly an hour of my life
I'll never get back! Be warned, this level
is challenging, but unfortunately not for
the right reasons. The stark atmosphere at a
push kind of works, but even that is
somewhat ruined by a couple of irritating
looped sound effects and rather unexciting
texturing. Not to mention the vast emptiness
of the larger rooms. Gameplay is solely
focused on finding trigger tiles to open up
the next areas, which in itself isn't too
bad a concept. But it really falls flat in
the way it's executed. The collision of the
spike traps are messed up, and the dark
corridor section was tedious enough. But
then you enter a gigantic double maze
section, quite possibly the most dreadfully
boring segment I've played in any custom
level. My net time was about 45 minutes in
total, but grossly I must have spent at
least half an hour trying to get out. Not at
all player-friendly, to say the least. I did
like the brief platforming section in the
final room, though. As a whole, I can't
recommend this." - Ryan (18-Mar-2025) |
 |
"A bit of invitation (6/10), a bit of thinking (5/10) and a bit of Cain (2/10). In short, good ideas but reduction much needed, and effort redirected to good things. Optional." - DJ Full (12-Jan-2025) |
 |
"I continue to believe that, in the future, step0to1 has the potential to create very good
levels: the core elements of creativity are here, with intriguing traps that make use of
classic TR4 physics and a strong sense of atmosphere, especially the background sounds and
music cues which create an almost uncanny environment. However, there are still negative
beginning-builder mistakes evident that make gameplay at times frustrating, and
occasionally terrible. Chief among these were some entirely invisible platforming and not
one, but two(!?) mazes of gigantic interconnected pillared rooms with identical textures
to navigate. Up until this late point in the level, despite some texturing flaws and an
overall confused jumble of references to different cultures (gates with Arabic signs,
Hindu gods, Inca doors), the gameplay is fairly entertaining with some clever puzzle
rooms. I especially enjoyed a room with pillars and spikes and another with a fire floor.
The author also has a strongly consistent logic that becomes easier to follow as you play
(certain tiles are pressure pads, certain rooms likely have symmetrical elements to
unlock).
If the author is reading this, I would be *very* happy to help beta test future levels of
theirs, but for now I will offer a few pieces of advice:
1) Please use cameras! These were completely absent. When a player throws a switch or uses
a pressure pad, it is very helpful to know what that has affected.
2) Please consider what is *enjoyable* and not simply what is challenging. Mazes, for
example, offer very little to a player unless there is some key to solving them that a
player can observe. Random traversal of huge identically-textured spaces is boring and
unsatisfying.
3) I recommend not simply combining textures and objects from all over, but pick a
time/place/culture/vibe and build around that. This consistency will help your players
feel more immersed in the worlds you create.
4) Stop using shadow bulbs for now: focus on sun bulbs in room with relatively dark
ambience, and your lighting will improve immensely. Eventually, start playing with
spotlights that shine both down (sky color) and up (ground color) in the same room.
I hope that the author (and readers of reviews) take my feedback constructively and I
encourage others to give this game a try: up until the mazes, there really are some clever
puzzle ideas that simply need polish!" - Cbl (09-Jan-2025) |
 |
|
|