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The Temple by step0to1

Cbl 5 4 6 5
DJ Full 4 5 5 5
JesseG 4 4 4 4
Jose 3 3 6 5
manarch2 3 3 4 4
Ryan 4 4 5 5
 
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
 


author profile(s):
email(s):
step0to1new@mailfence.com

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)