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Tomb Raider Custom Levels - Part 2

Posted: 06 Feb 2014, 23:58
by Blín D'ñero
After long time no play, i installed and started a new level, as part of a pack: Back to Basics 2013. It runs on a standalone TRLevel engine that stays close to the original but simplified, and luckily doesn't seem to be that remake-engine that's so ugly, where everything is too large and coarse.

Summertime Sadness.
Just started, but it is already pretty good! Easy at start. But once in the large ancient rooms, it's challenging./ Or frustrating... very tight multiplatform precision-time-jump.
Followed by some nice puzzling. Flawless.

Arrived in level 2, walked around a large pool, found a key in it, shimmied some, entered a castle, pulled some lever, went through a (not tightly) timed door, which then closed. Inside, pulled a jumplever... and got stuck.

Re: Tomb Raider Custom Levels - Part 2

Posted: 10 Feb 2014, 23:26
by Blín D'ñero
Finished.
Horrible. Ugly. Boring.
I'm sorry, i found it very counter-intuitive. And the environments were not inspiring while exploring. Never was it like an adventure. Instead, a bunch of puzzles stacked in 1½ level. Like something made for school in order to pass an exam no-one cares about.

I rate this 5 / 10.

Re: Tomb Raider Custom Levels - Part 2

Posted: 12 Feb 2014, 00:03
by Blín D'ñero
Next one from BtB2013 i play is Ultimate Challenge Of The Northern Gods.
In the village where it starts it's even uglier than the previous one, so i suppose that is determined by the primitive package they have to work with.
But the uglyness is totally compensated for (visually and adventure-wise) as soon as you arrive inside the castle.
The puzzle how to pass that bridge is done right! :thup: