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Cambodia's Catacombs by Piper

Cory 2 1 5 5
Daffy 7 6 6 7
Drakan 6 5 5 5
eRIC 5 4 6 6
Gerty 6 5 6 5
Jay 5 4 6 6
JesseG 4 5 6 8
Jose 6 5 4 6
Kristina 4 4 4 4
MichaelP 5 5 5 5
mugs 5 4 6 6
Orbit Dream 2 3 6 8
Ryan 4 4 6 6
Sash 5 4 6 6
Treeble 5 5 6 6
Xela 4 4 6 6
release date: 20-Jul-2005
# of downloads: 78

average rating: 5.11
review count: 16
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file size: 14.84 MB
file type: TR4
class: Cave/Cat

author profile(s):

Reviewer's comments
"Not a whole lot of Cambodia going on in here. This is a pretty standard and straightforward catacomb.wad level which shouldn't keep you occupied for long — which as I've been saying a lot as of late is definitely a good thing, trying to fit in TRLE custom levels into an already busy day to day routine is becoming increasingly harder. You can leave with the Golden Star in your backpack as the door gets open by simply approaching the receptacle, but otherwise there was nothing memorable. Still, like I said, if you want to keep your momentum going and don't have a whole lot of time to spare, this might just be what you're looking for! 15 minutes, 3 secrets. 10/21" - Treeble (01-Nov-2021)
"A brief Catacombs-style level which is visually solid overall, although the architecture is a bit on the plain side of things. Using camera cues would have been helpful to the player. Lara spends her time moving a couple of blocks around (sometimes the goal is a bit obscure), doing some target practice with the revolver, and dodging flames and mummies. The most bizarre part is that she has to swim through a specific spike trap to cause an underwater door to open, I would have never guessed that on my own. As is, this level is not much to write home about, but it at least feels like a decent start towards a good raid. 17 minutes." - JesseG (21-Jan-2021)
"Level short and easy even without the solution. I had a little bug at the end because you do not have to go down to get the star, just go on the square where to put the star to open the last door" - Drakan (19-Nov-2018)
"A straightforward Classic Catacomb level, involving some simple object puzzles, shooting bones, admiring some nice looking rooms and finding a couple of music Scrolls. I didn't fancy having to spill Lara's blood in order to open an underwater door, but otherwise it's a rather calm experience." - Ryan (28-Feb-2017)
"There's not really much to say about this level; it is neither spectacular nor awful. The simple gameplay is accompanied by simple, but pleasant texturing and lighting. While there is a lot of block pushing in total, each instance doesn't last too long, so it's not a major issue. A lot of the beginner mistakes (stretched textures, long corridors, etc.) are thankfully missing for the most part. All in all, not a bad way to spend about 20 minutes, but it's nothing that you'll want to return to." - Xela (08-Feb-2014)
"A level furthermore in catacombs, this one is achieved with good decors, one treats on The building and I found the room superb with transparent floor. For the gameplay it is rather well either, they have a good time well and it is varied enough. The enemies are not embarrassing mummies. Great work of the constructor." - Daffy (29-Aug-2009)
"Yes, you get the usual catacomb environment in this 20 minute level but it also has some nice little touches such as the objects that appear out of thin air, in the good way not in a buggy kind of way, there's also a glass structure that you don't expect to come across, and I liked the deadly to collect first of three secrets. Okay, so it isn't a major stand out level but it is a nicely designed solidly built level." - Sash (07-Jan-2006)
"Classic catacomb levels are a bit boring, especially when they don't have much to show to the player. This is pretty basic with bones to shoot, spike traps and a star to find. There's a lonely mummy wandering around and it isn't done very well. Fifteen minutes of gameplay with three secrets found." - Kristina (25-Aug-2005)
"I thought that Cambodia was Oriental, but the decor seems to be Roman or Greco. The first wraith was very hard to destroy, I had to reload a lot of times. Some doors haven't sound when open. Lara's movement to pry the star isn't appropiate. If you don't discover first secret, you can't finish the game (???) 'cause you need it to shoot bones in ground floor and there's no lower tiles so you can do it with pistols. When you go to put the star in its receptacle the door opens before you put the star (???). Good attempt to build a decent level, not bugs and some acceptable puzzles, poor sounds and little bad details I commented could be solved reading the manual." - Jose (22-Aug-2005)
"Classic catacomb style raiding - nothing special, but not dreadful either. It looks quite appealing and I loved the chequerboard tile room with all the mummies doing synchronised lurching. The gameplay is very easy and basically this is a short, undemanding level if you just want something to while away your coffee break." - Jay (15-Aug-2005)
"I still love the 'old' textures and this little game in between all the saga's just suited my taste. It is a fast pace level with pushing objects, luckily not over great distances. Finding the Revolver and Sight as a secret so the next task, shooting bones can take place. Was a bit baffled what to do with the spikes in the water and a closed door, but swimming through them was the answer. The atmosphere was gloomy but you'll find enough flares to lighten your path. Found 3 secrets. 24-07-2005" - Gerty (12-Aug-2005)
"Piper's catacomb raid is fairly straightforward. A series of pillar pushes will reveal the pickups required to make progress through this short game. I was initially intrigued by the room with the blocks that glowed from the heat of fires below and had mummies popping up on many of them. I was hoping they might be timed or collapsing which I think would have made this sequence more interesting. Perhaps next time! Piper employs some different triggers in this game which is the highlight of Cambodia's Catacombs. Look forward to your next endeavor, Piper!" - Mugs (06-Aug-2005)
"I was expecting an Angkor Wat setting, but what we have here is the traditional Catacomb experience, decently textured. The path to follow is always straightforward, enemies are few, and the first tasks are all pretty obvious. A few objects to pick up or movable objects to place to open the next door. The second part is more original with some good and refreshing ideas. I like the big room with the mummies, the tall room with transparent blocks and floor, the rope hint, or the objects that magically appear when you shoot bones or pick up something. There is also a humoristic touch with the appearance of the star receptacle, you don't have any star in your inventory, but due to raiding reflexes you go there anyway and the exit door opens. 15 or 20 minutes of easy but nice raiding." - eRIC (25-Jul-2005)
"Another short level at less than 20 minutes from a young builder. Piper demonstrates much improved skill with lighting here and a few small puzzles with pushable objects keep you entertained as you make your way through in a rather linear fashion. Texturing is a bit wild though. I thought the mummy room was rather funny and burners were well used to enhance atmosphere. Three easy secrets to find." - Michael (24-Jul-2005)
"It did indeed pass the time, and the lighting and texturing showed a distinctly imaginative touch; but the Gameplay really was rather unsatisfying, consisting as it did of dull block-pushing and the placing of objects into close-by receptacles. The underwater door behind the spikes was irritating, and the whole thing came to an end without any real sense of achievement or purpose. A pleasant looking quickie, though; for those in the mood." - Orbit Dream (24-Jul-2005)
"It passed the time, a 27 min level. A few mummies, a few sneaky things to do and loads of pushing blocks. If you like pushing block levels then this is the level for you but for most people it will be boring. Many errors with heavy triggers. There are some secrets if you would call them secrets. This is an improvement on the Christmas Level which I didn't like very much. It ends suddenly when your running through what I think is a corridor. A good try Piper, but have more action and less pushing blocks." - Cory (24-Jul-2005)