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Mayberry Street by Jor-Jor

CC 6 5 7 5
DJ Full 7 8 6 7
eTux 5 6 5 6
Gerty 6 7 7 6
High Priestess 7 6 6 6
Jay 7 7 8 7
Jerry 6 8 8 8
JesseG 7 6 7 7
Jose 6 7 6 8
Kitkat 7 7 8 8
Kristina 6 6 6 6
MichaelP 7 7 7 7
Mman 6 4 6 4
mugs 7 7 8 7
Orbit Dream 7 8 7 9
Phil 8 7 7 8
Ravenwen 7 7 9 9
Ryan 7 7 7 8
Shandroid 8 7 9 9
Spike 7 7 7 8
totizedger 7 7 7 7
Treeble 7 7 8 7
Xenutia 8 8 10 10
release date: 23-Apr-2007
# of downloads: 88

average rating: 7.01
review count: 23
review this level

file size: 24.70 MB
file type: TR4
class: Venice

author profile(s):

Reviewer's comments
"Quite a lovely Venetian setting here, and the soothing background audio really added a lot to it. Must be a nice place to live in, except for all the gunmen running around and the crazy woman opening fire against them, that is. Quite a fair share of keys to find as you go back and forth, ultimately when you backtrack to the titular Mayberry Street you realize the level itself is rather small. Good fun though. None of the secrets register as such (bless Harry for his patience in trying different setups for the walkthrough) and indeed the many, many waferthin walls were odd. One particulary key was trickily hidden by a fixed camera, that could've been more player friendly too. 30 minutes. 04/23" - Treeble (16-Apr-2023)
"This is a simple but pleasant run around a Venetian setting, which I tend to enjoy. Surroundings are somewhat a mix of bright and dark rooms, and nice looking but also bland looking rooms. Gameplay has Lara searching for a few deviously located keys and using switches, plus shooting a feew henchmen and their guard dogs. The secrets I found didn't register and there were a few graphical glitches and rooms that could use more work, but overall it's a relaxing jaunt." - Ryan (28-Oct-2017)
"Not a bad raid with quite a few baddies which consist of gunmen, workmen, thugs and dogs. I like Venitian levels and this gave me a good hour or so (admittedly with some walkthrough help), of gameplay. I had started this level before and not completed it so was glad to have finally carried on with a new download and seen it through to its conclusion. The most difficult segment was the fixed camera angles in the library (filmed from the external windows). It's easy to overlook a key amid a pile of books that are scattered around in the main part of the library also. There is no way Lara can see a key when the cameras are fixed so I advise binoculars are used in all level-sets per se whereby the camera is indeed fixed in this way. Good effort." - High Priestess (18-May-2017)
"A good venice level. This level doesn't have any timed runs but it was still enjoyable as it was non-linear. It may take some time before you know what to do next, but as soon as you get the first key everything should go smoothly from there. You will meet quite a lot of dogs and baddies along the way but they are not so hard to kill. Watch out for the hard to see pushable blocks as they look like the rest of the wall. There were some doors that i didn't need to open to progress and i was curious what was inside. To sum things up, it's an enjoyable raid and i do recommend it." - totizedger (04-May-2014)
"DJ Full advised me that the version of this level I downloaded (since fixed) had the wrong audio tracks applied and therefore did not provide the intended experience of playing the level, so I decided to revisit it, although my review remains mostly unchanged.
There's a Venice theme here, with a couple of new textures to add a twist. The texturing is mostly decent outside of some stretched ones, and the new ambient track adds a mellow atmosphere to things (too bad it lacks "event" music). The lighting lets things down as it's very monotone outside of one or two areas which takes away a lot of the atmosphere it could have had, paper-thin walls also don't help. There are also some strange object bugs like having to wait after pressing switches for them to function properly and getting attacked by a nightmarish Lara/pipe guy hybrid at one point. The gameplay is okay but let down by a lack of camera hints (leaving you to stumble upon what you've done half the time) and one key so hidden I'm pretty sure it's literally invisible thanks to the camera angle provided (even if you could technically see it by looking around the corner or using the binoculars). On the other hand, replaying it and being free of these issues revealed a nice flow to the level, with minimal backtracking and a well-interlinked layout. Not that great but it shows some good design in it's non-linear layout, use of a clear goal from the start and nice architecture let down by other visual areas being neglected. If visual polish is worked on and more gameplay testing is done for future maps then the author has a lot of potential." - Mman (15-Nov-2012)
"This popped up on my featured level panel. Seeing a Venice climate, I of course couldn't help playing.Ignore the paperthin, close Your mind to the sparkling and colliding, and You can enjoy this little climatic hood. It's one of these levels where You can see the destination place almost from the very beginning, and need to find a way to access it. Several remarkable places - a lot as for a level as short as this one - and almost a complete variety of Venice features: a library, a garage, a parking, a basement, sewers, pools, courtyards and patios (the only missing are a theatre and a ventilation system). Unfortunately, a difficulty of main gameplay thread surpasses difficulty of secrets - I got all 4 of them and found all possible dead ends before finally spotting my way out. And lack of cameras, sometimes very needed, is the most killing. Nontetheless a good, atmospheric production, and recommended for Venice fans." - DJ Full (22-Jun-2012)
"A 40 minute exploration of some cozy city streets. Atmosphere is the strongest point of the level, thanks to the lavish audio and decorative objects. Lara's travels will be interrupted by a few Sophia Leigh inc. workers (?), some dogs that need to be house-trained, and some slick shooters from the TR2 Venice levels. While the level functions rather well, there are instead many small issues that accumulate during the adventure. Many paper thin walls and 128-128-128 (full intensity) to dense shadow lighting (with no flares provided) make the level look somewhat bland. Lara uses the wrong switch animation on the pull switches, which means in this case that the triggers do not kick in if you leave the switch too soon. The level is structured oddly in that you'll seem to progress for a while just to end at a secret (which is not triggered properly) so you must head back and find a new way. The lack of camera cues may lead to the player wondering what the point was to the route they just took, and it leads to too much guesswork. One sneaky camera angle hides a key from the player's eyes. Despite these issues I still found the level to be relaxing, so when you are in the mood for exactly that then give this level a look." - SSJ6Wolf (09-Mar-2009)
"The highlight of this level is the design and texturing of the town which are very well made. I didn't mind those few paperthin walls as I think it needs more than that to spoil the fun. But I did mind all those dark corners and missing camera hints. Exploring this town was quite confusing at times with several ways to go not knowing where to go first, passing a keylock without having the key or stumbling over a switch and not knowing what it did. I overlooked a key in the library that could not be seen because of the fixed camera view and I had to make use of the walkthrough to find my way. Apart from collecting some keys and shooting some guys and dogs there is not so much more to do. All in all this level is more an eye candy than a challenge in gameplay. Some more audio files could have helped the atmosphere, but unfortunately there was only the one background music over and over and I have to admit that it was a little annoying after a while and I had to turn down the volume." - Jerry (22-Feb-2009)
"A very short visit to this pretty village. I love the Venice textures and sunny atmosphere. The setting is nice, with little gardens and seating areas, one with an impressive looking tree. And some rooms are very well finished, like the room with shiny floor and what appears to be a boathouse. There are a couple of easy block pushing puzzles, switches to find or shoot, fuses and keys. There's a nice route up through a water tank, slide off the top and jump to a ledge. The usual assortment of thugs, gunmen and dogs liven things up, as we make our way through the streets, gates, buildings and extraordinarily clean sewers of the city. Slight disappointment at not being able to shoot out windows, or find anything to steal. A very pleasant level that was just what I needed right now." - CC (07-Jul-2007)
"This was a lovely little level set in a Venice-like setting, but it still has it's fair share of action alongside the peaceful exploring. Exploring the streets, buildings and even the sewers was fun, and there were a fair few enemies to deal with along the way. The texturing was very nice indeed, and the background music was particularly pleasant. The only real complaint I have with this level is the lack of cameras. I spent a lot of time wandering around clueless as to which door opened and what the lever I pulled just did. This was particularly annoying at times, and that is what prevented me from giving a 9 in that category. Overall though, a nice level that can be enjoyed easily once you work out where to go." - Spike (01-Jul-2007)
"Another Venice level with a nice look. Good environment and background music is excellent, though sounds are poor. Easy tasks, only moving some blocks, pulling some switches and opening some doors with keys. I have some questions: Where are the flares? I needed it to light some dark areas and discover some moveable blocks and I couldn't find any pack. Where are the extra guns? Perhaps I missed some secret with a gun 'cause I found some shotgun ammo, but I had to play all the level only with the pistols. There are many wafer thin walls wich could be avoided easily too. Where are the cameras? Sometimes you open far doors and you have to get back and look for them disoriented though you've already seen before. The level is not bad, but this details are not good for most of the players. Playable anyway." - Jose (31-May-2007)
"After all the snazzy levels I've been fortunate enough to select and play lately, this one seemed rather tame by comparison. Still, it provides a solid gaming experience of about 45 minutes without being too challenging. I guess in a sense it's a welcome respite from some of these complicated compilations that we've been seeing. We're in a Venice setting, nothing fancy but the lighting is good and there's plenty to do. Most of the action consists of finding keys and other artifacts to open doors and lower cages so the player can keep moving on. Enemies are dogs and thugs, which can be handled easily enough. Nothing really memorable here, but I had a good time. Recommended." - Phil (17-May-2007)
"Confusing comes to mind as there could be more camera work to guide you to the next task though. Some parts are overly lit so it is a bit hard to find the pushable blocks. There are paper-thin walls and also stretched textures. Still not sure if I found everything, as there are some doors I haven't been able to open yet. Getting 3 keys and a blue fuse (as the yellow is already in it place), you finally can get to Mayberry street" - Gerty (16-May-2007)
"This was a lovely little level (the first I have played after an extended leave from level-playing), with wonderful textures, atmosphere and sound. There were a few errors, like plants poking through walls and paper-thin brick walls, which were strange, but easily overlooked. Gameplay had me scratching my head a couple times (a good thing), but secrets were fairly easy. This was a nice level for someone who enjoys bright, beautiful levels that aren't terribly challenging." - Shandroid (12-May-2007)
"A nice Venice inspired adventure from the author and definitely an improvement from the author's debut level. The tasks as such are fairly simple, but the lack of camera hints sometimes left me wondering what was the purpose of the majority of them and at times I felt like they were some red-herring areas not amounting to anything for the level overall. As said though - that's only the impression that I had when playing - if you take the time and effort to return to previous areas after a switch seemingly did nothing of value, you might find a block that has been raised or a door that opened up when you weren't looking. While it's irritating, if you will take your time to explore you'll be just fine. The looks are, for most part, nicely done Venice settings with pretty much all you could expect from such a level (plazas, libraries, palaces, sewers), except for maybe the canals, but if I had any gripes about that then maybe the author could've been more careful to avoid those paper-thin walls, and I suppose his eye for lighting the rooms will improve with further levels too. The atmosphere was also set nicely with the aid of a, for once, not annoying looping background track - though I probably would've preferred to have some other tracks dedicated to the action and discovery moments ala the first original games too. But that maybe more a matter of personal taste. Overall, though the author still has room for improvement, this is a really cool level to play if you can deal with a minimum of camera hints and some other minor faults. Nicely done!" - eTux (29-Apr-2007)
"Firstly, I just want to say that Lara has never looked so brilliantly rendered, textured, and otherwise gorgeous in a 'classic' level. This goes the same for the streets around mayberry themselves, as they really are quite stunning to look at. These are not challenging puzzles and a beginner should be able to handle them okay an experienced player will find them fairly logical and easy to follow. There is a bit of running around involved, though, as you invariably come across the doors and keyholes before the keys themselves! You only get the pistols (also brilliantly re-textured and looking more realistic than ever) but as the thugs, guard dogs and engineer-types aren't terribly hard to kill, this isn't a problem. There are a lot of them, however, and that keeps things interesting! Overall I found this level was great fun, beautiful to watch, but won't significantly increase your raiding skills or give anyone too much of a headache. Lovely!" - Xenutia (28-Apr-2007)
"Ah now, here's a good example of a looped audio file - lovely, non-intrusive music, coupled with delightful bird song. Take note builders - if you insist on looping, this is the way to do it. I may just have mentioned once or twice before that I'm partial to Venice levels and this one didn't disappoint. It's a pretty level and fun to explore. There are the usual dogs and henchmen about (although one or two of the henchmen were definitely feeling apathetic - they just stood still while I shot them). I really liked this one and was sorry when it ended. Do try it." - Jay (27-Apr-2007)
"Well, hats off to a builder with such a steep learning curve. After the rather underwhelming demo debut level, Jordan now gives us a rather fun and fairly bright 30 minute adventure in a Venice type setting with a lot of non-linearity, which will have you run around initially but then the pieces fall into place nicely as you acquire the three necessary keys and a fuse. There are quite a few baddies and dogs to kill and some push blocks to look out for. The key thing the author needs to look out for in his next level is to avoid the thin walls though, as there are quite a few." - MichaelP (26-Apr-2007)
"In this very pretty-looking level, Lara is trapped somewhere in Venice and is trying to find her way to Mayberry street which is the only way to escape. There are lovely and relaxing settings that create a wonderful provincial town ambience, aided also by the nice sound effects. All the environments are full of light and tastefully decorated, creating a very charming place to expore and wander in. There are several pools, gardens and courtyards, alley streets, nice interiors (the room with the transparent floor is fantastic), particularly clean sewers and even a library. The gameplay is rather easy, with no spectacular twists, pretty much linear and straightforward, although you will have to keep note of certain spots a few times, as you will need to get back to them later after you've found a key or pulled a switch. Enemies include baddies, thugs and dogs that are easily done with. A beautiful and easy level that is perfect for some relaxing and enjoying tombraiding!" - Ravenwen (26-Apr-2007)
"This is a highly enjoyable level that will have you running around courtyards, alleyways and perhaps the cleanest sewers I have ever seen in your search for the exit to Mayberry Street. This pleasent town however is over-run with weapon wielding thugs and their dogs! Gameplay is quite varied with lots of switches, raising/lowering blocks - not to mention the pushable kind - tightrope walking and swimming. And alot of backtracking to check what result your last action had. Linear this level isn't. A few more cameras to show doors opening would have been helpful. But the cameras that were used were put to good effect to show Lara doing mundane actions from interestng angles. There are several paperthin walls, the odd misaligned texture and a climbable pillar that isn't instantly recognisable as such. These are small grumbles however and only detract a little from the overall enjoyment. I'm looking forward to Jordan's next level." - Kitkat (26-Apr-2007)
"This small town is nice with dogs and gunmen. The gameplay is simple enough with keys and a fuse to find plus a few switches but there is a serious lack of cameras. Unfortunately there are many paper thin walls which spoil the atmosphere of the town. There is also a way to finish early after raising the block outside. If you are persistent enough you can grab the right side of the archway of some kind and reach the end without opening the doors. I would say it's an easy level that can be played from all raiders. I found two secrets." - Kristina (25-Apr-2007)
"This is one for all you 'non-linear' fans out there. A pleasant environment (although I never particularly thought 'Ahh,Venice' while playing) and lots of alleyways,rooms,courtyards and corridors to run repeatedly around while looking for the various keys needed to open various doors. This is one of those levels which a player using a Walkthrough could make short shrift of,but those who resist such things will invariably find themselves plodding in circles,wondering "What did that switch do?",as almost no camera clues are provided. Although neatly put together,there are a few glaring errors:a highly polished (selectively) reflective marble floor in a room which was far too dark to allow anything to reflect (an example of an 'I can do this!' effect on the part of the builder),and a few nasty wafer-thin walls. There was a pushable block in a vastly unfair location (even though it appeared to lead only to an unanounced Secret) and numerous doors which remained unopened. The music was relaxing in a New Age-ish kind of way,but somewhat at odds with the numerous frequent attacks from hordes of enemies;and the level had an inevitably "was it all just for this?" anti-climactic ending. Nevertheless,I enjoyed many of the ideas and quite a few of the graphical touches,and the 'wandering around' style of Gameplay will certainly appeal to many people and will undoubtedly keep them enjoyably occupied for quite a long time." - Orbit Dream (25-Apr-2007)
"Such a sweet-sounding Street.Even the sewers (where you begin this raid) are finely lit, clean, rat-free with chirping birds. How refreshing ! However, all is not sweetness and light. The denizens of this town have a bite. The town is well thought out and lovingly appointed. As a fellow-builder, I have learned that paper-thin walls are to be avoided and Jordan will see the wisdom of this with experience. You will be searching for 3 keys and a fuse that will ultimately lead you to your escape. The gameplay is fairly straight-forward. I enjoyed this one and look forward to the next !" - Mugs (24-Apr-2007)