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Cube by Miroslav Pavlovich
alan 5 5 5 5
bERT 6 6 8 7
Dimpfelmoser 6 4 6 6
eRIC 5 6 3 2
Gerty 7 4 6 6
Jay 5 4 6 6
Jose 3 4 6 3
Kristina 3 3 2 3
MichaelP 5 3 4 5
Moonpooka 6 5 5 5
Orbit Dream 2 4 3 4
Phabius Phodes 5 5 6 5
RaiderGirl 6 4 6 6
Ryan 4 5 5 5
Sash 8 6 7 6
Scottie 5 5 6 4
Torry 6 4 9 7
Treeble 5 6 7 5
Yoav 4 3 4 4
release date: 24-Apr-2001
# of downloads: 859

average rating: 5.00
review count: 19
review this level

file size: 17.69 MB
file type: TR4
class: Egypt

author profile(s):

Reviewer's comments
"The level makes reference to the title. Rooms are boxy. Each cube has a different task to complete, from avoiding traps to kill some enemies, solving an easy puzzle with pushables, collect artifact pieces. The flybys get through the walls, allowing the end of the world to be seen (black). There are various ghost walls and floors, which is not a very good idea. Lighting is colorful and too bright in places; also dark. It lasts for about half an hour or so. I don't recommend it because it's not so much fun." - alan (03-Apr-2018)
"This seems to be an experiment about what one can (apparently) do with the Level Editor. It's not really a coherent level as such, as you simply have a look at the result and then move on as the gameplay is completely simple and linear. There's hanged ninjas, a cube containing various ammunition that activates the flare bug and an item on a pedestal that signifies its corresponding location underwater. Not bad for its time, but it's not the best out there." - Ryan (09-Oct-2017)
"A short, straightforward level with some simple jumps, swimming, monkey swings and rope work plus one obvious push puzzle. It varies between rather too dark and surprisingly colourful. It's reasonably well made, with occasional wafer thin walls and a strange hanged ninja motif." - Jay (01-Mar-2016)
"Well, really "cube" rooms; very simple architecture, empty rooms textured with the buttons under the plan view panel of the editor, stretched textures, paper walls/floors/ceilings; the same old enemies (white ninjas, red scorpions and mummies) and nothing to do except pull levers and place artifacts to open doors (well, there's a lonely pushable puzzle, sorry). In the first part of the game there are no flares, when I really needed, and when I found flares the flare bug appeared. The phantom wall near the end was not a good touch. At the end the game crashes. The only features to consider here is the musics and the flybies, and even so, sometimes the cameras run out of the world. Not a level to replay." - Jose (13-Nov-2015)
"What for a stupid level. Empty rooms, stretched textures, missing Flares and partly too darkly. This was, in any case, my first thought. And I was already in consider whether I should send this level in the data nirvana. But I have decided to put in my two cents to every level. So I had to go on. And what do you say, it became really better. Indeed, the level builder could absolutely have distributed more Flares. And it would have been nice if one had found the Flares earlier. But one could see some very well built rooms. Above all the space with the sarcophagus looked good. Above all I have liked the idea with the Baddies hanging from the ceiling. Unfortunately, there was also the Flarebug, but one could handle it if one did not activate a Flipmap. All together it has given pleasure absolutely, even if there were a few irritating places." - Scottie (04-Jun-2010)
"I thought this level to be some kind of giant maze with cubic rooms looking the same but I was wrong , in fact this is a simple and straightforward level built with the tutorial stuff and tomb of Seth for the textures. The flybys go through walls, the setting is quite average with some thin walls and floors and a low quality lighting , the flares bug in the last stage of the level does not help to the enjoyment. Some simple tasks in the first part such as a jump room , monkey swinging and a small underwater maze where a flyby shows where to go. The second part is less conventional with a multiple ropes swing , unorthodox use of objects , and a couple of"walkthrough walls" not too unfair." - eRIC (15-Feb-2009)
"I suspect that the story behind the builders motivation to build this level was that he had been experimenting with the LE in the days immediately after its first release and had discovered some of the cool effects that can be achieved. And interesting they are,too.You have dead Ninja's suspended from ropes hanging from the ceiling; puzzle holes that turn into mirages;colourful water rooms which magically manifest themselves;assorted ammunition stacked up inside an invisible cube (the inspiration for the title?);a blinding light of pure white which seems to envelope Lara completely. If this sounds interesting then reconsider,as the builder does nothing whatsoever to combine them into a playable level. You simply run from room to room,admire the effect and then move on a bit further.Occasionaly you are confronted with something which could broadly be described as a 'challenge',but they are all so basic (simple platform jumping,a rope swing and a very short statue pushing sequence) that they need hardly be there.As an experiment,it's interesting enough (although the effects have been vastly bettered over the years).As a level,it's rather a non-event." - Orbit Dream (15-Mar-2008)
"Now this was a weird level, indeed. Most of the rooms are cubic and empty, and suffer with a bad texture work - either mischoice or misappliance of them. Lighting is also rather bland, varying from nonexistant to pitch black in some rooms - and the flare bug happens when you so need to light a flare. Gameplay is fairly decent, but there are the unfair fall through floors and swim through walls, which are never good. I particularly enjoyed the hanging ninjas around the coffin, thought it was a nice touch and I don't recall ever seeing something similar. 25 minutes. 01/07" - Treeble (31-Jan-2007)
"A straight forward run through a relatively easy level. The rooms are nice, and colour gives some atmosphere. Collect the two hand of Orion, two pieces of the eye, and two halves of the cartouche to finish. Enemies are Ninjas and Scorpions, and some Ninjas will already be dead, strung up from the ceiling. Some ropes to conquer, lava rooms and jumps, some levers and a statue moving puzzle is ahead with some rather nicely hidden areas to drop into as well. Some floors and walls were thin which spoilt the look of the rooms, and I also had two bell chimes, one for a small med pack, which didn't show up as a secret, and the other was when I entered the finishing area, talking of which, don't forget the first half of the cartouche as I found no way back for it and had to load a previous save game. There's also small water maze, but a camera will show you the way, so nothing too grueling about this level other than the flare bug which hits later on. Nice level, and worth taking a look at." - Moonpooka (13-Mar-2005)
"Sorry to say I did not finish this level there's a bug in the room with second half Cartouche that prevented Lara to pick up this object and Large Medipack. Until I came to this place the level looks bad in every room there is lava on floor problem color water dark rooms and in some rooms four ninjas found hung well second thought I am glad that I can't continue this level any more." - Yoav (12-May-2004)
"Not a very good level. It has many bugs with most them being paper thin walls; also the rooms are totally empty most of the time. The ninjas hanging from the ceiling were a nice touch so was the eye piece trick. It sure fooled me instead of being a solid pedestal which you can get the piece it had water down and you could pick it up underwater. Although the author had a couple of good ideas they were executed badly. The walkthrough walls and fall through floors aren't fun anymore when used in the entire level. Ninjas and scorpions were the enemies with not enough ammo or heath around. The secret music sounded in the walkthrough wall underwater which you have to find to escape anyway so I don't understand why it was a secret. I can't say it's a good level but it does have its good moments." - Kristina (07-Aug-2003)
"Boy oh boy the boss of the enemies in this level sure is a tough one: if you don't do what he tells you to do he hangs you up high! About midthrough this level you meet the first group of four enemies hanging by a rope around a coffin. That was a macabre sight but well built anyhow! Other than that this level may not look really psychedelic but it comes close with very eye-catching colours. Unfortunately the gameplay is very linear bar one medium hard jump in one of the very first rooms and a statue pushing puzzle near the end that was easy but nicely done. The things to find are cartouche pieces and Hands + some lever pushing to do. Here and there some beginners' mishaps like wafer thin floors enemies appearing from thin air and the flare/binoculars bug. Camera's were good but in one instance redundant (going through a very easy maze just giving you the solution). Secret chime sounded in a situation you HAVE to get through to reach the end (don't know whether there were any REAL secrets)." - bERT (27-Jul-2003)
"I'm not exactly sure why this level is called 'cube' but there are quite a few empty square rooms so maybe that's what he meant. This is perfect to play when you want something easy to play as there are no hard puzzles but you could call this exercise for Lara. You'll find jumps over lava climbs up and down poles long swims rope swings lots of running a little climbing and a few objects to find as well. That was the fun part of the level for me because a few times you see the object you need but that one's just a dummy and the real one is nearby. Other weird things are the hanging ninjas and the clear block with the weapons and ammo floating in it." - RaiderGirl (21-Feb-2003)
"Although done in the all too familiar tutorial style I thought this started out quite interesting. For me it went downhill from the multiple rope swing onward. Shortly afterwards you get a excruciatingly long pole climb a somewhat senseless statue pushing puzzle and near the end -my all time favourite- a swim through wall. Wait a second there is also an annoyingly long swim in the tedious underwater maze (just keep to the left all the time) that cost me nearly a big medipack. However the author has a certain penchant for creating things that are not what they seem which I found rather original. A door for the Eye of Horus that is underwater hanged ninjas half of the cartouche behind an invisible barrier a lot of goodies frozen in ice and a piece of the Eye hanging in mid air. So for that it's definitely worth to have a look but otherwise the 30 minutes of gameplay weren't too exiting." - Dimpfelmoser (11-Nov-2002)
"As the readme to this level says things are not always what they seem and that is definitely true. There is a great use of non-solid walls and floors as well as key pick-ups that may not always be able to be picked up. Some other nice aspects are the first ever seen quintuple rope swing camera fly-bys bizarrely hanging dead ninjas throughout and a useless but interesting looking gathering of a load of pick-ups one atop the other inside a glass case. The only downside was the more often than not empty looking rooms and texturally it had some lovely colour enemies particularly at the start but apart from that was a bit of a mish mash of looks although that seems to be the creators intention." - Sash (21-Jun-2002)
"I am not sure this level was supposed to make reference to the movie of the same name but the only resemblance I found was really the ending when you walk into white light. In the half hour you spend in the level you progress rather quickly as gameplay is straightforward. Some good use of colourful lighting and I liked the lava rooms and the sliding/jumping. Overall though the rooms are quite empty and texturing is not very inspired. The 'hanging ninjas' are cool to look at and the glass case with the pickups too. I did not like the 'fall-through-floor' and the 'swim-through-wall' and had the flare bug after the fire floor room." - Michael (21-Jun-2002)
"What started off as a good level appeared to lose direction about half way through. I was not happy at all with the secret passages as this was not realistic. I won't say more but you will know what I mean once you (finally) find them." - Torry (21-Jun-2002)
"Visually this is a great level. Too bad that almost at the end the flare bug appeared. Enemies comes in droves ninjas scorpions and mummies. The latter you can avoid easily. Lots of vases you don't need to shoot. And of course I was stuck in a major way as I couldn't get the second eyepiece that was hanging in the air but I made a so called illegal jump so I could pass the door and it worked. Found the second eyepiece after playing it again though. Jump rope was ever so easy as they are all aligned. The glass case with all the goodies was fun to see but not the lonely hanging ninja in that same room or the others I came across a bit earlier. You might see some rooms twice or they do look very similar. Not that much in the puzzle department but fun nevertheless. 10-06-2002" - Gerty (21-Jun-2002)
"The most interesting points of this level are the visual effects sometimes beautiful sometimes a little bizarre. The exotic lighting enhances the atmosphere in some rooms and the not usual way of placing objects and pickups may be attractive to some players. Some enemies appear from nowhere right in front of you but it may be considered ok due to the creator's intention. The texturing work quality varies a little as there are some nice places and others a bit sterile with some repeated texture tiles. The gameplay is somewhat linear so the level of difficulty is a bit low. Even the quintuple rope swing was easy because all ropes were aligned. Overall a cool level. If you want to see things in a different way check it out." - Phabius Phodes (21-Jun-2002)