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One Room Challenge - Mars Orbiter by rufierto

alan 7 7 8 8
Christian 9 8 9 9
DJ Full 6 6 9 9
Feats 9 10 10 9
Jay 7 8 8 7
Jose 7 7 7 8
Larabiker301 7 6 8 8
Lara_Fox_Croft 8 9 8 9
manarch2 4 5 7 7
MichaelP 6 8 8 8
Mman 8 9 8 8
Orbit Dream 8 7 9 9
Phil 8 8 8 9
Rambo 5 6 8 6
Ryan 6 7 8 8
sonnyd83 8 7 7 8
Torry 7 8 8 8
 
release date: 26-Jul-2015
# of downloads: 68

average rating: 7.68
review count: 17
 
review this level

file size: 37.50 MB
file type: TR4
class: Alien/Space
 


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

Reviewer's comments
"I am often quite partial to the space level aesthetic in TRLE's and this one fit the bill quite nicely. Gameplay was great although maybe better choice of "ladder" texture might have saved a bit of frustration on my end, by making what I could climb on a little clearer. But other than that nitpick I had a great time with this level. Would recommend for sure :)" - Feats (01-Dec-2023)
"This 15 minute level was quite challenging at times. Mainly because you had no idea what opened where but the saving grace is that nothing was too far away. You do spend most of the 15 minutes running around the orbiter looking for that newly opened door. Atmosphere was grand and I loved the new enemy. Found two secrets." - Torry (08-Jan-2020)
"This is an interesting level set in a spaceship. It's simple and straightforward. There's a little puzzle with some floor pads that requires a bit of thinking. The only enemy I found is some sort of UFO. I only found a martian relic as a secret. I wonder where was the other one. I liked the atmosphere sounds and the futuristic textures. It's easy and entertaining." - alan (19-Oct-2018)
"This isn't bad for something so small and compact, but I don't quite get the term 'one room' since it's more than that. It took me 35 minutes to complete this but it was sometimes quite challenging to figure out what to do next. Lara finds herself on a space orbitor of some sort and she has to find an alien who is either dead or in statis. You must avoid a rolling ball, trigger specific pressure pads, collect some oddly shaped key cards, and the highlight is fighting a flying robot thing which the uzi's will take care of. The lighting is very flat and unchanging so could be improved but textures are futuristic looking. I prefer this type of level, keeping it short and to the point." - sonnyd83 (19-Aug-2017)
"This is quite short even for a One Room Challenge and I agree with Michael that this may be worth expanding on outside these constraints, as I quite enjoyed my time here. Although the gameplay is limited, there's enough here to entertain. A brief boulder trap, some monkeyswinging, a pressure pad puzzle, a battle with a robot demigod and a laser trap, before it ends with Lara finding an alien...a promise of more to come?" - Ryan (26-Jul-2017)
"Not bad this short level, I liked the puzzle with the pad triggers in the room with three lights. Only a robot as only enemie is poor, and the ammo for the uzis was not enough to defeat it. Good objects, good new sounds and new textures too, secrets easy to find, I missed a couple of cameras, showing the location of the second artifact and also the last open door to the final room. Worth to play but very short." - Jose (29-Oct-2015)
"The space-station theme is well executed; the custom textures are well used and there's plenty of new objects, including a few that contribute to puzzles. There's also a twist to the lighting part way through that adds a lot to the sense of place. A view outside later was also cool. It's relatively simple (and I felt one or two areas could have had creepier lighting) but it works. There's less to do than the first couple of maps in this contest, but I probably enjoyed it more due to there not being underwater mazes or a bunch of levers with ambiguous purpose. I think the ladder texture should have been introduced earlier though, because it makes the first boulder task a bit vague when you haven't seen it yet. Outside of that though it goes pretty smoothly, and a light puzzle was quite creative. Overall a good level." - Mman (17-Oct-2015)
"The title is announcing a lab-like setting and friends of such an environment won't be disappointed. Unfortunately it's rather short. Puzzles in a spaceship-surrounding are well created - Lara has to turn up the power supply and find two rods in order to finally visit a dead alien and to reach the end of the game. A boulder trap, some monkey- climbing, laser traps and last but not least a very nice fight against a robot are spicing up this little space- adventure. An impressing view into outer space, convincing atmosphere and professionally built. But there would have been more space for further action in this single room. Rather short, but recommended!" - Christian (27-Sep-2015)
"Gameplay & Puzzles: Also very short but there is a bit more to do. The light puzzle is quite fun and I liked the boulder, but there are many levers to use without challenge. Enemies, Objects & Secrets: There is again only one enemy but it was nicely used, there are two secrets that are fun to get. The objects are fitting but are few. Atmosphere, Sound & Cameras: There is a nice atmosphere here with a view outside, a few cameras and a good end. The architecture is a bit simple but I liked the sound use. Lighting & Textures: The texturing is okay but the contrast to the shiny objects is not so good. The lighting is a bit flat. Total: 6,25/10, nice atmosphere but the rest, mostly gameplay, is only mediocre." - Rambo (24-Aug-2015)
"gameplay and puzzles were not at all my piece of cake, I did not see the ladder on the wall and the walkthrough is not helpful at all. I tried to understand what was in it but without any success. I had some frustration as manarch2 had too, but I can't say that the gameplay is bad, this is a quite hard gameplay but not bad at all, with pretty good ideas, like the lamp puzzle. The enemy was easy to defeat but there is an enemy so that's good, compare to teme9 ORC level, this is a good point. Even if this level is not beautiful as teme9 level is still a quite nice level, with good textures. I feel like the builder try to find realistic textures on internet, but his work with the winroom edit still a bit cubic. the atmosphere was nice too, a bit too calm maybe. lighting was good too with some dark places where you can expect to have darkness.I found as Manarch said a flyby going in a wall, this is a mistake, always test flyby before to release a level. to conclude a short and frustrating level for non expert player, I suppose, but a quite good effort from the builder who released two levels in a short interval. Nice work !" - Lara_Fox_Croft (14-Aug-2015)
"This little nugget brought back fond memories of Uvavoo's Planet of the Ancients series from some years ago. We don't get nearly enough levels with a sf flavor, so it's always nice to see a new one. I've now played three levels in the ORC, and so far they're as different as night and day. One was rather plain and pedestrian (although certainly playable), one was ingeniously put together but maybe a little too ambitious for its own good, and now we have one that was a bit short in duration at 20 minutes but definitely atmospheric and fun to play. I used Dutchy's walkthrough and thus knew how to beat the boulder trap at the beginning (although it took me a number of tries to make the grab). Likewise, I got the two secrets with little difficulty. A neat touch was what I assume was a demigod made up to look like a murderous robot craft. The lighting was good throughout, and I only used one or two flares. A nice little level." - Phil (12-Aug-2015)
"A much debated level due to the relatively low scoring that manarch managed to produce in his review and now that I have played it myself I can better understand the builders frustration with the scores, but we are all entitled to our opinions. Indeed, I found this one to be an enjoyable, albeit rather too brief (at about 15 mins) experience that I would have much rather liked to see the builder expand on outside of the constraints of this one room contest. The atmosphere works well, the single enemy is unique and cool, the one little trigger tile puzzle well designed and the custom object choices, sound effects and flybys add nicely to the experience. The 'push button, search around for what may have changed'-gameplay could be improved, but given the small area overall was not a major issue. Fun little level in a space setting - maybe a more extensive sequel one of these days...?" - MichaelP (07-Aug-2015)
"I've just finished this one, had some thoughts about it, memorized them and then I read Moritz's review, to find out I agree with 90% of what he said - except "lack of camera hints" (because I think such a small level doesn't need them that much) and the "dull texturing" which is almost exactly what I need in a space level. I guess I understand what he meant by "there could be more to do" - for instance: 1) the input/output pipe is just a writing, and all the time I expected it to actually work, 2) the concluding alien part is the moment when things get interesting - all in all Lara's exact purpose was to learn more about this very alien - so this is when everything should start rolling, but the level ends instead, what leaves tension instead of solution, 3) the ceiling monkey swing can be completely bypassed. In fact, as for a paradox: it would be better not to apply extra things which don't play a part in the game, because any non-interactive addition decreases gameplay density and therefore makes the game feel emptier. If something is there just for decoration, it should be instantly recognized as such. On the other hand, the level lacks such decorations. Every pipe, wire or lamp is just a texture while you could throw in some discreet 3D models of these. It's just about going a bit too far in one direction and not far enough in another. Aside from that, the level is pretty decent as for ORC standards, providing a nice little outworld place to dwell in for a couple of minutes. SUMMARY: This minilevel could have more content but it still says a lot - a completely different mood applied in this quick detour from building Dutchy's Rescue proves the author's versatility so I keep waiting for the full-scale trip in the Pacific." - DJ Full (06-Aug-2015)
"Well, I like a good sci-fi mystery level. And I do hope that the author makes a sequel to this so we can find out where the missing people went. However that won't stop me from writing a non-biased review. Gameplay isn't the highlight of this level but you can't really blame much on the author as much of it has to do with the contest limits. Of course, there's enough gameplay to keep you entertained, mind you, but there's not much of it. A few traps here and there, some puzzles to solve, and it all accumulates to a boss fight which, if you know how to beat demigods, is not too difficult. Enemies(enemy) are said boss fight and that's about it. But, I actually expected more and was a little afraid something would jump out at me and I do wish that the author would have played with that a little more. Objects are not used as much but the author kind gets away with the textures. Atmosphere is where this level shines compared to the other categories with the ambient and lighting usage. Of course, it needs a little work with some areas being blandish or just a tad too dark. Texturing wasn't a problem in my eyes but some areas such as the large toxic water room with the diamond, the texturing seemed to be placed questionably. Overall, I personally enjoyed this level; it's nice, short, and creepy if you're in the right mood. I recommend." - Larabiker301 (06-Aug-2015)
"This is quite short at approximately 30 minutes and the gameplay does involve rather a lot of button pushing, but the spaceship environment is nicely realised and the brief glimpses of the outside are atmospheric. There's a boulder trap and one enemy drone to shoot, but otherwise the action is gentle and exploration based. Lara does get to find an alien life form at the end, so mission accomplished I guess. Not bad." - Jay (04-Aug-2015)
"The shortest entry in the contest and despite the rather sweet light puzzle (why two of the lamps can be picked up?) and a decent boulder trap the gameplay does not offer enough; this level has suffered most from the one-room rule. There are a lot of levers to use and even a few missing cameras on them, overall it's not a very diverse game and I think more could've been done here. The feeling of being on a space ship is most present on the camera sequences and the glimpses to the outside area. the last camera goes through a wall which I don't really like. The textures are cleanly applied, yet some wall textures felt a bit too repetitive and the choice of textures did not totally click with me. The lighting is mainly okay, but could have a little more contrast overall. I liked the (unfortunately only one) enemy though and the few objects are decently used - I expected the water tank to serve for a drain/flood puzzle, unfortunately that wasn't the case. The two secrets are very easy to find - still, there are more than in all other contest level together! As a short and not too brain-taxing break for in between, this is certainly a rather sweet choice, but it's not quite among my favourite ORC levels this year. 8 minutes." - manarch2 (02-Aug-2015)
"This little adventure proves once again that you don't need huge and complex levels to achieve a satisfying and well-rounded playing experience.The author fills this imaginatively located adventure with plenty of gameplay variety (including a few puzzles of the 'stop and ponder awhile' variety);a nifty and unexpected baddy;a cunning rolling boulder challenge;neat sense of progression;and a quirky little storyline.It seems slightly mean not to award higher marks for gameplay when everything was done so right,but a running time of only thirty minutes regrettably precludes it from achieving a 'masterpiece' status.There could probably have been a slightly greater use of enemies;but objects were incorporated beautifully,and I even found an interesting secret.Construction-wise,the idea of multiple rooms opening up as the level progressed in order to reduce backtracking distances was helpful;and there was even an attempt at plot development,just to make everything more coherent.If I were ever to compile a list of 'favourite short levels',this would possibly go straight to the top." - Orbit Dream (02-Aug-2015)