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Temple of Haremhab by Duffgamer

alan 6 5 7 7
bERT 5 3 7 8
Dimpfelmoser 6 6 7 8
Drakan 7 6 6 7
eRIC 5 5 6 5
Gerty 8 7 8 8
Jay 5 5 6 6
Jose 5 5 6 6
Kristina 4 6 7 7
Magnus 5 5 6 6
Mehrbod 9 8 8 7
MichaelP 6 5 8 9
Momster 6 6 7 7
Mulf 4 4 5 6
Orbit Dream 6 4 6 8
Phil 6 7 8 7
RaiderGirl 6 6 7 8
Ryan 5 6 6 7
Sash 8 6 8 8
Scottie 7 7 8 7
Treeble 6 7 8 8
vienna 7 6 7 7
 
release date: 04-Feb-2001
# of downloads: 72

average rating: 6.43
review count: 22
 
review this level

file size: 18.16 MB
file type: TR4
class: Egypt
 


author profile(s):
email(s):
duffgamer@aol.com

Reviewer's comments
"A solidly constructed and well-textured Tut1 debut that also features lighting, so when it comes to the visuals there’s little to complain about, except one missing texture in the large pool of water (where I presume the builder originally had another tunnel that would have led to the second Eye piece), and the circumstance that the flybys are rather self-indulgent (Phil), overly helpful (alan) and too many. It’s also another occasion for me to complain about the ever so popular nailed-planks texture, used here for what some reviewers refer to as stacks of crates, which is an interpretation as plausible as any, but they look out of place either way. Compared to many other Tut1 debuts, however, these are minor matters. At least the Angkor lion doesn’t make another appearance in an Egyptian level.
Gameplay doesn’t strive for originality, but it’s sufficiently varied to be reasonably entertaining. Enemies don’t have a lot to contribute, but I’ll give honourable mention to the couple of mummies who interfere with your lining up a jump to a rope. Needless to say, I’m not a friend of the unmarked spike tile or of the invisible pillar. You may praise the latter as a technical achievement if you must (eRIC), but that doesn’t negate the fact that it’s just silly. ‘Why do this kind of thing?’ (Drakan) Indeed. I’ll concede, though, that the airpocket halfway through the lung-busting dive, which takes place in a well-built tunnel that isn’t merely a straight and narrow underwater corridor, is placed both well (as in where you need it) and cleverly (in that you may easily miss it).
The best bit is probably a good rollingball trap early on: you’re facing a frontline of three boulders up on a slope, a task which you can tackle in two different ways—either you confront them head-on, keeping your nerve, noticing that one of them is faster than the others and waiting for it to pass, then jumping or running in the narrow space between it and the other two; or alternatively, you turn and run away. The former is clearly the way the builder intended, but he was aware of the other option and of the circumstance that the boulder in the middle will end up blocking the doorway that leads to the slope. So in order to prevent a stuck situation, he fashioned a crawlspace that leads from the room before the slope to the top of it, thus allowing you to circumvent the boulder that blocks your path. What he didn’t take into account is that if you look for other things to do before taking the obvious route (as I sometimes do), this crawlspace allows you to bypass the entire trap. You then end up at the top of the slope without ever having triggered any of the boulders, wondering ‘well, what was the point of this, then?’ (As alan states, the untriggered rollingballs will not prevent you from exiting the crawlspace the usual way. It’s also possible to glitch through the one that blocks the doorway, though it’s awkward and may take a while.)
I was expecting the level to finish in the tunnel behind the Eye door, but it potters on a little longer with some uneventful running through corridors before it ends anyway—abruptly, right in the middle of a firefight with a ninja in a first-draft courtyard. This (and a superfluous arrows pickup earlier) makes it look as though the builder had more planned for this level, but then simply decided to call it a day.
" - Mulf (28-Mar-2022)
"A pretty long adventure, which kept you playing until the very end. At some points, the gameplay puts you into some thinking about how to continue the adventure, and my advice to you is to relax and check the crawlspaces or switches nearby, as the good news is that the gameplay is unbelievably straightforward and you can find your way as easy as piece of cake! Recommended level. Thank you!" - Mehrbod (06-Jul-2019)
"This fairly short level gave me a good impression. The lighting was ok, the only trouble is this invisible column at the end, I wondered why do this kind of thing?" - Drakan (14-Dec-2018)
"This is another Egyptian level from the early years, and I'm afraid I didn't find it very inspiring by today's standards. It looks quite pleasing to the eye and music is used well, but gameplay only really revolves around a few long climbs, crawls and monkeyswings, plus a breathtakingly long swim and a couple of eye pieces to find. The only time you need to think is at the end, where you have to fumble around looking for a completely invisible column with a ladder on it. Apart from that, it wasn't very involving." - Ryan (05-Nov-2018)
"Another average Egyptian level. This one has some nice use of textures and lighting. Some flybys are unnecessary, like the ones that show a very nearby door opening. I didn't get stuck in the crawlspace with the untriggered boulder; Lara bumped into the wall and fell losing a little amount of health. The surreal details in this level are near the second half of the eye of horus: it's on a plinth on a floating platform and you need an invisible wall to get there. The level ended just while I was shooting at a ninja." - alan (06-Oct-2017)
"Nice but quite short level. It is still a good little adventure. There is some transparent climbable pillar near the end which is very odd. I wish more flares for Lara. Very average level." - vienna (25-May-2017)
"This is a very early Egyptian level, short at twenty minutes, that does little than beef up one's review count. The flare bug kicks in late, but flares aren't really needed either before or after. There are several totally unnecessary flybys that unduly slow down the action, almost as if the builder was trying to say "see, I really do know how to do this." If you take an early crawl space prematurely, you're blocked by an untriggered spike ball at the end and cannot get back the same way you came, so you're stuck. Near the end you have to climb a totally invisible pillar with a ladder on one side to get the second eye piece. Enemies are scorpions, ninjas and a couple of mummies that are easily avoided. It all looks good, but that's about the best thing I can say about it." - Phil (08-Mar-2017)
"It's lucky I ran into it, because otherwise how on earth would anyone expect a completely invisible pillar with a ladder on the side. Yes, really! Sometimes, belonging to the headless chicken school of raiding does have its uses. Otherwise, this is pretty standard Egyptian fare. Lara got really sore knees with the interminable crawling and huge muscles in her arms from the lengthy monkey swings (so no bingo wings there then), but otherwise it was all rather uneventful." - Jay (05-May-2015)
"Nothing interesting in this Egyptian short level. Some ninjas and scorpions to shoot, a couple of mummies to avoid, some switches to pull some monkeyswings and a long swim. The uzis and the revolver appeared too late, when there was no enemies to shoot; there is an unmarked spike trap and if you dropped from the top to get the large medipack you'll get stucked forever; find the transparent climbable pillar near the end was not funny for me. Where are the flares for the dark areas? The best were the flybies and the musics (not allways appropriated)." - Jose (24-Apr-2015)
"A good little adventure , not enough eventful but rather pleasant nevertheless, with a few bits in the gameplay that were interesting for such an early level : the welcome hole of water towards the end of the long swim , the diagonal running jump to the slanted monkey swing ; and the invisible ladder towards the end was a technical achievement. The looks are solidly made, textures are disjointed in the underwater passageway , and sometimes an added sun bulb would have been welcome. Good use of the normal audio tracks. Not very long , decent level. [ 22 minutes / 1 Secret ]" - eRIC (14-Nov-2010)
"This is a successful variation of the Tutorial level. The level builder has moved here many own ideas. Lara must find both parts of the eye of Horus. There is a monkeyswing, a minilabyrinth which one can ignore, however, a rope swing action and Spikeballs. And one can dive a little bit. Well are the camera journeys. Less well is the place where the second part of the eye of the Horus lies. There one must find and climb on an invisible block upwards to the pedestal. The lighting is good, indeed, nevertheless, it was sometimes a little bit too dark. The level is a bit short with about 20 minutes playing time. But for the level hunger occasionally it lasts anyway." - Scottie (13-May-2009)
"It's a dark level all right with only one puzzle the Eye of Horus which isn't a puzzle really. Push a lever here and there kill ninjas and scorpions and you're done. There is some monkey swinging in the middle and swimming inside a long underwater tunnel but that's about fifteen minutes into the level. The atmosphere classic Egyptian ad very much alike the tutorial level is gloomy. The flare bug occurred at the end but it doesn't really matter as Lara is going towards the light and the level ends outside. Nice but short." - Kristina (05-Aug-2003)
"Another author that shows skill in using the editor but does nothing with it. She/he knows how to build rooms well and how to make fly-by's (good) but there's not really any gameplay. The first minutes you just walk along doors just open like that and such and after that gameplay just consists of looking in near pitch dark places (yawn) for that push lever you need to proceed and of course the flare/binoculars bug makes an appearance once again. Fly-by's where a bit unnecessary and one started in a such a pitch black room that for the first seconds you're not even aware that a fly-by movie started. To top it all there's...a completely invisible pillar to climb well alright the room was not that big and you knew there had to be some way to get the second half of the yellow symbol but honestly not that entertaining. On the other hand could be a level the author made just to see what possibilities the editor had so not bad as a try-out if that's the case." - bERT (20-Apr-2003)
"Your main objective in this nice looking Egyptian level is to find the two halves of the Eye of Horus. Actually it's pretty easy to find them as they're just sitting right out in the open. The hard part is actually getting to them and doing this requires a long underwater swim (don't miss that air pocket in the middle!) a long monkey swing over a deadly floor running past darts a few rope swings and a little exploring to figure out how to get to a high place. After placing the Eye you make your way outside to the nice sunshine having spent an enjoyable half hour climbing and exploring." - RaiderGirl (15-Feb-2003)
"A nicely done if all too short Egyptian level starting off in a cave where you kill a couple of scorpions before climbing a pole up into the temple. Good lighting and atmosphere but fairly simple you are rarely at a loss as to where to go. I did have to start over near the beginning as I went into the crawlspace before releasing the boulders and when I got to the top of the ladder and saw the boulder and tried to go back through the game would not let me. Just a few ninjas but there was one short dark maze-like area with not enough flares that had scorpions coming at you from all directions. A lung-busting swim that you almost had to do twice to realize no one could swim that far without an air space which of course there was. The room with all the crates to get the last eye piece was very well done but I wasted 5 minutes trying to figure out how to get up to the pickup when I finally ran into the invisible ladder." - Momster (13-Aug-2002)
"I absolutely loved the way this game played and my only disappointment was that it only took me just over 30 minutes to finish. Starting in a ruinous age ravaged room you soon come across two main large rooms that have you collecting crucial key like pick ups the first is a gorgeous watery room flanked by palm trees and the second is a stunning room full of wooden crates that lead you to a couple of smaller rooms above. Just some of the things you come across in this level are a devastatingly long swim that will no doubt have you hitting the reload button a couple of ingeniously placed monkey swings a double rope swing an invisible climbing wall and some great camera fly bys. Look out for the seemingly unattainable medipack a trademark impossible pick up that you will find in each TR game." - Sash (21-Jun-2002)
"You slide into yet another of those spooky tombs and again have to find your two halves of the eyepiece to open the final door and end the level. It is very well done from a texturing and lighting perspective. The gameplay (about 25 minutes) will not challenge the experienced raider too much but has its moments. A few ninjas to deal with and a few mummies to avoid near the double rope jump. That long swim was really well breathtaking - LOL. Also overall good use of sounds but what was really a nuisance is the invisible pillar near the second eyepiece - it ruined the whole experience of this level for me." - Michael (21-Jun-2002)
"This level has Lara set once again in an Egyptian temple. Lara's quest is simply escape and arrive in a small town. To do this she will have to find the Eye of Horus pieces. Although the level is very easy I think it is very good. It lasted for only 20 minutes but through the 100 rooms present on the level I enjoyed the good use of textures (I spotted some untextured faces though) and the nice atmosphere created. There was a room that blew me away - the pool room where the first eye piece was. It is very nice and it had a fixed camera so I couldn't resist to take a screenshot :). Anyway nice level old by now but it's still very good." - Treeble (21-Jun-2002)
"I was surprised that this level had only one review. I wanted to play this one for a long time but couldn't download it but if at first if you don't succeed try and try again. Nice setting in two large rooms one with water and the other stacked with crates. One of the longest underwater swims Lara ever had and some well-hidden spikes that made me jump in my chair. There were some clever tricks in this game and I hope there will be a sequel." - Gerty (21-Jun-2002)
"A very short level (just over ten minutes) where Lara is in a temple (it looks more like a tomb to me) and has to - well get out. The gameplay is rather straightforward and the level isn't very hard. The smartest puzzle was probably the place where the rolling boulder blocked a doorway and you had to find another way past it. Of course you could just dive past it but it was a nice idea. The texturing is good even if it's not too impressive. It seems to be a level that is meant to be played by beginners so if you are a beginner why not try this level? It's certainly not that hard but still enjoyable. Of course I know someone that would rather want you to play Ego's 'In London: Big Church/Underground' but I suggest you try this first. At least it's much easier." - Magnus (21-Jun-2002)
"An efficient but not particularly inventive level. A few things puzzled me however: Was that boulder near the start supposed to come to a halt in the doorway I wonder? If it was then it made avoiding it that little bit trickier. Which was good. The monkey swing across the pool had a rather tricky start but was also good. However what on earth was with that invisible platform near the end? If it was intentional (and I can't see why else it was there) it seems a very clumsy and rather unfair solution to the puzzle. Other than that it was all very linear. Duration for the level should be around 50 minutes." - Orbit Dream (21-Jun-2002)
"This is one of those Tomb Raider by the textbook levels. Been there seen that. If the floor is cooking there is a monkey swing above if the gate is closed there is a lever nearby if the swim is too long you get a pocket of air in between (Michael did you miss that?) if the next ledge is too far away there is a rope dangling from the ceiling. It's fairly easy straightforward and not that long although it took me some time to find the invisible climb right at the end (very irritating). Apart from that you never have to think twice about the course and although you get ambushed once the enemies aren't that challenging either. So all in all a fairly dispensable experience unless you're a rookie and want some practice before the real thing. The environment makes you feel very welcome as it looks all too familiar. Mind you it's a solid setting." - Dimpfelmoser (21-Jun-2002)