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Amrapakarta by Venus Vulture

alan 3 3 3 4
Ceamonks890 2 3 3 2
Chel 4 4 3 2
DJ Full 3 2 4 3
dmdibl 4 4 4 3
Gerty 3 4 3 2
Jay 3 4 4 2
Jose 2 3 2 3
LuxQSD 1 0 1 0
manarch2 2 3 4 3
MichaelP 4 6 4 3
Nuri 3 3 6 4
Obig 3 4 4 3
Orbit Dream 2 2 1 2
rtrger 2 4 2 2
Ryan 2 3 2 2
Torry 5 5 6 4
Treeble 6 6 6 6
 
release date: 08-Jun-2001
# of downloads: 80

average rating: 3.18
review count: 18
 
review this level

file size: 13.80 MB
file type: TR1
class: South America
 


author profile(s):
email(s):
venusvulture@hotmail.com

Reviewer's comments
"A run through a LOT of bland corridors and rooms with not much substance. The authors' easiest, but also most bland and boring work. The only slightly visually appealing location is the cistern, and that's being generous. Most of the 15 or so minute level consists of running through a lot of badly textured rooms pulling an incredibly high number of switches that don't show you what doors they open. Luckily the level is linear enough for that not to cause too much frustration. An exercise in patience as after every switch you pull and door you open you are flooded with the feeling of 'Is it over now?' since it's quite obvious that there isn't anything else that might catch your interest for the rest of the level. Would not recommend unless you're a completionist." - LuxQSD (15-Mar-2022)
"This is a very mixed bag. It's a switch-driven level that involves opening a bunch of doors. There are plenty of animal enemies to kill, and Venus Vulture gives us a lot of ammo to mow them down. There are some serious camera glitches that pop up in the larger rooms. At one point there is a shimmy segment that is almost seizure-inducing. Ugh. Everything flickers in and out. Near the end you can see to the end of the world, as the indoor rooms are lacking external textures you can see the items inside them. Very weird. This builder has a few places that are littered with goodies, but they are traps. Like hotel California you can check in but you can never climb back out. Just plain mean if you ask me. The level abruptly ends after we claim our swanky prizes of 3 keys... Folks, you can give this one a pass!" - Chel (10-Nov-2018)
"Maybe an unfinished level due to the many keys that we find on that pillar but we never use them because the level abruptly ends at a mysterious pool of water. Some rooms are glitchy, meaning that textures blink repeatedly, and in one of them you see the end of the world. There are some rooms that have pick ups in them, but there's no way of getting out of those rooms, so I don't see the point of placing pick ups in there. Anyway, I don't recommend it that much, even if you like TR1." - alan (27-Oct-2018)
"Another level that's over in a flash and also seems unfinished, as they were quite a few anomalies here. Items that just ended the level for no reason, an entire room that was left untextured, a couple of invisible door blocks and rather disconcerting, repetitive texturing that made movement difficult (although having to play in the primitive Dosbox format probably didn't help either). Curiously enough, I never located any keys as the level accidentally ended without me ever climbing up that final pillar. Oh, well." - Ryan (04-Aug-2018)
"What appears to be an unfinished level of around 20 minutes duration or was it possibly an attempt to simply see if it could be done? Yes the game play is simplistic and the graphics terrible but this was completed years before the TRLE came out and made level editing appropriate for anyone, not just these talented, artistic and creative people who could." - Torry (08-Apr-2018)
"Seems like Lara came to find some keys and take them home... or the level is just unfinished! This is a simple cistern-like level, including enemies - nothing special, but not boring either. Like I said, it seems to be unfinished. There was an area outside, where textures were missing" - Nuri (24-Feb-2018)
"Easy to play this TR1 level, only pull switches to open doors and go back to that doors shooting some animals on your way (well, drag a block too). The worst here were the numerous pits you can drop and there's no way to go up to continue playing. I also missed some cameras when triggering the doors and near the end it seems that the level is unfinished, 'cause all that big area without textures where you reach the end of the world in some walls. The rooms are very empty of objects and there's no much care with the texturization. The useless keys are not a good touch too. Playable, but only recommended for TR1 lovers." - Jose (14-Dec-2017)
"A pity though as after finally finding 3 keys, the level ends abrupt. It feels like the author had no desire to finish the whole thing properly. Oh well, finding levers that opens doors and killing quite a lot of animals and that is it." - Gerty (08-Sep-2016)
"The readme says "even though there might be pickups down there, there's not always an exit" and I wondered what it means until I realized the whole level is one great failed flipmap. It just feels like the original way was to pull up from the flooded corridor into the outside room with gorillas, but when the builder couldn't make the flood work he substituted it with a lame corridor led around the damaged setup. Unless this was an intended surprise, but it doesn't seem like it. Also the alternate exit from the pushblock room might indicate we were supposed to get locked in for the duration of the puzzle, but the entrance has somehow failed to close behind us. But even with these errors the structure is consistent and highly explorable. Again we battle many creatures with help of invaluable uzis and as long as we follow the quite obvious way and obey the readme warning, nothing bad can happen and reaching the final room with three keys is quite satisfying. But what are these keys for? Will the final level tell? One point goes for static cameras I haven't seen in a TR1 level for a quite long time." - DJ Full (01-Feb-2016)
"The initial areas show a clear inspiration in design from the original Cistern level, but it soon becomes something else, as you find yourself running through tight corridors searching for the next lever. There was a reasonable ammount of combat sprinkled throughout the level, and a few areas had me going until I noticed sneakily hidden paths to proceed. Curious though you pick up three keys right before stumbling onto the finish trigger. 20 minutes. 12/15" - Treeble (30-Dec-2015)
"Although the Cistern location is rarely used,it doesn't make this rather primitive level any more intriguing.It's basically all about throwing levers;running along corridors;shooting numerous baddies;and avoiding the never-previously-experienced 'Straws of Death'.Two of the areas have a suitably grandiose scale,but absolutely nothing is done with them;while there are not only several places which can't be escaped from,but an entire area that was blatantly left unfinished.It becomes clear that this was some sort of test level which the author abandoned;and provides 25 minutes of rather basic raiding." - Orbit Dream (01-Sep-2015)
"Another brief boring unfinished release in a Cistern-style environment that feels far too spacious and empty for its own good. It's also pretty easy to get lost in this level, since all the areas in this release kind of bleed into each other(due to repetitive use of textures throughout.) Enemies on offer are also really run-of-the-mill Greece opponents and the gameplay is as previously mentioned, completely boring and an absolute chore to get through. Overall, just another release to add to the pile of awful TR1 custom levels." - Ceamonks890 (30-Jun-2014)
"A typically brief TR1 level that can only be played in Dosbox and seems very dated now. Extremely simplistic gameplay, involving a few pickups and kills in a mainly Cistern style environment with an abrupt end that will leave you with the impression that the builder just got fed up and cut the whole thing short. Nostalgia? Yes. Enjoyable gameplay? Not so much." - Jay (15-Aug-2013)
"Another very short TR 1 level with about 10 minutes of net gameplay. It does have a raw sense of atmosphere set in a kind of Cistern environment, and the architecture certainly isn't exactly squaric, but I found the texturing to be very repetetive/wallpapered and one room isn't even textured, a thing that like in this case often ruins the appearance of the level. A few enemies provide a bit of fun, but the gameplay doesn't consist of much more of finding the next switch and running to and fro through the map and to make things worse there was a bunch of dead ends when you try to pick up several items. The builder isn't known for great levels, but this isn't even one of his better. Kind of superflous." - manarch2 (13-Jan-2013)
"It's a bit unfinished level. We get 3 keys on the same place, at the end of the adventure, and we can't use them anywhere. In this level we open doors and kill animals without any goal. Vainly, it's an old level. Be careful, we haven't pick up everything. One medipack and ammo can take you in trap. :)" - Obig (14-May-2010)
"Has an interesting map layout using cistern textures, and a few catacombs textures. Lara negotiates mazelike passageways, throwing switches, exploration which could be the basis for a TR4 level. But the author throws in gags, like pits with medipacks and Uzi ammo that are inescapable traps. The walkthrough warns about one, but Lara found jumps and passages on her own, and again dropped down into an area with goodies from which there was no escape. There are "trigger" tiles, usually marking placement for a push block, that will kill Lara. There is a large area at the end with deliberate end-of-world views. The texturing is far better than "Tomb of Tiberius," but the author uses a weird level editor construction, even though there is no reason to do things this way. A short level." - dmdibl (15-Apr-2010)
"Another pointless level by the builder with pushing switches and rushing through doors in a St. Francis' Folly/Cistern style level.(I've met with a few not so friendly animals, but that doesn't matter.) Well, you will have a nice key collection at the end, but nothing else." - rtrger (06-Apr-2010)
"It appears that 15 minutes is a very common length for a TR1 custom level. This one is a standard switch hunt in a Cistern inspired environment and provides a mix of enemies to kill along the way (apes, crocodiles, rats,...), but also seems unfinished, as you get three keys just before the finish trigger and one room in particular looks like it has not been textured yet." - MichaelP (28-Mar-2010)