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The Lost Temple by Harrys

eRIC 9 9 7 7
eTux 6 8 6 5
Gerty 7 8 7 8
Jay 8 8 8 8
JesseG 7 8 7 7
Jose 7 6 6 7
Kristina 6 6 7 7
MichaelP 7 8 7 7
Moonpooka 9 8 8 8
Nina Croft 7 6 6 8
Orbit Dream 9 7 8 9
Phil 8 7 7 8
Ryan 8 7 7 8
Treeble 7 7 7 7
 
release date: 16-May-2007
# of downloads: 66

average rating: 7.32
review count: 14
 
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file size: 33.10 MB
file type: TR4
class: Coastal
 


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Reviewer's comments
"Three short levels which feel rather non-descript all things considered, as they use brand new textures. This rendered a fresh look, no doubt, but lighting was certainly flat for the most part, so it doesn't quite stand out. I like how there's a sense of progression, you start working your way into the temple and end by returning back to the surface, the cave-in flipmap was nicely done with a fixed camera angle. Gameplay is all about finding levers or keys though, combat is kept to a bare minimum and there are a couple of platforming bits here and there, at the start some of which are coupled with wall blades and those made things a bit more miserable instead of challenging. Not a bad way to relax. 40 minutes, 3 secrets. 07/23" - Treeble (02-Jul-2023)
"This set of three levels (Passagio Sotterraneo, Il Templio and Dentro il Templio, with a cumulative total time of 65 minutes for me) may not be a masterpiece, but it nonetheless managed to keep me entertained for the duration. I actually enjoyed the second level the most because it contained more challenging gameplay and the looks were better. Enemies don't really make themselves apparent until the end (with green Atlantean mutants and a couple of skeletons. Nice overall." - Ryan (11-Mar-2017)
"I get the impression that this level trio could've easily been one single level - it certainly feels like one overall. Instead of being driven by necessity, the author uses the level jumps as substitutes for flipmaps or to creatively work around some limitations of the level editor - for example - Lara has to move an object to a tile at the end of part one, and at the beginning of part 2 the same object has become a spinning mechanism. Clever applications of objects is where this game stands out the most - I liked the spinning machinery that looked like part of a larger mechanism, the pulleys, the collapsing platforms, the blade traps - all used to great effects in here. The gameplay itself, in light of that, is surprisingly straightforward. It flows very well, it's usually not too hard to figure out the next thing to do (the only place I was stumped for a while was after finding the first artifact in the temple area), and even though some of the tasks could be a bit more challenging than the rest of the level, it always is clear what you're up against with. Despite this - I found that there was far too much switch flicking involved, and when all was said and done I was a bit puzzled about what Lara actually achieved during the exploration, apart from the exploration itself? As far as the looks go - the areas do look a tad bare, but overall the room geometry is nice, choice of textures interesting, and the textures themselves well applied. So why a 5 for looks, like for all the author's other levels so far, you may ask? Partly due to a shifting standard of what a "5" in this category means for me - but actually for the same reason as for all the other author's levels - the lighting. I know it's not entirely true, but it sure looks like the author has not even touched it. With a few notable exceptions all rooms have the same ambiance, the author absolutely refuses to use sun-bulbs, shadow-bulbs or light-bulbs to break up the monotony - there's pretty much no variety here. You may think I'm just being anal here, but I truly am not arguing from a point of view where all these lighting features are just a thing to tick off in a checklist. I'm stressing this so much, because lighting builds the atmosphere of a game in a major way. For those familiar with the 80/20 rule - lighting in a level is the 20 percent you have to invest to get the 80 percent of results for the level's atmosphere. It just pains me to see it being neglected - and the results are self-apparent. The room geometry, textures and objects can only take you so far, and this game sorely feels like lacking mood and character. I have not played the author's most recent release, so I can't tell if he's learned from the error of his ways in that one, but it is painstakingly obvious here that it could've been better with not that much more effort put into it visually. But all in all it is a solid effort very much worth one's try - the author does a couple of interesting things worth checking out and it flows so well you will be through with it in no time. Found 1 secret." - eTux (02-May-2012)
"Well, after I've finished playing this levelset, I could hardly tell that my Lara ever visited a temple here... However, I immensely enjoyed this one-hour long game, despite of the fact that it gets too linear and straight forward most of the time. What I enjoyed most here was the balance, so we have a good deal of doors to open, but not excessively much to kill the pleasure, many traps and puzzles to solve, which will definitely keep you occupied in the best way, and a couple of timed runs that are not sadistically hard. The game will flow like a dream, because it is not so hard, and you'll always know where to go and what to do next. Lara mostly explores indoor areas, with one outdoor area near the end. The textures are quite interesting, maybe a bit more "modern" than they should be, but I liked them a lot. The lighting is almost perfect, and although the setting lacks the realism, it is beautiful and well-designed. This level is perfect for beginners and not so experienced players, because it is not so hard, but, also, it is not so easy either. It will keep you busy and you'll enjoy it, especially if you need a brake from much harder games." - Nina Croft (07-May-2010)
"This was a nice, albeit brief romp through three temples and some lovely outdoor settings to accompany them. I especially liked the last area, with a dramatic escape from the crumbling temple using a helecopter. That left a nice impression, but it was somewhat spoiled by the fact that the third level was somewhat buggy. There were no sound effects, the screen flashes black and white when Lara goes from room to room, and at one point my save for the level was corrupted so I restarted the level. At least the levels aren't that long (46 mins all together), and while the leveljumps were used to accomplish creative things, it might still have been better off being one level. The texturing and decorating is great, but more lighting could've been used, especially in the first few parts. It was an enjoyable raid in the end." - SSJ6Wolf (03-Mar-2009)
"Passagio Sotterano (6/8/7/6, 20 min): It starts with a timed door, but after that is a rather tame first part with a few levers to pull, two rubys to collect, a bit of jumping on platforms and some blade traps. The objects are nice though and the rotation animation fits in well. Il Tempio (7/7/7/7, 20 min., 2 secrets): More of the same here, but indeed it feels like more to do. There is a room with deadly tiles and a map for it and some breakable tiles to maneuvre and it looks better than the first part overall. Dentro Il Tempio (7/8/7/7, 20 min., 1 secret): Nicely done, how after an earthquake the temple has crumbled and you need to find your way back out. Only in this part some enemies show up (skeletons and flying mutants) and the blade traps get a little tougher. There is also a timed swim to master, but nothing too challenging. All in all a nice little triplet that will keep you entertained for an hour or so." - MichaelP (02-Nov-2007)
"Don't trust the picture in the level info, it's not a Coastal level. The textures are mainly from Dakkar and a few from the mansion in Legend if I'm not mistaken. The rooms are rather bare in general, and I won't say it is a beautiful game although solidly built. No, but this mini game of 3 levels , quite user-friendly , with a puzzle/gameplay orientation , and a duration of only 65 minutes was really enjoyable for me. The gameplay is quite fluent , and the author has made an excellent use of some objects. I liked seeing the machinery in motion when a door was opened, the unusual use of collapsible tiles, and the use of blades. I also enjoyed the logical puzzles with fire tiles, and the connection between the levels. Only some enemies in the 3rd level skeletons and winged big creatures, frankly I did not missed any enemies so far to enjoy this entertaining game." - eRIC (14-Jul-2007)
"This release has three parts, but they fit together seamlessly so that you feel you've played one long (a relatively light download offers a generous 80 minutes of gameplay) single level. There's a certain sameness about the environs and the tasks to be accomplished, with many wall switches scattered throughout, but there are enough fresh touches that I can say that I enjoyed myself here. The puzzles are accompanied by sufficient hints, and although I wouldn't say these are easy levels, players of all skill levels should expect to find some solid entertainment as they make their way through the temple to the exit helicopter. Recommended." - Phil (16-Jun-2007)
"A strange set of levels. There are new textures, objects and animations, simple and lineal gameplay with easy puzzles, enemies only at the very end of the last level, well hidden secrets but reachable, poor musics, only a theme wich repeats itself along the levels, lights not well worked, it seems that most of the rooms have the same light. Not a great level for me but playable." - Jose (12-Jun-2007)
"Those of you who don't reside in the UK will probably not have seen the latest Skoda commercial. In order to get around the somewhat lowly and humble reputation that this particular make of car has aquired (it's not exactly a Rolls-Royce),the advertisers came up with the ingenious (if somewhat irrelevant) idea of having a team of pastry chefs and assorted bakers recreate the car (full size) in edible form,together with the tag line:"Skoda:full of lovely stuff". This three-level adventure is extremely similar to the edible Skoda:it's not a Rolls-Royce of Custom Levels,but it's full of lovely stuff! The textures are new and extremely well chosen and appropriate;the gameplay is fun,full of interest and often rather inventive;the objects are imaginative and used well within the scenario (especially the clock-work pulleys);the locations are effectively represented;even though only one audio file is actually used,the music works well and is tastefully chosen;the atmosphere is immersive. Harrys has undoubtedly moved up a notch in the Level Building world,and this is a fine and entertaining piece of work.Highly reccommended." - Orbit Dream (12-Jun-2007)
"I liked the use of the textures in here and the objects that were used. I still wondered why that lever almost at the end of the first level indicated that it was timed and in such a way that nobody could use it as it wasn't timed at all. Find the Revolver and laser sight as there is practise shooting to do. Look also for well-hidden crawlspaces. There are however some paper-thin wall and strange black voids, and I had a hard time finding my way again after the earthquake. There was a bit overdoing on the clanking knifes though. Lara leaves with the chopper. Enemies are all in the end phase of this level so be prepared." - Gerty (03-Jun-2007)
"There are some really interesting textures here - in fact it's a very good looking level altogether. The gameplay is linear and a pleasant mix of agility/puzzles (no enemies until the very end of the game, when you suddenly get skeletons and Atlanteans) and should be well within all capabilities. The use of collapsing tiles is inventive and, whilst fixed camera angles tend to make me ill tempered as a rule, here they have been used to good effect - an enhancement rather than an irritation. Definitely this builder's best level to date. Nice one Harrys." - Jay (30-May-2007)
"For a temple level it doesn't look like it but I am not complaining since I hate classic Egyptian levels. On the contrary this one has a more modern style as far as textures are concerned but the gameplay isn't all that interesting. Basically we have Lara jumping and avoiding fire tiles or blades and searching three puzzle items that will use near the end of the game. The three timed underwater gates weren't that difficult to master but they gave a bit of a challenge to the last level and the maze like corridors were nicely done. I only found one secret in the last level, maybe I wasn't looking hard enough I don't know. Anyway it's a nice game." - Kristina (29-May-2007)
"A nice three level game with plenty to keep the player occupied; although the many blade traps can become a tad tiresome and I also dislike unmarked fire tiles, but that's my two grumbles over with. Enemies were lacking and you will only meet with two skeletons near the end of the level, but the game play and traps will keep you busy anyway. The rooms were nicely decorated with a good variety of textures, and the atmosphere was fabulous. Lara will mainly be finding levers to use, but there are also some keys and gem objects to find. I liked the use of the big machine wheels which opened doors when activated. I was also intrigued as to where the three secrets were as you don't come across them by chance, so re-played to find them and thought they were nicely placed; they're not too difficult to find but you do have to explore a bit for them. All in all, this was a good level set and a pleasure to play." - Moonpooka (18-May-2007)