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Level: Tomb Raider: Afterlife (Part 1) back home search
Author(s): Johny Ptacek
total rating:7.83 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Drakan 9 9 8 8
Gorty 7 7 10 10
Hedteur 8 8 10 9
Jose 5 8 9 7
KingdomHearts 5 8 9 6
manarch2 2 4 7 6
Phil 9 8 7 7
Raina Audron 7 7 8 8
Talos 10 9 9 9
Teeth 7 9 10 10
category averages
(10 reviews)
6.90 7.70 8.70 8.00

Reviewer's comments

"Really a good debut from a promising builder. The areas have a very good look with many details to recreate the Egyptian environments. Finally I found enough ammo to finish the game, but the extreme darkness in many rooms totally ruined the gameplay. As GMac said: "you can turn off your computer and it's the same". Not enough flares to light the way, I only found some packs near the end. Not enough medipacks to finish the game, even with the help of those healt-statues, I finished only with a small ammount of health in the bar and no medipacks in the inventory, and the players really need it for the last fall when sliding to the breakable tile. I think if the builder add some puzzles, place more flares and medipacks and increase the general lighting in the black rooms (the underground maze with all those mummies was really nasty) the game could be much better. The best was the great atmosphere and the new objects. We'll see the next release. Encouragement!" - Jose (13-Aug-2018)

"A level that is partially destroyed with the authors wrong Idea on how to create the gameplay. I’ll start with all the good aspects of the game. I liked the cutscenes integrated into the game that were made really good. I liked less the clumsy animations and, of course, the jump animation which had a very weird lag and that made fighting the enemies more frustrating than it should. The overall design is incredible ! The light and object placement was just fascinating. It’s not that much colorful or a rainbow unicorn puke, but it fulfils its purpose. Rooms were nicely stacked up with objects. Some of the rooms felt a little bit empty and lifeless, but mostly the rooms were full of life and atmospheric. The atmosphere was very intriguing meaning that it makes you want to explore more and more. Some parts were just breathtaking in aspects of atmosphere ( like the horde of zombies ). A plus was the obscure feeling of a suspense. To conclude the first par of the review, for now everything except the gameplay were done amazingly good. Now let’s get to the gameplay. Overall, it’s very basic on most parts. One big problem I had were the enemies that were too strong and too frequent. I had to reload around 20 times to get past an ordinary bat ! Yes, a bat ! The limited ammo was not something I was annoyed by, but it rather made things more interesting. The traps and gameplay tasks were very basic. There were enormous many pickups. It’s not a gameplay for the score ˝2˝some reviewers gave. Overall, something I did enjoyed, but that made me very frustrating to finish. Waiting for a second part. Recommended." - Gorty (09-Jul-2018)

"This is certainly a level that is not suitable for every player and if your patience is rather low I wouldn't necessarily advise you to to play it as it just has too many flaws/frustrating parts. Apart from most of the animations which feel just as stiff as in TRAOD and make it rather difficult to control Lara to say the least, pitch black areas (in particular mazes) and some (in my opinion) rather illogical things as having to destroy a sacrophagus with your weapons in order to obtain a puzzle piece and limited ammunition on all of the available guns, this level doesn't seem to be tested properly as well (if at all). Otherwise the outcome might have been a bit different. Nonetheless there were quite a few things I really liked about this level such as the overall atmosphere. To me it was indeed convincing considering that Lara is trapped beneath a pyramid (although some of the scary bits you encounter throughout the game were rather unsuitable in my opinion.). You actually have to use torches here to progress which is something I usually don't do in Tomb Raider unless it's absolutely necessary. I did like the layout of some key rooms as well such as the one where you obtain the first Golden Ankh. The variety of certain audio tracks from different Tomb Raider Games helped in establishing a fairly good atmosphere though I did notice some tracks not playing properly here and there (the audio folder features quite a ton of tracks which cannot be heard at all ingame). There were quite a few flaws in regards to Texturing such as wallpaper effects or stretched textures. Gameplay-wise this level is rather simple and not so intuitive as you mostly navigate through the level whilst collecting a few puzzle items, killing some enemies here and there which eventually leads you to the boss fight at the near end. Personally I didn't have any problem with running out of ammo completely because I avoided most of the enemies but if you haven't played this level yet you have to take into consideration that you shouldn't waste any precious ammo (apart from the Old Pistol which is rather useless in combat as it requires more than 10 shots if I remember correctly to kill just 1 bat!). I do believe that this level could have been a tad better if it was tested properly and a few design/gameplay choices were adjusted to the better. Verdict: If you've got the patience go for it, you may find it as enjoyable as I did. I am looking forward to playing the next part." - KingdomHearts (25-Jun-2018)

"This level picked my interest as I like Egypt theme. The story is well presented, bringing us back to AOD intro. This game focuses on showing us how Lara escaped the collapse of the pyramid´s tunnel at the end of TR4. Lara seemingly lost her backpack in the fall and doesn´t have any medipacks (you can only at designated glowing Horus statues at first) which makes sense. She has no guns either and any weapons she finds later have limited ammo, so you need to fire sparingly. I have found the bats especially annoying for this reason as it takes too long to kill them (the bat at the end made me laugh, though, good thing she didn´t drop dead during a cutscene, haha!). However, I think my main gripe would be the new animations, especially the head bobbing, which made me feel dizzy and my game experience suffered because of it. I much prefer the original smooth walk/run with barely any head bobbing and I hope this will be remedied in part2. There are several dark areas but there is a good supply of flares so I did not have issues. BG track unfortunately cuts out after any music cue plays and you need to go back to the trigger doorway to make it start again. The end run was a bit trial and error, I think I´d enjoy just sprinting through instead of slow jumping backwards and forwards. The boss took all of my ammo, but luckily you won´t need any after that. The final escape is tricky but possible with careful planning (make sure you have full health after the boss or healing item, otherwise you won´t survive a certain fall). I still had fun playing this level, though, and looking forward to the next adventure! Not bad at all for a beginning creator!" - Raina Audron (24-Jun-2018)

"Sorry but this level is just for those who enjoy getting a decent headache. It is done by a relatively skilled builder, I agree, but the outcome is just painful. This game easily features a good dozen of details you should definately include in your level to make it as frustrating as possible for players. For once, this level is very, very dark and without flares it would be impossible to navigate through (let alone that you can easily miss some or all of the flare pickups...). Next, the delayed animations which are as usual a big peeve not only of mine are even worse in this game, making otherwise simple run-jumps to senselessly difficult affairs and also making some of the fights quite annoying. The only nice animation was that fast ladder-climb, but the rest should definately go into any builder's recycle bin. In all the darkness, the builder even included some fresh gameplay ideas like... mazes! The "best" one was the mummy maze where you had to kill one of more than a dozen to get the ankh item. There are no puzzles and the platforming elements and minor trap sequences are fairly tedious due to the animation, so there is really not a single halfway decent gameplay element in the entire level. Maybe there is enough ammo provided to fight all those enemies, but with all the darkness and also the disturbing enemies it's very hard to find enough to kill Seth; I admit that I couldn't although I didn't kill most of the other enemies and went back through earlier parts of the level to pick up all ammo I could find (very nice: the ammo you can't pick up due to debris killing you if you try) - so that was the end of the level for me and I really had enough (watched the rest on Youtube). Without caring of the gameplay-relevant darkness, the lighting is rather believable as such and the architecture of some rooms is okay, but the texturing is quite shabby with many, many streched, squeezed or misrotated tiles. Objects are also sometimes not well or realistically placed but that was nothing that serious. The sound was aptly chosen if a little too dramatic and loud, as well as the few atmospheric encounters with ghosts and some cutscenes are present too which aren't badly made. On the whole, though, this game is not recommendable at all. Some players seem to have enjoyed it, but I sadly can't follow their opinions at all. I can only recommend the builder to find a good beta testing team and actually spending more time on making a fun and player-friendly gameplay rather than ... this. 30 minutes until I had to quit, no secrets to find." - manarch2 (21-Jun-2018)

"A really great level with an awesome egyptian atmosphere. Can be very scary sometimes (the mummies for ig and I had a few heart attacks with the ghosts) I loved the atmosphere, the textures, it looks like an improved version of the original Tomb Raider's Egyptian levels. The storyline is quite what I imagine of the sequel of TR4, I can't wait to see the rest ! I was sometimes annoyed by the animations (for exemple after a jump, or when she runs the camera is jumpy). Also I couldn't finish the last boss, even after replaying the level without killing anything else to save some ammo. There is not enough ammo across the game... I think I collected 99% of them but still couldn't finish it ! <3 All right I'll take it, all right I'll take it, all right I'll take it <3" - Teeth (19-Jun-2018)

"Since our review system has recently come under attack, I've decided to take particular pains in this review to articulate my assessment of the level under discussion more clearly and thoroughly than I would otherwise bother to do (after all, this is only a game and not something on the order of nuclear disarmament), keeping in mind that this is the builder's first release on this site. My overall impression is that Afterlife is a very competently built level, but that it is not very much fun to play. In other words, I liked it and I didn't like it. What does that translate to on the DJ scale, a 1 or a 0? Or maybe 1/2? Sorry, I digress. The level was not much fun for me because it's too dark throughout, and even if it weren't too dark the colorless surroundings aren't particularly pleasing to the eye, and much of my enjoyment of custom levels depends upon their eye candy. You won't find much of that here. On the other hand, the level features some innovative touches that work to keep the player on his toes. Ammunition for the exotically named weapons is limited, and you have an extremely tough boss at the end to deal with, so you need to be discerning in how you use it. Don't shoot every jar or pot looking for pickups, and try to avoid the enemies whenever possible instead of killing them. Before starting to write the walkthrough I was warned of a possible bug, wherein if you use the first Golden Ankh to open the wrong door, you find yourself unable to continue. While playing the level, I discovered that this is not the case, but if you choose the "wrong" door you're obliged to shoot a horde of mummies to make the second Golden Ankh appear. But if you choose the "right" door to begin with, killing the mummies in the second area is unnecessary since you'll have no need for the Golden Ankh in that area. It's a trade-off: Do I kill all the mummies and risk having insufficient ammo to deal with the boss, or do I play the other area first so I can simply run past all those mummies and save that precious ammo? It's like the Hobson's choices we all must deal with in real life, and it was clever of the builder to place such a dilemma before the player. An annoying feature of the level was Lara's comment "I guess I'll take that," or words to that effect, each time she picked up something. That got old very quickly. Others have commented on Lara's prancing animation. That didn't bother me so much, but it did force me to be extra careful making running jumps and grabs across gaps. I didn't deduct points because of this, whereas I definitely deducted points because of the darkness and general monotony of the surroundings. By the way, that's why reviews of custom levels - or anything else, for that matter - are of necessity subjective and not objective. Different things are of different importance to different players. One final observation before I bring this rambling review to a close: fairly early in the level you come to parallel passages with teeth door traps. If you go through the teeth doors in the passage on the right, you can loop around through the other passage without activating the second set of teeth doors. And in that same passage, I was unable to pull back a skeleton to get to an important ammo pickup. These are issues that should have been picked up through beta testing. In summary, I believe this level has been compiled with skill and keen insight, but that its packaging is disappointingly unattractive. I've tried to reflect this assessment in my scores in the various categories, which would be impossible if were limited to a thumbs up or a thumbs down verdict." - Phil (18-Jun-2018)

"An Egyptian level incorporating Burial Chamber and Tomb of Sermenket atmospheres, with totally increasing ideas, gameplay and objects. The additional of horror elements makes that simply perfect: puzzles and original gameplay (beware of mummies! Can be destroyed without any problems), some scenes I got scared! Eerie and mysterious atmosphere of Pharaonic Egypt are devoloped in a so wonderful way that I couldn't stop playing! Rarely I find a custom so exciting, so I'm looking forward to playing the second part! A little negative note: unluckily ammos aren't unlimited, so you have to avoid to waste them (in fact I reloaded and replayed the game a few times because of this purpose); the same thing is for medipacks, even if the Horus statue restores energy as you ever want. I want the Part 2! :D" - Talos (09-Jun-2018)

"When I started this level I did not think to go very far, I found it dark, and Lara has nothing in her equipment and she has to recover all her artillery and the few kits of life. Fortunately she recovers from life near horus. I finally finished and I do not regret it. The author makes some mistakes as insufficient ammunition.If we eliminate all the enemies before being at the final boss, which is very long to kill, we do not have enough ammo (so a council does not kill all the enemies when it's possible). I had to redo all the level to recover ammunition and manage to kill him. I really do not like this Lara walk and run animation. on the other hand she rises quickly ladders and lateral displacement on the ladders is also fast and it's nice. The bats are long enough to kill. The last flyby is pretty. Congratulations for this 1st level." - Drakan (06-Jun-2018)

"I'm pleasantly surprised with this level! Especially considering it's a first for Johny. This little journey begins straight after Lara was buried in Horus' temple, after TR4, with no weapons. Over the progression, you will gain more and more gears and ammo, since Lara will have limited ammunitions for the few guns she will find. Thus, the player can discover a set of personalised moves and animations, which always feels nice in a TRLE. The strongest point of the game is clearly on the graphics and atmosphere, Lara looks great and so does the environment of the temple's ruins, same point for the ambiance that really brings us to feel uneasy at some point, especially considering how dark the temple is. (However, it might a tad too dark at times, sure, you can find quite a few torches and they last very long, but if you run out of them, you will be in a pretty bad position to progress... If not making progress impossible. More of them, or occasional lights on those dark spots could have been great.) Gameplay wise, the journey was really enjoyable overall, even if some traps (especially the collapsing roofs) were really unpredictable, and you would need to die to know where they come from (especially for the last section of the game), oddly enough, the scorpions don't attack Lara as long as you don't shoot them, so I was simply ignoring them. I also felt the limited ammo were JUST RIGHT, maybe too close, to not have enough of them for the whole journey, in particular on the boss fight, but if you save them as much as possible, and use the old pistol for trivial things, you should be good to go for the whole journey. I also really appreciated the reproduction of the room where Lara uses the Amulet of Horus in TR4. TL;DR, Johny's level is very promising and I heavily recommand it if you want to spend a fair hour on a good adventure with a lively/dark ambiance." - Hedteur (06-Jun-2018)
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