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Revenge of Osiris - Lava of the Depths by TC14

Casual Raider 8 8 9 9
CC 9 8 9 9
DJ Full 9 10 9 10
eRIC 10 9 9 8
eTux 8 8 9 8
Gerty 9 8 9 9
guss18 9 8 9 9
Jay 9 8 9 9
JesseG 8 9 10 10
Jose 9 9 10 10
Kristina 9 8 8 9
manarch2 8 9 9 9
MichaelP 9 8 9 10
Mman 10 10 10 9
Mytly 9 9 9 9
Phil 10 9 9 9
QRS 10 8 10 9
Ravenwen 10 9 10 10
Raymond 10 9 9 9
Relic Hunter 10 9 9 9
Ryan 9 9 9 10
Samu 9 10 9 10
TimJ 10 10 10 9
Treeble 8 8 8 8
 
release date: 07-Feb-2007
# of downloads: 92

average rating: 9.05
review count: 24
 
review this level

file size: 248.59 MB
file type: TR4
class: Cave/Cat
 


author profile(s):
email(s):
tc14trle@gmail.com

Reviewer's comments
"The lava stream is quite nice and pretty much sets the mood and tone for the entire level as the cave system is built all around it, and you end up doing quite a fair share of platforming over them. Human enemies have now been replaced by quick poisonous mummies, I've fought most of them but apparently you can outrun nearly all of them. 65 minutes, 3 secrets. 06/23" - Treeble (18-Jun-2023)
"This is the first definite high point in this series. After a relatively slow start, the series picks up in this level. The first part of the level is trap oriented rather than exploration based, for a change of pace. You have to avoid devious boulders, blades, lava and avoid mutants in precarious places, near lava in this case. I like the reddish lighting glow in this level, as well as the Egyptian textures. A brilliant level overall." - Ryan (18-Sep-2016)
"Like always for linear plots, I rate all levels equally yet with different score combos to highlight ups and downs of each part, links to which are embedded in common text. We begin in Thierry's Parisian Streets and how not to repeat the con remarks for this builder. Why not to take a bike if the streets are so wide? Why not to return Lara with a rapid sewer current? Or maybe why not to put her on the back of a city pigeon for faster travel? Ideas to kill redundancy are numerous and would also work for atmosphere... but no, again we have backtracking, lack of shortcuts and passage repetition. Thankfully as imperfect as in path design, Thierry is brilliant in isolation craft so I didn't mind the extra travel that much. So far. Then we go into Church which sustains the mood despite of dropping the scale, and makes it spookier in return. But this is an exercise in bad combat. Riding a bike under sentry fire. Pulling up onto an edge with a running dog. Getting perforated by a SAS while wading through the water... Of course you want to be smart to avoid health loss but the author made sure to prevent that. Think about it: there's a group of dogs and a bike. It rings a bell to run over the beasts, but the vehicle gets impaled with spikes blocking the passage to break your plan. Then you want to fight these dogs from the entrance corridor but a rollingball forces you into the room. So you escape on the nearby ledge to shoot them from above, but an invisible collision panel feels just like deliberately applied to make that attempt futile as well. The only combat the author approves is direct encounter what instead of challenging is horribly annoying. All this time you only have the pistols and don't even tell me about that red herring revolver. When finishing this part I was absolutely infuriated so it was great to embrace delightful chillout of the following Airport. Again we have a red herring, this time a medikit, and the breakable walls are way too hidden, especially if one of them is secret and the other one isnt, but we can relax among realistic bars, pass through check-in gates, enter metro wagons, climb escalators and explore a secret hotel. In the end I felt ashamed I never tried Leeloo's levels before, and I will soon repair that mistake with The Hangar. But before that we leave France and pass into Egypt, to the plot core. The Temple feels convincingly buried, has neat layout and local visual gems. It's another one of Thierry, but the path design is incomparably better, just like if not his. What may confuse beginners is a quadruple slot which looks like a multi-item combo but in fact requires progressive filling, and the treasure pool challenge which may cause you to save the game just before you die. Next TC enters the stage with his Lava section, as we proceed deeper into the Earth crust to get literally overflown with magma. It's one of these levels where you can feel the heat and play with fire while utilizing loads of cracks, crevices and ladders like this author got us used to. The design is a bit subpar and cramped in comparison to the author's flagship projects, but still very good and enjoyable, however since that moment the project gets confusing as the opportunity to miss or do something wrong appears - for instance I could only solve the statue pushable after multiple corrections and I had to repeat half of the level when the zipline didn't retrigger. But the most serious and easily evitable mistake was the door cube pushable. Once raised, the portals shouldn't close because using the block every time to unlock them makes no sense especially in a level where it's so easy to commit a mistake and try again. What I particularly liked was a nice touch of the barriers surrounding the rocks sticking out of the lava stream, what made that part of platforming much easier. Then we descend even deeper to cool down in the Underground Lake, but I unfortunately recognized the retextured ship level of TR2, and instead of lukewarm depths of volcanic cavern I kept imagining an overturned rusty vessel no matter how fine TimJ's rendition was. But at least the map was familiar, and tasking got ambitious with the multilevel pushable, though it went too ambitious with the underwater lever. Since the place is huge and the lights draw attention away, I couldn't locate that spot even with the walkthrough in hand, and only thanks to TRGamer's let's play video I could get enough help to breach the gates of sunken Castle of Corpus Fatalis, likely a pun of "over my dead body". This map is made from scratch, outstandingly atmospheric and the most suitable word would be "epic" despite of not so big size and darkness. One nice trick to strenghten its grandeur is the lack of ceiling substituted with progressive fadeout, so we can imagine the central hall much higher than it really is. Then we unlock the City of the Priests, another element of TC's dense world, even more lava-soaked than his other bit made for this game was. Here I noticed external cooperation of the French forum, with MagPlus's Apophis warriors really making this part feel like a sequel to The Rescue. If I missed something in this level and the entire volcanic episode, it was the sound of flowing lava - while we get the Xian ambience for mystery mood, the river of molten rocks is absolutely silent. Eventually, we enter the underworld Kingdom to get some Swedish vibes, for either this has been inspired with QRS's Limbo or vice versa. The part is really open but not confusing at all, and platforming over the floating islands was pure pleasure. This is possibly also the moment of the adventure where the greatest amount of customized objects dwell, including the Obole puzzle making for a serious closure hitpoint and perfect for transition, however in the final scene I missed some music, waves on the river and actually showing Charon's boat sail the waters into the Farplane. Very soon it appears this one holds a very tightly embedded realm of Lost Spirits, filled with randomly arranged floating islands, multiple intersections, start positions and sometimes even requiring the right choice for correct progress, while not even mentioning you are in such situation - seriously, the thunder plain and the final fight of the chapter might remain in my heart forever, but learning fluent French would be less confusing than solving this whole chapter. Often I had no idea what to do, some doors never open, some levers are never pulled, certain things are hard to guess like the monkey swing because no other texture of the kind is grabbable, or the cross puzzle hole because no other object like this is interactive, or the water corridor secret triggered with an invisible shatter - however the last one may be discussable as well as the requirement to grab an uraeus from the active spike trap. As a result I failed multiple times to proceed without a walkthrough and only after a whole day, what is as much time as the whole preceding content took me, I grabbed the key to the Osiris's Pyramid. Here's Thierry again, even better than his previous bit, and possibly in his greatest solo map. Despite of structural simplicity and intense combat, the place feels incredibly calm and relieving while offering total immersion, rewarding tasks and both casual and unusual geometry. Only the crawling part could be shorter but I liked the exploration very much - in the end every square in sight appears accessible. The bike part is really unexpected in such place, and the final teleport flyby is properly satisfying as we teleport into space... or at least I thought we should, but before that we unexpectedly visit an extra pyramid level which is fully unlike the ordinary pyramid design, with each corridor intricate and attractive, and transparent enemies making us sure we're really deep already. The gate to let us out from the first slot with the White Stone is another one which should remain open once open, otherwise it forces passage repetition if we visit the place too early. The transition to alien scenery is made very well but just like in case of the Kingdom boat cutscene, we should really see the shuttle fly as we get ourselves abducted onboard the Osiris's Spaceship. The surroundings are simply breathtaking: the outer space introduction, the hangar section the control room - I have a feeling the author was under impression of the Cygnus from The Black Hole movie, and if the plot wasn't Egyptian this dystopian, almost a derelict-like ship would be a great host for creepy humanoid workers or an evil robot like Maximilian (yeah you need to watch that if you haven't already). Certain design shouldn't occur like the water tank, another place we can save in, unaware of imminent death. Multiple passing through the could be easy reduced either, and I even had to cheat for shells when it appeared they aren't provided for the Horus fight they're crucial for. I eventually hacked Osiris's security system and defeated the guy Somewhere in the Farplane, where a nicely controlled timed challenge may give us two different endings, producing one of these moments worth to die in. SUMMARY: This is a very solid and seriously coherent team work where every participant cared a lot, with original plot, new graphics and even music tracks. Sometimes you may need a walkthrough to deal with annoying mistakes and properly enjoy unforgettable highlights which make this game obligatory to play at certain moment, so why not now." - DJ Full (25-Jun-2016)
"Fire and lava themed level with many challenging jumps and interesting traps. I didn't like this level much but it was only because I don't like that kind of theme in levels. Still it was very good level with pushable puzzles. Amazing and unique sliding into that pool slowing down fall and some other nice elements. Recommended for rather experienced players." - Casual Raider (09-Sep-2013)
"The series is getting better and better. Lara arrives near a lava river with great looks and first of all tries getting to the other side of the bridge until eventually realising it simply isn't possible. After finally moving on, the first third of this level turns out to be quite a linear raid with lots of traps and - of course - lots of lava. I especially liked the breakable ledge sequences that took a few but not too many tries, but the larger room that succeeds the sequences had a few too many levers in it and could have benefited of some more difficulty or puzzles. There was a quite nice variety enemywise from modified demigods over ahmets to a combination of mutants and yetis, the objects fitted in well and the various traps were quite a challenge sometimes, to name a few - the moving walls and the diagonal swinging blades. Secrets could be better hidden though, but compared to some of the later levels in this series the players had to explore a little bit more thoroughly. The setting is very authentic, no question, but somehow I think this level wasn't able to grab the"hot" feeling of some other lava-themed levels; everything was rather sterile and not so much dynamic - there could be a greater usage of lighting, for example. When the level splits up in four directions to find several artifacts, the general gameplay was quite fine, most of all the two (pushable and jump) puzzles in one of the side areas, and the zip line ride with a very deep fall, surprisingly Lara survived it... However, the problem I had was the very tedious block usage that opened and closed each of the four areas; it would have been better to both not create such a long way for the pushes and leave each door open when the block was placed on the right tile, to not annoy players who forgot something earlier. The idea of putting the next, combined levelset as one of the side areas worked quite well for me and after finding the necessary priest artifact in it there is a smaller second part of this level with some nice jumping over some cages, a rather dull prison area with several ahmets to free and then shoot and both a wheel to trigger and a nice flipmap to “drain" a lava river. As I said, I liked this part quite a lot but it suffered a little bit of the unnecessarily pedestrian block puzzle. 42+20 minutes." - manarch2 (26-Feb-2012)
"I wanted to play RoO mainly because of TC14's levels - and now that I have reached the first of these, I can happily say that it was worth wading through the not-so-impressive earlier levels to get to this one. For one thing, the use of supernatural enemies and complete absence of human enemies is definitely a cause for celebration. The gameplay is great fun with lots of platforming over the lava streams, several traps and a few pushable puzzles. I love the large area with multiple doors opening off it, with a variety of tasks behind each. I just wish that there had been some better way of opening these doors than tediously dragging a push block to the various triggers (a multi-switch puzzle would have fit perfectly here). Also, I wish that there was some indication that one of the doors could not be opened until the return from a later level, as I wasted a lot of time looking for a key for it. The solution for the pushable puzzle with four statues is a little obscure. Some of the white mutants seem to be buggy, as they completely ignore Lara.
I love the use of colours in this level - the majority of the level is textured in shades of red, which might not sound appealing in theory, but the builder somehow manages to make it work and even look surprisingly impressive. The red rocks and lava everywhere with bits of green foliage for contrast create an interesting atmosphere.
Overall: A very enjoyable level. It's great to see this adventure finally hitting its stride." - Mytly (23-Feb-2012)
"To be honest I downloaded TC14's levels (as he's one of my favorite designers) thinking Revenge of Osiris was some sort of three level pack of his, so I was surprised when I realised there was a whole epic to go through. Now this is the first of his levels and doesn't disappoint. I said the red rock in the previous level looked hellish, and this level extends on that as Lara is now in an actually hellish series of caves full of lava. Again the lighting is flat at times (which seems a sort of persistent flaw throughout the pack so far), and some of the textures feel a bit random. What makes up for it though is how massive and interlinked everything is; there are multiple stunningly huge rooms and outlying rooms that wrap all around them. With the strong texture colours, vegetation and difficulty, it has a certain JediMaster level feel to it. Even with the previously mentioned visual flaws there's something about the way TC14 handles the atmosphere and overall picture of things that is evocative in a way I find very few other designers match for me, and this level exemplifies that as much as any of his others.
This level is a sharp rise in difficulty from the last few (well, the Church might match it in the bike ride), but, despite being very interlinked it remain quite linear until the end, and every difficult section or puzzle is contained in a way that lets you focus on the task without having to worry that you missed an invisible jump-switch or something. The only flaw I had was the place to use the item at the end was very obscure, but I managed to work it out by accident anyway. That issue is counter-acted by the variety and great pacing of the rest of the level.
You take a trip back here later, but it's apparently not too long, so I'll cover that when I get there." - Mman (16-Feb-2011)
"A very nice lava level that kicks the difficulty up a notch. Expect many traps to dodge and lava pits to steer clear as you battle several fired-up beasts. There are some moments to slow down for as well, such as a block that lets you choose which door to keep open, though pushing the block around gets tedious as you go back and forth between areas. I also thought that some other backtracking might have been trimmed somewhat or at least made more interesting (such as one lava area where you go to one switch, then extinguish flames in front of another switch etc. until a door is finally open). Despite that gripe, it is only getting better as the adventure goes on. I can only wonder what's in store next." - SSJ6Wolf (11-May-2009)
"Lots of fun in this level which has mainly a straightforward progression seasoned with many fun challenges, none of which are very hard but not too immediate either which give great satisfaction to the player. Only in the end in the place with the 4 tiles I was a bit confused by the fact that the doors opened by the movable object but are closed again when you move the object and I did not had one artefact that is to be got only in the next level (I was not aware that these levels were connected). Enemies fit well with the setting with lots of lava, there are lava beasts , red harpies some of which were stuck in the walls but I won't complain of that, demigods which are textured in such a way that they give the feeling they are coming straight from the lava. The second part of the level after returning from the Underground Lake is quite fluent too with jumps over suspended cages and a good timed door with a difference. A very satisfying level" - eRIC (28-Jan-2009)
"If I left the previous installments of the series with mixed feelings at best - this had a nice coherent feel to it all the way through and thus has easily become one of my favourites it has had to offer so far. I thought the departure to the Underwater Lake section was highly unnecessary as it just confused things when they had started to flow this nicely and would've served much better if things had run their course linearly or if the passovers between those sections would've made more sense thematically (I thought it was a strikingly odd decision to suddenly include a need for an artifact (for which you travel through the Underground Lake all the way to the Castle of Corpus Fatalis) in the middle of puzzle that is a hunt for other 4 crucial artifacts in itself). I think it would've made much more sense if it was integrated more as a side quest that doesn't interfere with the general flow of the level. As it was - it unnecessarily confused things, and at this point the series could've used any redeeming points it could give to make this all a bit more player friendly. I think difficulty based on the complexity of tasks you have to do is one thing - and hasn't been that much of an issue in this series so far - but difficulty that clearly plays on the player's confusion, usually by destroying any sense of structure the level(s) gave so far is not the best path to go. Now I feel a bit guilty for throwing this all out on, in my humble opinion, the series' highlight so far, but I feel it had to be said and it still applies to this level as much as the others I've played thus far, despite the good parts, which I feel I should be getting to about at this point in the review. The highlight for me here was the atmosphere - the lava caves are set up nicely and ooze heat out of every pore at almost every turn of the level, and that's certainly a nice way to live up to the level's name. But atmosphere is not all the level has to offer, and the gameplay elements make sure this is an intense ride all the way through from a zipline-ride with a difference, some engaging jump sequences over lava and fitting enemy choices. It maybe does rely a bit too much on switches as a gameplay element as they artificially and fairly blatantly prolong your experience here, and the level still feels like having a more transitional than story related approach, but it's all very fun while it lasts and definitely the most fun I've had so far in this series!" - eTux (24-May-2008)
"As you can guess from the title, what you get here is flowing lava all over the place, including many burners to watch out for and some boulders, demigods, harpies and ahmets thrown in to keep the adrenalin up. One or the other extra camera may not have hurt, by and large the gameplay flows as nicely as the lava does, with plenty of jumping, sliding, climbing around the place and then a hub room with four paths to follow - one of them into the next two levels and back - to get your Priest artifacts. It only shows from the fairly classic overall structure that this is one of TC's early levels, but it already has the big fun factor all his levels have(60+25 min., 3 secrets)." - MichaelP (23-May-2008)
"A TC 14 level like I love them ! There isn't one minute where there is nothing to do ! The first seconds set the tone : the bridge breaks before Lara walk on it while a music surprises the player. After that we'll have to do a lot of tricky jumps, to slide on slopes surrounded by lava, to climb on ladders (still surrounded by lava), to jump from breakable tiles from breakable tiles, to kill dangerous monsters (which won't be embarrassed to push Lara on the lava to cook a good roast) and without forgetting a lot of levers, fire and boulders ! After a long travel in this level we reach a big room with a push block puzzle. This will allow you to open doors and access some other parts of the levels where of course some other traps are waiting for you. Something that is fabulous in this level is that the different trials are just enough difficult. I mean they aren't too easy and so boring but they aren't too hard and so frustrating. :-) I really loved this level which (and fortunately because I had to test it several times, lol!) was really ugly at the beginning. TC worked a lot to correct the textures and the lighting to give us a beautiful and unforgettable level. When someone tell me "TC 14" it's the first level which comes to my mind. :-) It has just everything that makes a TC 14 level (the famous TC corners!). The three secrets aren't too difficult but well hidden anyway. Very recommended to everyone!!" - TimJ (20-Jul-2007)
"Hot stuff indeed! Red textures abound as we make our way through vast caverns of flowing lava. But that's not all. There are plenty of boulders to get past, and these guys have sharp blades wrapped around them, very unusual. Lots of jumping and climbing to be done, and very tricky at times. There are some very unique puzzle style setups too. The main one being a hub cave with block and symbol task to open different roll doors to other areas with their own specific puzzles and high jinks. There are two pharoah statue pushing puzzles. The second sees us pushing four of them around an unmarked floor, resulting in a lot of frustration. Another room has invisible platforms to jump to. I particularly liked the breakable wooden ledge run, the long zipline through the huge hub cave, and the long slide with a boulder almost on your back. Enemies are red harpies, demigods, feisty mummys and big red monsters. We find stones, keys, and a goddess statue. Things become more complicated, frustrating and challenging in this level and from here on as we begin hopping between levels. This is where I seriously recommend the walkthrough as there is some hellaciously difficult stuff coming up if you don't know what you're doing." - CC (07-Jul-2007)
"This level you play for about two thirds and you'll be back here to complete it. Knowing Thibault, gameplay can be be rather difficult, this was a nice one to play though. His levels are never easy and this one also isn't but I found my way through this without too much trouble. If you love jumping (and you should when playing one of his levels) this is the one to choose. Good puzzles and good camera work, nice use of textures made this a convincing level." - Gerty (11-Jun-2007)
"I absolutely loved and enjoyed this bright, colourful yet lethal at almost every step level by Thibault; its settings are gorgeous and the textures used are magnificent and create such a great atmosphere. The gameplay is very challenging and there are a lot (and I mean, A LOT!) things to do here, the highlight of all being the block puzzle that opens several doors around, giving you access to rooms or trials that lead to finding artifacts. This level interconnects with the next one, as one of the artifacts is found there, and there are a few backs and forths you have to make due to this. The challenges you are called to complete are amazing and the gameplay is of high standards. As a general note concerning the Revenge of Osiris project by the way, these levels (at least most of them) are definitely not for beginners, as gameplay-wise they are extremely requiring. This specific one is of those that remind me every time why I love playing custom levels so much." - Ravenwen (12-Apr-2007)
"TC14 has demonstrated in a fairly short time that he's one of the premier builders out there. This level bears many of his trademarks: grass poking out all over the place (even in tunnels), platforms too short to allow a straight jump to your destination, fiendish traps and mind-taxing puzzles. I'm normally not a fan of lava levels, but the gameplay here is fair enough to the player that most moves can be made after a few tries (assuming you're using the walkthrough in order to know what to expect. I'm starting to lag further behind in my one-hour-to-a-level pace, so I imagine that I'll be approaching 20 net gaming hours by the time I finally finish the Osiris series. It's been impressive so far, and I still have a long way to go." - Phil (08-Apr-2007)
"Last level I played from this author (BtB 2007) was a true torture 'cause the very difficult tasks I had to pass with hundreds of attemps and reloads. But this time the gameplay is quite good. There are some tricky jumps but you don't have to do many tries and the game is more fluid. I only missed some flares for the dark areas, but I keep some packs from the previous levels. At last, in this level I found the shotgun! You'll need it to deal with the big poisonous mummies. A nice lava environment, well placed and hard enemies, helping cameras, good puzzles,... a recommended level for playing. I found a bug in the area with the "ahmets" and the first secret: once I pulled the floor lever I came back to the niche with the wall lever with flames in the floor and the burning floor had disappeared, so I didn't need to pull the wall lever near the lava cascade to open the golden door obstructing the black slope near the first secret. At the end I couldn't go through one of the doors opened with the pushblock 'cause there was another door behind with an item-hole I didn't have. Perhaps I'll be back here after play another levels (?). Very good work." - Jose (31-Mar-2007)
"Obviously you don't expect me to tell you that this level is full of dangerous grounds. Just from the title you can imagine what this is all about. This level is very big and connects with another one. The main area has a moving block that will help you open the doors around that area which will lead you to the items you need. I liked this one very much but that doesn't mean it was easy to complete. If you get tired jumping around avoiding the lava then you are not cut off for this kind of adventure. I can assure you though that there is no way to get bored. I found three secrets." - Kristina (19-Mar-2007)
"Now this is more to my liking. A vast network of underground caverns that surround a flowing river of lava. In such a place there's many exciting and challenging tasks to do. Expect some fun jumping sequences, boulders, and a fair bit of puzzle solving. Great level, not much left to say without spoiling it all." - Relic Hunter (10-Mar-2007)
"I rather enjoyed Lava of the Depths. Good puzzles, collapsing tiles, ever flowing rivers of lava & lets not forget the slide with a boulder right behind you only to be greeted by an ahmet. I was not thrilled about the back & forth between this & another level to complete my stay in Lava of the Depths, but with that said I enjoyed this level very much." - guss18 (01-Mar-2007)
"It's amazing that TC14 have created once again an enjoyable and memorable top level. If I had built as many levels as TC14 I would have run out of new ideas totally but it seems that TC14 have always new ideas for designing levels. I think that this level is techically good and visually as well. I like the idea that author have created pouring lava and lava pools almost in every areas of this level. It's very effective way to make peculiar and unforgettable level. Puzzles are also very nice and I liked especially the pushable anubis statue puzzle near the end of the level. There are of course many other nice tasks in this level like the invisible blocks you have to jump on to get the artifact. I think that this is quality work and one of the best levels from TC14." - Samu (25-Feb-2007)
"Ominous title, a nicely dramatic start and, yes, lots of lovely lava. It's quite a dark and brooding atmosphere and I was just thinking it was also quite peaceful, whereupon I got an unexpected demigod in the small of my back. I always enjoy a collapsing tile run and there's a goodie here. There are also harpies, ahmets and mutants, just to make life that little more difficult and, hoorah, a shotgun at last (unless I'd missed a previous one of course, which is highly possible). It's most enjoyable, well balanced gameplay - great agility tests, sufficient enemies, good puzzles (loved the one with the invisible tiles), and all of it very do-able." - Jay (20-Feb-2007)
"In this level you'll get all what is so typical and good about Thibault's level. You will get a lot of very smartly constructed trap puzzles. So you`ll have entertaining action, which will be also quite hard in some places, but it's nothing unfair. The heart of the level is a huge lava dome with a pushing block puzzle, which will open you four very interesting subareas. You can complete this part only after gettingan artefact from another level. Alltogether very nicely constructed. Thiboult manages to create a convincing atmosphere with quite simple means. I enjoyed the reddish atmosphere in all this lava caves and domes very much. It fits also very good in this long level series, with all it's different touches and keeps you always entertained. Thank you, Thibeault!" - Raymond (19-Feb-2007)
"According to the author, this is actually his second level ever built!! With some additional work and polish before the release that is ;) As usual, TC never stops to amaze me with his complex deathtrap - like levels. This is no exception! I loved how you had to jump from this level to two other ones before you where done with it. Also the constant flows of lava everywhere makes it live up to its name. This is not an easy level...The legacy (!) of Luis Martins is strong in this level hehe. Not only the textures but the gameplay. I love the map layout and how you get back to some areas etc. Talking about the gameplay...I could not have asked for more! I love puzzles but from time to time it is really nice to get you hands on levels like this; filled with action puzzles. Traps, slides and collapsing floors LOL! One of the highlights IMO are a long slide with a boulder behind you...leading up to 5-7 falling blocks over a stream of lava...When you think you are safe, an ahmet greets you HAHA. Way to go, TC!" - QRS (13-Feb-2007)