trle.net
Your host for all Tomb Raider Custom Levels ever released!

Levels listed...
TR5 - 31
TR4 - 3137
TR3 - 177
TR2 - 132
TR1 - 60

72198 reviews (20.4/level)
3528 (99.7%) walkthroughs
442 Hall of Fame levels
1216 levels rated >= 8

TR Fan Site

 


Little Adventure by Yoav

Blue43 3 2 2 4
Ceamonks890 1 1 1 1
Dempsey 1 1 1 2
Diz 3 3 3 3
DJ Full 1 1 1 3
Dutchy 1 1 1 2
eRIC 3 1 3 3
Gerty 1 1 1 1
Jay 3 3 3 4
manarch2 1 0 1 1
MichaelP 2 2 2 4
Nina Croft 1 0 1 2
Obig 3 2 3 3
Orbit Dream 1 1 1 2
Phil 3 2 3 4
rtrger 2 3 2 3
Ryan 2 2 1 2
Scottie 3 2 4 3
TheStig 2 2 2 2
Treeble 2 2 2 2
 
release date: 23-Apr-2010
# of downloads: 57

average rating: 2.00
review count: 20
 
review this level

file size: 16.56 MB
file type: TR4
class: Egypt
 


author profile(s):
email(s):
yoavsiton@bezeqint.net

Reviewer's comments
"I'm going to be a bit of a cretin here, sorry. Yoav is a very known name to our community (hope he is doing well these days, by the way) as he's played and written walkthroughs for thousands of levels, so with that sort of experience some of the decisions here are a bit baffling. The very first room for instance has a walkthrough wall. None of the levers operate the doors they're next to, and nor do they give you a camera clue of whichever door is now open. Ultimately as you zoom through the big and boxy rooms you come across more levers than doors, so there's a lot of roaming around aimlessly. No enemies or traps in sight, so this was definitely just the author playing around with the editor — and still a much better debut than my own, honestly. 10 minutes. 07/22" - Treeble (10-Jul-2022)
"Début, relatively uneventful, very short and incredibly simple gameplay, running through long corridors and pulling levers. But the environments weren't too badly constructed (basic though they were) and the final room is a novelty. Props to Yoav for attempting though, and onwards and upwards." - Ryan (22-May-2017)
"Just your standard Egyptian debut level in terms of quality(generally poor texturing, non-existent lighting, lifeless environments, boring gameplay that's made all the more frustrating here by an invisible passage that is difficult to find... the list goes on.) And with no proper finish trigger within the level whatsoever, you'd be much better off playing something else altogether. So overall, not recommended." - Ceamonks890 (19-Jul-2015)
"Get in the first room, spot an invisible entrance, running 10 minutes through badly textured corridors to pull tons of levers and get to a room where you can read "THE END", not having opened few doors. I think when players read this, everything is said about this level and it's not necessary to play it anymore." - manarch2 (06-Jan-2011)
"Invisible walls = a major, major no, no in my book. The rest is fairly standard debut level there. Some repetitive and stretched texturing, a general absence of any real lighting, and a few wafer thin walls. Definitely onwards and upwards now for this author, but I'd say this level is for completists only. Stiggy" - TheStig (08-Oct-2010)
"Linear gameplay. What is more, it comprises mindless rush through many extremely long, similar corridors where we can find nothing but some switches. Lighting is constant, but it doesn't disturb me. Textures are less than average, and the only one original use of them is the final writing on the floor. Atmosphere is quite acceptable, but notice the word "quite". Default ambient sound. No cameras. No enemies, no secrets. Some vases to shatter and two statues to see are not enough objects, I think. SUMMARY: If gameplay is filled with interesting/innovative agility tests, its linearity can be forgiven. Unfortunately, not in this case. This level is so tiring you can't even appreciate the writing on the floor you can see in the end." - DJ Full (02-Oct-2010)
"I can only applaud to Yoav that he took it upon him to start building. There are many beginners' mistakes, but that is OK, most of us made them as well. A big NO in my book are the walkthrough walls. Up and onwards Yoav" - Gerty (19-Jun-2010)
"I think it is a test level. We have to pull switches were open cages, while we haven't see the "The End" caption. The arcane corridor was well invisible behind the textures, I searched for minutes. :) I'm sure we'll get great adventures from the author." - Obig (30-May-2010)
"I think the level could be much better. When I first played the level I was like, what the heck have I downloaded??? You start in a room and you don't see any switches or doors. Also the textures are poorly. If the level would have had better textures, visable doors, enemies, puzzles and statics. I would enjoy playing it." - Dempsey (03-May-2010)
"Well Yoav, next time maybe try to have it tested by someone that can help you to spice your level up and bring some atmosphere in and at least a finish trigger of some kind. After reading the reviews I still decided to give it a try, but I must admit, they were right. I have seen enough, maybe better next time...the textures got a 2, because there were textures." - Dutchy (27-Apr-2010)
"This is not a level, not even a debut one, this is a joke, or at least it looks like one. I fail to understand the meaning of this level. Except for some doors opening, and finding out which door you've just opened, there is no gameplay here, no enemies, no puzzles, no pick-ups, no nothing! Maybe the idea of the concealed opening sounds good, but only when the opening is CONCEALED and not invisible at all. The texturing is bad, the builder never divided a single wall into two sectors or more, so the textures are stretched and badly applied. The objects, too, are awkwardly placed (just to mention the ram that is missing the half of its body), there is no atmosphere at all, no lighting is ever used, everything is dull and boring... All rooms are simple, square and flat, connected with long passages with one another. I know that this is a debut level, but it is bad even for a debut. This seems more like an experiment of a builder who wanted to see what he can do with Editor. This should have never been released, not in this shape, at least." - Nina Croft (25-Apr-2010)
"Every so often,it's rather pleasent to come across a new release 'first level',and be transported back 10 years to when we were all putting together odd little efforts like this. It looks extremely primitive;it plays badly (that 'crawlthrough' wall was not a good idea;but very typical of a first-time builder);it's unlit,and contains no enemies or anything else to relieve the gameplaying tedium. Nonetheless,it's always good to see someone (especially a long-term member of the playing community) having a go at level building;even if,aside from the final room,it doesn't make much of an impression. It's the thought that counts,after all." - Orbit Dream (25-Apr-2010)
"An enemy free , also a traps free level that lasts less than 10 minutes. It is decent enough to be played although aside finding two walkthrough walls (only one is necessary , the 2nd one near the end is only a shortcut , it can be spotted with a bit of trial of error as you could hear the door opening near by and if you have a good topology of the rooms visited before), it is all about activating a few floor switches and going through uneventful rooms and corridors. Still, i found the progression rather elegant. The design has some flaws , and the lighting missing, but nothing too 'garish'. A good exercice for the author , and an aptly named little adventure for Lara." - eRIC (25-Apr-2010)
"Well, I always get a little excited when long lasting and much valued community members finally dive into the adventure of building and releasing a level, but with this one, I guess Yoav maybe would rather have left this on his own harddisk as a first practice effort. It shows the classic beginner mistakes: a thin wall, a few invisible door blocks (always, always place doors between rooms, never within rooms!), stretched and squashed and wallpapered textures and no lighting at all. And it is really only a run through a few empty corridors, shooting an occasional vase and flipping a few levers to open doors that you then need to backtrack to. 5 minutes on my second attempt, when I knew that there is a second walkthrough wall that gives you a shortcut to the next opened door. It has no finish trigger, but the end is obvious and nicely done. It is an initial practice effort and solid enough to while away a few minutes, but I had to ask the author twice about where that walkthrough wall in the first room is... another big No-No in terms of gameplay. Sorry - wished I had a few nicer things to say and I hope Yoav will not be discouraged and work on another level that is a bit more comprehensive than this exercise." - MichaelP (23-Apr-2010)
"I echo Michael's comments. I tested the level at Yoav's request and chided him a bit about that unmarked opening up in the south wall to begin the level (after he kindly pointed it out to me). There are no enemies, so at that point you're faced with a one-dimensional exercise of opening doors and going back and forth along passages until you reach a room with "the end" emblazoned on the floor. A number of doors remain unopened along the way. I didn't find the second walkthrough wall mentioned in Michael's review, and I have no real incentive to go back and look for it. As I told Yoav, I admire him for taking the trouble to put together a playable level. With persistence and experience, I'm sure he will improve over time." - Phil (23-Apr-2010)
"I must say I'm tickled pink to see Yoav having a go at building a level. OK, it's short and relatively uneventful, but I've seen far worse debut levels. It's mainly a run/crawl round some passages, with a few levers to throw and pots to shoot, but I really loved the way the lack of a finishing trigger was dealt with. I'm always mindful with any level that the builder has achieved something I've never managed to do and I really do hope Yoav will keep experimenting with the level editor. It's certainly not a bad first step." - Jay (23-Apr-2010)
"The builder should have thought again about releasing this as his debut level. It seemed to me (a non-builder) to be a level framework that a builder could practice his Art on, adding ideas in, trying thing out, as there is so much room with long, long corridors, a few switches and, for some reason, a walk-through wall. Unfortunately, there is so little between the beginning and the end that it seems there was much left out, especially as there were quite a few doors left unopened. There were no enemies, no agility tests, no timed runs and little in the way of puzzles (just find the next switch). I, personally, would like to see this level re-released after the builder has worked on it a bit more as there is good potential there and, by the way, a great answer to not having a finishing trigger!" - Diz (23-Apr-2010)
"Unfortunately, this one has been executed a bit poorly. Textures are very nice, though somewhere they're streched or oddly placed. The gameplay is very monotonus, you have to do nothing but push levers. I must note that I liked the tweaks with the wall-panels, that lengthened this little adventure a bit. Not a horrible one, but not a superb one, although it's a nice try. Waiting for Yoav's next work." - rtrger (23-Apr-2010)
"I played through this one after reading the existing reviews and already knew about the invisible opening in the first room, if not I would have given up because it is impossible to find other wise unless your game-play consists of standing in every single spot in a room and push, pull, jump etc and see if something happens. Other than that, the level is easy to play and consist mainly of running through long hallways which connect rooms and pull a switch here and there, which opens a door without any camera hints. Lots of running and a bit of back and forward tracking. The lighting is consistent throughout the whole level, there are no dark and shadowy areas. Some graphic flaws, specially some of the objects placed in one room were only half visible. No enemies, pickups or any puzzles or difficult tasks. This is a basically a playable practice level and I hope we will see more from this builder. I liked the way how the end of the level was presented. Definitely unique and a nice touch." - Blue43 (23-Apr-2010)
"It is quite astonishing which people suddenly start building a level. A good example is Zickenalarm who is for ages Mod and builds then suddenly and unexpectedly a really nice level. Or just now Yoav. Yoav one knew, up to now actually, "only" as a diligent WT writer. And, nevertheless, now he has really built a level. Indeed, this is already the only connecting element. I had hoped, that Yoav who is present for a long time and knows what it depends a nice and diverse level builds. Unfortunately, my disappointment was however very big. That the level no Finish-Trigger has, is no problem, because this stood in the Readme, hence, one needed not at all only look for one. Much more annoyingly were there, however, the stretched textures. And the poor lighting. And the missing variety. And by a texture too well hidden passageway. And paper-thin walls. And pointless run to and fro. No, this was a beginner's level which one does not play as a player so with pleasure. But how one says so nicely: Wait and see (and drink a cup of tea). And no one is born as a master (with a few exceptions maybe). A good example of a positive development is Skyler Ortega. If Yoav keep it rolling, we get served maybe also a better level. We will see." - Scottie (23-Apr-2010)