
Levels listed...
TEN - 15
TR5 - 33
TR4 - 3209
TR3 - 184
TR2 - 146
TR1 - 74
74872 reviews (20.5/level)
3644 (99.5%) walkthroughs
474 Hall of Fame levels


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release date: |
20-Oct-2025 |
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# of downloads: |
405 |
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average rating: |
9.13 |
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review count: |
6 |
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review this level |
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file size: |
87.00 MB |
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file type: |
TR4 |
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class: |
Cambodia |
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author profile(s): |
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| Reviewer's comments |
"One of the most engaging levels I’ve played lately. Excellent world-building, backtracking that doesn’t feel forced in the
slightest, and, most importantly, gameplay that leaves no room for boredom. I didn’t understand the 3 levers puzzle and
had to check the walkthrough, other than that it flowed perfectly. Got all relics :)" - Leti (05-Nov-2025) |
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"Gameplay & Puzzles (8): This is an easy adventure that took me about 1 hour. The
exploration is always interesting, without bloated tasks. I had a great time, however, I
do think something's missing gameplay-wise, beyond the exploration. For example, what's up
with the trial-and-error 3 "reach in" holes? Also, a very straight-forward pushables task
with 2 gray tiles and 2 bells(?). Why not have a puzzle that requires more thinking by the
player? Something also feels missing to me regarding platforming. Lara is able ledge jump
upwards in this game, however iirc this new move is only utilized briefly, in one
connector room near the Buddha statue receptacle. It would have been good to see this new
move in an exciting platforming sequence. Enemies, Objects & Secrets (9): An
interesting use of objects from start to finish, and an engaging secret system.
Atmosphere, Sound & Cameras (10): The atmosphere is the strongest aspect of the
game in my opinion, with convincing ruined geometry and no boxy-looking areas. The room
connectivity and the way that everything ties together is just superb. There is a good use
of classic sounds and static camera hints. I recall only one flyby camera, at the end of
the game, and I think more could have been done with flybys -- for example, using one when
the player first accesses the outdoors. It's a minor detail, however. Lighting &
Textures (9): The texturing is perfect. I love the flashlight feature. The lighting is
very nice in larger, more important areas, however is often flat in connector areas. There
are many well-lit indoor rooms with no feasible light source (could use cracks in
walls/ceilings with sunrays, etc.). 8/9/10/9" - nerdfury (28-Oct-2025) |
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"An excellent showcase of what a 20x20x20 level can be, built with player engagement and
storyline in mind.
Highlights:
As the game warms up, it becomes clear how every corner of this 20^3 space interlocks. By
the end of the game, Lara can satisfyingly traverse in seconds what originally took
multiple puzzles and traps to unlock. Lara's toolkit seems especially fun: while there are
switches and occasional keys, the machete (crowbar), torch, and even a shovel figure
strongly in progression as well. Finally, a level with some real excavation! Truly this is
literal "tomb raiding" at some of its best, with both traps and secrets that you can
survey ahead of time (often through windows or cracks in the walls), where finding the
solution is a matter of wits, not luck. The secret artifacts are not the only objects with
fun "examine" text attached; read through every object if you want a little bit of
background and some ties back to Shaduofus's overarching storylines throughout his levels.
There are fun platforming opportunities, including well-implemented poles and swingpoles
and some fun bouncing around tree branches and rooftops. There's a tightrope with an extra
challenge, which while perhaps random, made this usually somewhat boring mechanic much
more interesting. Finally, there are strong "patterns of play" that again feel rewarding
as a player; paying attention to which direction is North across a few different puzzles,
knowing to drag bodies when you see them, learning to recognize when certain signs or
symbols emerge that they mean something consistent. All of this makes the level fun to
play.
Suggestions:
The gameplay itself is excellent, as is the temple structure. Some textures, especially
ladders and monkeyswings, appear stretched, and the lighting can feel a little gay / flat
at times. The animations also introduce some uncertainty: Lara will complete a running
jump ahead of the normal run-up, which meant I missed jumps sometimes when she leaped too
early. I encountered some small bugs, one with a pushblock on top of a raising platform
getting Lara stuck (this was otherwise an interesting timed puzzle), and one with enemies
getting stuck in geometry, but nothing too annoying.
I know I'm enjoying a level when I plan to play for only a little while, and end up
wanting to collect all secrets (which you should do too). I got to experience both
endings, and as an archaeologist who also loves Tomb Raider, I appreciated both." - Cbl (24-Oct-2025) |
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"INITIALI- wait no, I'm dj... This is really good: lushier, better sounding and with more lore than the original so the point was achieved. It's a seamless fusion of TR4 and 2014 Cambodia with pleasant visual updates, I'd just add way more contrast in the outside tree room, as it's still not good but in a different way than it used to be. Got a pushblock visibility-collision split in the gas room but reloading fixed it, then there's a pushblock shortly after the first one so it's good they were made faster. You can skip the boss by standing at the emblem lock which reopens the alternate path, an issue hard to generate but better fix it as it might make people downrate the enemies. If you play both versions play the remake first as the original is quicker so you don't feel like wasting time repeating." - DJ Full (23-Oct-2025) |
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"This is a partial remake of Thor2010's previous 20x20x20 entry, although I'm not sure how much they contributed to this over Shadoofus. Given the old map is provided in the release (although I also played it previously), it's clear it's a massive improvement in both visuals and content. The visuals are strong throughout, and it's one of the better looking Cambodia maps I've seen even with the limits it's built under. There are also plenty of original objects and new interactions to add to the theme. One weird bug is that a skeleton object disappeared after reloading a save, although it didn't affect anything (it actually worked out as it made another necessary item easier to see). While the limit also reigns in the scale, there are multiple areas that feel decently sized despite that.
This is a great take on a 20x20x20 design challenge, which makes sense from someone who's maps already feel like they're intentionally made under a size limit. The layout is full of interlinking to minimise backtracking, and almost every area gets revisited from multiple angles and reveals unexpected new content. There was one "choose the right switch" puzzle where I couldn't work out a solution beyond luck, but I guess it could be a homage to a similar puzzle in the old map (and at least there's one less option this time)? There's also an alternative ending for finding the secrets, which provides a bit of extra exploration to the map. Another good release from the author, and a massive improvement on the map it's remaking, as well as another demonstration of how much a map made under this challenge can still have in it." - Mman (22-Oct-2025) |
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"I rather enjoyed this Cambodian jaunt that ended up being just the right length for me to
sufficiently enjoy it: exactly one hour net gaming time. This builder has improved
noticeably from his previous efforts, and this is definitely a well-rounded raid. The
builder's presumed partner in the project (Thor2010), has also included his level (in a
presumably spruced up format) for those who wish to replay it. Back to Shadoofus' effort,
the atmosphere and textures have been created quite attractively (although the latter did
seem noticeably pixelated), music is used quite well and the gameplay is sufficiently
varied. You get a brief torch sequence, plenty of traps, a fun if somewhat surprisingly easy
boss fight, a neat little optional search for five trinkets (which I will elaborate on in a
bit) and a really well thought out poisoned gas timed run that was enjoyable to accomplish.
The only slight downsides? Maybe the crocodiles could have been a little less tricky to take
down. And, while the idea of offering alternate endings is undoubtedly a nice concept, when
I tried both of them out, I wasn't able to retrace my steps to earlier areas in the level to
get the "good" ending so I just logged out after the "bad" ending. Still, enjoyable stuff." - Ryan (21-Oct-2025) |
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