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Inside the Temple by Jeffrey

alan 6 6 6 6
Boris 6 6 6 8
Dimpfelmoser 8 6 8 8
Drakan 7 7 7 6
eRIC 7 8 8 8
Gerty 7 7 8 7
grizzly 6 6 6 5
Jay 6 7 7 8
Jose 6 6 6 8
Kristina 8 7 8 8
MichaelP 7 7 8 8
Mulf 6 5 5 6
Nomad 7 7 7 8
Orbit Dream 6 5 8 8
Phil 7 8 8 8
RaiderGirl 7 6 7 8
Ryan 7 7 7 7
Sash 7 7 8 8
sonnyd83 7 7 7 7
Treeble 7 7 6 6
Yoav 7 5 8 8
 
release date: 27-Sep-2001
# of downloads: 68

average rating: 6.93
review count: 21
 
review this level

file size: 15.69 MB
file type: TR4
class: Egypt
 


author profile(s):
email(s):
jeffrey@multiweb.nl

Reviewer's comments
"Egyptian level where you must find 4 gems in order to open the exit. Every gem you find opens a door where you must complete a task to get the next gem and so on. It can be a bit confusing at times, but not that much once you get the hang of it. The only confusing thing was that underwater maze and the lack of clues every time you pulled a jumpswitch. Also, the rooms are somewhat dark, and the flare bug appears at some point, so make sure to save flares. And that's it, really." - alan (29-Nov-2022)
"The gameplay is simple, only with switches to pull, Lara has to find some blue gem in huge rooms and flooded passages. Sound cues are given when certain points are reached. Well done" - grizzly (26-Aug-2022)
"With a title that seems poised to take the meaning of the term ‘generic’ to the next level, you can be forgiven for not expecting anything much from this early offering, but it is in fact a thoroughly solid time-waster, and if it’s true that they don’t make them like that anymore, more’s the pity. A few minor technical problems (missing sarcophagus animation) and a major one (final exit door triggered too early) fail to lessen the enjoyment factor to any significant degree, as the gameplay otherwise flows along nicely, eschewing tedious showstoppers, and apart from that one skeleton unthreateningly triggered right next to a large pool of water, enemy placement is generally sound; unusual architecture and an approach of stern simplicity in texturing—avoiding the excessive ornamentation that plague so many Egyptianising levels—make for an interesting combination not often seen in custom levels. Perhaps due to it being modelled on that fan favourite “St Francis Folly” template (large hub room from which side quests start for a number of artefacts that are supposed to open its exit), the level is a tad overrated in view of the issues that it undoubtedly has: the rooms not infrequently grow too large, the lighting could use some more work, a few cameras wouldn’t have gone amiss in the hub room; and more seriously, the level sadly runs out of steam, ending as it does with the fatal disappointment of an underwater maze followed by an arbitrarily placed finish trigger. Until then, however, it’s a bit of good, clean fun, which leaves me somewhat mystified regarding the cause of the outburst of jaded grumpiness occasioned by this level in Orbit Dream." - Mulf (11-Oct-2019)
"The aim is to find 4 gems and the last one will open the exit door. Some jumpswitchs line this level, some placed in the water labyrinth are a little boring to find. The only enemies are harpies and half gods not very difficult to eliminate. Good level of 2001." - Drakan (10-Nov-2018)
"This level has a somewhat different style to the regular Egyptian ones out there, although a few Cleopatra's Palaces elements do creep in - demigods and harpies. You're on an optional quest for four gems to open the final door to end the level. I say optional because you're able to open the door simply by standing in front of it, and thus complete the level in record time! If you do choose the normal way, be prepared to deal with a couple of long underwater mazes, a few jumps, climbs and a couple of enemy encounters. Some passages were slightly repetitive and returning to the hub area got tedious after a while, but it's well put together nonetheless." - Ryan (11-Jul-2017)
"It's somewhat different looking in style, this level, although after a while the areas do begin to look and feel the same, especially as the need to find four gems in different areas before returning to the hub room to place them becomes a bit wearying eventually. On the plus side, it's solidly built and accessible to most players difficulty-wise. Also, if you like enemies, there are a few harpies and demigods to challenge you. Otherwise, it's all very straightforward." - Jay (01-Sep-2016)
"A moderate Egyptian raid with good moments. The temple itself is differently designed, with a star shaped two-floored center and rooms and mazes around it. The rooms are decorated well, with good lighting in general but a bit dark at times. I particularly liked the stairs you climb with vases in sides, if I remember correctly. The underwater maze is not that boring but it could be avoided, I guess. I noticed some crypts that open on their own which was weird. There are some hard but fun jumps, I had a tough time jumping from a grass ladder because Lara kept hitting to the devilishly shaped block on the ceiling. There are fights with demigods and harpies. Overall, it is an entertaining level, and a little different from the standard Egyptian design." - Nomad (16-Feb-2016)
"Not bad this Egyptian level, lineal and easy to play. I found the exit after 5 minutes, but I reloaded and played as the author intended. Even with the revolver and the shotgun, I missed some more ammo 'cause from the very beginning I found demigods and harpies. The gameplay is simple, only with switches to pull, some swims, slides, jumps and no traps; every time you get a blue gem you'll return to the hub room to place it, but be sure don't miss the jumpswitch to raise the block under the receptacle. The worst: the UW maze; the best: lights and textures." - Jose (04-Feb-2016)
"This compatriot of Dutchy's released a couple of levels back in 2001 and then abruptly stopped building. Too bad, because he showed considerable promise. This one is an old school Egyptian raid, and it features a hub room to which you return from time to time after you've found a necessary blue gem. It lasts about 50 minutes and got a little tiresome near the end with that underwater maze. Other than that, this is a pleasant and moderately challenging exercise that is certainly worth a look after all these years." - Phil (07-Apr-2015)
"The main thing I enjoyed about this were the very large and well built areas, especially the large central room with the raising blocks. To end the game in the correct way (yes you can just go through a door and hit the finish trigger after 2 minutes!), you must locate 4 gemstones and trigger 4 raising blocks allowing you to place them. You will battle demigods, harpies and skeletons along the way, and complete various tasks including a very very long underwater maze, quite a bit of climbing, monkey swinging and shimmying, pulling many jump switches (sadly no visual clues as to what they open), a slope with spikes, etc. Graphics are ok but texturing could be improved quite a bit, altough they do give the feel of Egypt indoors. Sound cues are given when certain points are reached. Took me 50 minutes to complete." - sonnyd83 (09-Dec-2012)
"What a weird looking temple, I'd say. Not only it's shaped differently to all I've seen up to now but it also plays somehow in a different way. You set off in a quest for four gems and have to use them on the central hub as you go, to progress further on. I thought it was rather bland, and the TR1/TR4 mix of textures didn't seem to work well, at least not for me. The harpies dropping items was unusual too and the backflip where you are required to hit the ceiling not to die was unexpected, but other than that, it's pretty straightforward. 35 minutes, 1 secret. 08/07" - Treeble (21-Aug-2007)
"Oh dear, what an embarrassment. You build a rather architecturally majestic (though somewhat bland) environment; design four separate adventures for the acquisition of four diamonds, all of which lead back to a central 'hub'; then go on to create a feeling of dissatisfaction in the Player with the inclusion of two heinous underwater labyrinths; and finally you inadvertently place a trigger in front of the exit Door which enables it to be easily opened without the need for the four diamonds in the first place. That was all a bit of a waste of time then. Overall, this level did not grab me; probably because this sort of setting and Gameplay has all become rather old hat (although some of the challenges featured the occasional interesting twist). No doubt it was good in its day; but that day has long passed." - Orbit Dream (09-Jun-2005)
"This old level looks nice and the gameplay was good too. Main room closed doors around and a demigod that gave Lara the first gem out of four the other gems are not hard to find but there is a little difficulty getting back to main room - many jump switches open doors and raising blocks a few demigods harpies and one skeleton enemy. Found a bug in the room with the graves: in one grave there is an uzi that Lara can't pick up... but it doesn't matter much. Well done." - Yoav (07-Jun-2004)
"I liked Jeffrey's first level so this one for me was even better. In a dark temple with demigods harpies skeletons Lara is searching for four gems. Unfortunately the level can be finished almost immediately because the exit door opens as you approach right from the start. Don't go that way yet or you will miss all the fun. Watch out for the jump switches the dark hides them well. Usually there are two of them switches you need to flip one to open the exit door of the area you're in and the second to raise the block and place the gem back to the main area. I liked the lava room and the underwater maze wasn't really bad there are three switches you need to find down there. The last block didn't raise for me and I am not sure if that was on purpose since the door opens anyway or it's a bug. Anyway that doesn't interfere with the game play and it's a fun level to play. It will keep you busy for about forty five minutes." - Kristina (05-Aug-2003)
"One hour of good raiding in underground temples offering a variety of tasks in the goal of finding 4 blue gems to open the exit door. Unfortunately there is a bug as this exit door opens when you come near and you can finish the level in 3 minutes. The tasks are various the course is never boring the atmosphere is very good and I like very much the architecture and the texturing of the rooms even if they seem a little empty. A little too much darkness sometimes and the flare bug at the end have not spoiled my fun. I have never found the uzis and the shotgun but the revolver the crossbow and the pistols are quite sufficient to deal with the harpies guardians or a few skeletons. Jeffrey is very generous with the big medipacks after playing Desert Inn and this level in one go I have now a dozen of them. I hope there will be a sequel." - eRIC (18-Aug-2002)
"This level has a very simple premise find 4 gems one after you kill a demigod near the start and the rest on 3 adventures leading from the first grand multi leveled main room but what I loved the most about this level was the striking architecture and great use of lighting throughout to give the level a very dark ambient feel. The 3 adventures aren't difficult but are made up of some nice moves and are quiet fun especially the block jump across the long lava pit there are also a few of the meaner enemies but although they put up a good fight they are not often seen. Funnily though you can finish the level in 5 minutes as the gate that leads to the end opens when you walk up to it and then it's a quick jump and a swim and your finished but if you actually play the level as intended then it should take you around 50 minutes." - Sash (21-Jun-2002)
"Jeffrey's second level starts with a secret (revolver) right at the start and throws you out in a huge central room from which you branch off to find four gems to the progress to the end of this hour long adventure. There are a few demigods and harpies to battle and one lonely skeleton roaming around. I thought despite the rooms being so huge it worked very well and gave the nice atmosphere of a gigantic temple. Some fun jumping is required along the way. I did not like the one area with many copied and empty rooms and the one underwater maze that much but like his first level this is good fun and will keep you nicely entertained." - Michael (21-Jun-2002)
"The only thing that I liked of this level is the light effects for the rest there is not much to say. Lara has to find some blue gem in huge rooms and flooded passages killing some monsters and activating switches. I have ended the level in 35 minutes I haven't found secrets but I have found a bug in a room with some sarcophaguses Lara doesn't succeed to take the Uzi in one of them." - Boris (21-Jun-2002)
"Though you'll find yourself engaged in a few firefights with some nasty enemies overall this is an easy level. The objective is to find the four gems needed to open four doors and raise the necessary blocks to use those four gems. I had great fun collecting all of them. The creator managed to insert both water and fire into each of the areas that gave them an interesting look the rooms were beautifully textured the puzzles were interesting and had a few difficult jumps thrown in to make them more exciting. My only complaint is the underwater maze you encounter in one area (I hate those things). I finally made it to the end - with the gem - only to find I must have missed the switch that raised the block so I could use it. However the door that the gem opens just happens to open by itself as you walk up to it so I still made it through the level. This is a good solid level and well worth the download." - RaiderGirl (21-Jun-2002)
"Main goal is finding the 4 blue gems each in turn will open will open a door. Not much enemies you will encounter the harpies and demigods and one lonely skeleton are the one to slay. You start in a huge cavern and if you wait long enough it looks like there is firework coming from somewhere. You guessed right a demigod is waiting for Lara. From there on you go from one area to the next. The setting is gloomy and in some parts a bit too dark for my taste. The only thing I really didn't like was the water maze. I found that very confusing and you need to find the switches that will open doors so you can get out. Don't even know how many times Lara died in that maze. There are some difficult jumps interesting puzzles and if in doubt look good at the greenery you might need the surface to get further. All in all I had a great time exploring this level. 20-05-2002" - Gerty (21-Jun-2002)
"Almost an hour of solid Egypt style Tomb Raiding that doesn't come up with anything extraordinary but is entertaining throughout. Well is it the level or the hay fever pills I took but I can't remember much about it. The underwater maze at the end was easier than it seemed the rooms are pretty impressive you bump into demigods harpies and one lonesome skeleton and there are a lot of jump switches. Wait a second some bits are floating back to me. There were two situations were I had to contemplate my next move jump wise that is. So there are some original ideas incorporated in here. Basically you embark on four missions to find the four gems that you place in the central room. Each mission has it's own little sequence of tasks and sometimes it's not getting the gem that's tricky but finding your way back to the central structure. I've seen worse I've seen better. Oh yes and extra points because you can't get stuck." - Dimpfelmoser (21-Jun-2002)