trle.net
Your host for all Tomb Raider Custom Levels ever released!

Levels listed...
TR5 - 33
TR4 - 3180
TR3 - 179
TR2 - 138
TR1 - 65

73449 reviews (20.4/level)
3585 (99.7%) walkthroughs
454 Hall of Fame levels
1252 levels rated >= 8

TR Fan Site

 


BtB2008 - Sweet Memories by Dutchy

Bene 9 9 9 9
diamond 10 8 8 8
DJ Full 8 9 9 8
dmdibl 10 10 10 10
Drakan 9 9 9 9
eRIC 9 9 9 9
EssGee 9 9 9 8
eTux 9 8 9 9
Eva 7 7 9 8
Gerty 9 8 10 9
Gill 9 9 9 10
Jay 9 10 9 9
jclark69 9 9 9 10
JesseG 9 10 10 10
Jonson 10 9 8 10
Jose 7 9 8 9
Juno Jim 10 9 9 10
Kitkat 9 9 10 10
manarch2 8 8 9 8
MichaelP 9 8 10 9
Minox 9 9 9 10
Mman 9 9 10 9
Phil 10 9 9 8
Ravenwen 10 10 10 10
Raymond 9 9 9 9
Relic Hunter 9 10 9 9
Ruben 9 9 9 9
Ryan 9 9 10 9
Samu 8 8 9 9
Sethian 9 10 9 9
Treeble 10 10 10 10
 
release date: 01-Jan-2008
# of downloads: 178

average rating: 9.07
review count: 31
 
review this level

file size: 56.10 MB
file type: TR4
class: South America
 


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

Reviewer's comments
"Was enough to feel good even though I found skips and sometimes went upstream the path. I was both satisfied and sad here, as the content is good but doesn't always feel finished, which maybe even cost it the BtB podium - and then there is, or rather isn't, the ending. A big plus is the connection of rooms, like a big hub with sidequests, which would be intriguing even if it only had exploration. If you decide to play a bunch of 2008 Peru, don't miss this one." - DJ Full (05-Sep-2024)
"This is quite the grandiose raid for 3 masks. The architecture is a nice mix of natural + temple areas and is built in a huge cavern that is fun to get a bit lost in. Extra points for the wonderfully colorful lighting and good use of flyby cameras. As far as gameplay goes, attractions include a timed pushable puzzle, a few other timed runs, some torch acrobatics, a bunch of traps to dodge, and some tribesmen and wolves to shoot. My only complaint for the entire level is that the use of the skeleton cage is a bit long-winded, particularly if you don't realize you are doing things out of order. But aside from that the level is consistently engaging and I would highly recommend checking this one out. 1 hour 2 minutes." - JesseG (07-Dec-2020)
"This level is very pretty in its design and in the gameplay. Although the pushables did not show what they were doing and thankfully there was the walkthrough. The timeruns are quite difficult, especially the 1st, to access the leaning pillars and the mask. I followed the walkthrough but I think that we could follow another direction, this level is not linear. The texturing is perfect and very nice, I do not needed flares. Recommended." - Drakan (10-Nov-2018)
"There is a lot of tasks to accomplish in this level, all off one central hub room. This level makes use of some classic TR4 sounds. Not that many enemies but that's fine as I was kept busy. Very fun level and recommended." - Ryan (24-Apr-2016)
"Another quality release in the competition and despite some things I wasn't utterly content with, it's quite convincing on the whole. I liked the general atmosphere and the flybys (despite one going through a solid wall), and everything is done with enough care here, texturing is quite good, the lighting is worked upon, but still - why do so many levels in this BtB use this boring grey colour scheme? The gameplay is nicely varied and hold together by a nice (if tedious to execute) pushable puzzle. If there's one thing I didn't like was that there's a preferred route one has to follow or otherwise there's quite a bit of backtracking and rearranging of the main pushable puzzle - e.g. the cog has to be found first before entering one of the areas, but there's no way to know that before. And before finding the disc better don't go down into the pool. But those things aside, I appreciated the puzzles and tasks in this level, especially the extended use of the torch (some for secrets). The triple timed run with raising blocks is also quite enjoyable. Enemies are used well here and there, one or two appeared out of thin air but not a large issue otherwise. The three secrets are excellently hidden and this was overall a good 35 minute raid." - manarch2 (18-Mar-2016)
"The majority of this level takes place in a giant cave and it's very non-linear. The central area is beautiful and has convincing organic geometry and texturing, the side areas tend to be weaker, but it's still mostly decent. It easily the best looking level of the BTB Peru levels I've played so far. The gameplay is quite complex and very exploration heavy. It felt like there could be a few more camera hints and one block puzzle was slightly deceptive as some tiles had a permanent effect and others didn't, but beyond that this is full of enjoyable and varied gameplay and flows well despite the complexity. I haven't been through the whole of BTB Peru before but it's unlikely that this won't be one of the best." - Mman (07-Nov-2012)
"This BTB08 level is the very only level which employs the Tomb Raider 4 Cave Loop (107 in the audio folder). The horizon is also disabled, so we only have deep black as sky. Lara has to explore a big cave and several temples of the Inca civilisation. Solving tasks in this big cave is really suspenseful, there are a lot of enthralling puzzles I really enjoyed. Although the room architecture is not the best, the author can compensate that with good lightning, so the atmosphere is formidable anyway. The gameplay is also fluent (I don't remember areas where I got stuck). In the end I have to say I hope to see more levels like this. This level differs strongly from the other BTB08 levels." - Jonson (01-Aug-2009)
"Make no mistake - there's a beautiful level hiding under the dull lighting that shrouds this level. I know pc monitor's vary in brightness, but I always use reference levels such as official games to guage what is a suitable viewing brightness. Dutchy mate, I almost binned this because of the struggle to differentiate areas until I cranked up my monitor brightness a looong way, and then voila! there was a gorgeous level with consistent lighting and good atmosphere. So maybe its time to get some comparison on other monitors. The overall architecture/geometry of the level is complex and impressive. The gameplay is clever, but at times obscure. I spent too much time referring to the walkthrough, checking to see if had missed anything, or getting directions to where tricky little doors had opened up. I liked the final puzzle with muliple levers and raising blocks. In an open plan like this one I think its important for the builder to lead the player around better than has been done here. I feel this is especially so given this was a BtoB contest level, where players have many levels to get through, so perhaps don't have the time to indulge in such patient exploration. Overall very good, but requires a patient raid. With better lighting this could have have been superb." - EssGee (14-Mar-2009)
"If you are looking for a level that has the original spirit of Tombraider which is all about discovering a forgotten world or civilization, then Sweet Memories is a good place to spend a couple of hours in, as you have here a whole underworld world to freely explore and raid in mostly a non linear fashion, with the occasional outside snowy area. Dutchy has made a pretty good work in all categories and there is plenty to do , with exploration of course and also puzzles and fun actions to perform, the torch has been put to good use , it was great to burn the hanging skeletons with it , some timed tasks and I love this big room with the slanted pillars and spikes and the hammer room after this. Atmospherically speaking the setting is quite convincing and there is user-friendly cameras although the player will still have the occasion to wander around and discover everything by himself , what to do and where to go. Very good map and quite a recommended raid." - eRIC (12-Jan-2009)
"This is a very non-linaear game, you can approach the many tasks to be done in several ways. Plus the playing area is vast - the cave and outside areas are very well made although a little daunting in size. But if you crack the code (the 4 Qualopec symbols) it shows you pathways through the level. (Lovely texturing and helpful too. Bonus!) There is always lots to do and enemies to keep you on your toes: I did find one timed run in particular to be very difficult and it very nearly caused me to give up but I was so intrigued by the level I desperately wanted to see what else lay in store for me and Lara so I persevered with it. I have to say the ending flyby showing the pyramids behind the exit doors really made up for it! (I just wish I had the chance to explore them.) But I think there must be a pyromaniac in me somewhere because I found all the secrets! All in all this level really will leave you with "sweet memories"." - Kitkat (07-May-2008)
"Sweet memories is one of those games that you will love or hate, and I must say that I love it. Its so big, and so original in some part. Also this level starts slow but then you have to afford so many different situation that you don't know how to begin. I have really appreciated the complex structure of this game. The platform section is superb and I enjoy a lot to do it. The atmosphere is not the best I have seen in this competition until now, but it's still good. So if you like the challange, please, play this game!" - diamond (29-Feb-2008)
"Very nice gameplay, not linear with a lot of ways. Sometimes it is necessary to have a little bit of imagination, but there is nothing impossible and this levele is very pleasant to play. A lot of objects to find, which add fun to the gameplay. The secrets are not easy to find (a good thing), even if the last two ones follow the same idea. There are good cinematics. This level is beautiful and I had great pleasure to discover it." - jclark69 (27-Feb-2008)
"OK I admit I am biased and also I beta tested this one as well. At first I was mighty confused as there was so much to do, but in hind sight it all made sense. I liked the way that this builder set up this huge room with different openings to do different tasks. At the start you can lead the raptor to the warrior and stand on a save place so you only have to kill the raptor, this method saves medipacks. Then the hunt was on to get the so needed artefact as well as to get secrets. There is enough camera work to nudge you in the right direction as long as you remember what they showed. It is no walk in the park but with perseverance you can get through this level and it all will start make sense." - Gerty (24-Feb-2008)
"This level developes around a huge deserted cave, At the start you may a bit overwhelmed by all the possibilities to do things, but one of the other everything gets in the right direction. it's also seems a classic "four task"-level, but thi time it get's a bit more complicated because the tasks are interrelated. But you get some good guidance by signs and cameras. So you have to explore and think a lot and you also get some good action moments with timed runs and slope jumping. As a reward for all the effort you'll get a very nice end flyby. So this one is certainly also a top level in the contest and a must play for everyone (except beginners)." - Raymond (22-Feb-2008)
"I'll admit I had to print down the walkthrough for this level and start over doing it step by step, because the first play through I got somewhat confused. Turns out the second play I realized I had done most of the things correctly, but missed a few essential spots. Maybe they were just for the secrets, but I don't know and don't care anymore -- I finally got through this level. The entire scenario is brilliantly well crafted and in quite a few rooms the environment itself is part of a puzzle, such as in the slopes/lava pit area and in the timed pushblock puzzle near the end. The search for the three needed masks revolve mainly around a room with a cage and four marked tiles, and you'll find yourself in the main area quite a few times. Even though I followed a walkthrough, I can say that gameplay is varied enough to keep you busy but not frustrated. 55 minutes, 3 secret. 02/08" - Treeble (21-Feb-2008)
"This level impresses the player at first by the beautifully arranged underground cave, in which Lara is on the way. I must say that this cave impressed me very much. In several stages on top of each other are floors put on, the arrangement with the objects and textures very well succeeded. Unfortunately I must say , that this level from the Gameplay pleased me the less for it. If a level begins already with the fact that Lara comes into an area, where a pushable stands and one sees that one has to push it now onto 4 fields in the four corners of the room, then I would flee with Lara at once again * gg Definitely , it gave a a lot for Lara to do.... Crates to push onto many fields, so that doors came up far above or down, to flame torches, pull levers , and collect Items. But never a good idea was concerning me, the Gameplay did not really inspire me. In other words: an only very moderately interesting Gameplay in very beautiful environment." - Eva (19-Feb-2008)
"This was for me the level with the best design of all BtB levels. An excellent architecture, very well lightened and textured, great atmosphere and the very best puzzles, with no very difficult tasks. But, as usual, gameplay is not very good; too much no-lineal, I had to retrace my steps a lot of times, and sometimes I missed a camera to show me what I was doing, as when I pushed the cage in the SW tile of the cage room and nothing happened, I went outside and look for something to do through a very huge area, wasting a lot of time. The level is long and complex, with a lot of tasks to do; sometimes tricky tasks but no impossible; sure that you'll have to explore carefully each corner. Secrets are really secrets, very hard to find (except the underwater secret). A very professional work but no so very professional gameplay." - Jose (14-Feb-2008)
"Very good level !!! Lots of variety - interesting landscape. It started out easy, finding "everything" very quickly, but the main problem was the sliding block. Once I read about that, it opened up the rest of the game. No really difficult maneuvers. Cameras got lost once in a while - not many enemies, but once again, these are short levels..." - Juno Jim (24-Jan-2008)
"Here we have yet another Peru By Night level. A majority of our builders, it seems, have regrettably gone over to the Dark Side. I'll keep griping about this condition as long as I continue to encounter it, but mine seems to be the lone voice crying in the wilderness. That's too bad in this case, because if the lighting had been decent I would have been tempted to award 10s across the board. You get nearly an hour and a half of crisp and fast-moving gameplay, with only a token array of enemies thrown in to distract you. The key to success here is effective use of your fingers and your brain, rather than skill with your weapons. There are several nice timed runs, including one where you have to reach and drag a pushpiece away from a descending block. There's also a swinging medallion that, due to the aforementioned darkness, I was never able to locate, so I manufactured some explosive ammo and fired wildly in the direction indicated by the Dutchy/Gerty walkthrough until the desired result was achieved. This is one my favorite BtB levels by virtue of the imaginative gameplay, and I suspect it will finish in the top five. I would have liked it even better had it not been so damned dark. Highly recommended." - Phil (19-Jan-2008)
"It's hard to imagine, judging from the tiny room where this level begins, how things will develop further on, but with the flyby that follows soon after, you pretty much get the picture; and I was quite certain from almost the beginning that this level was going to get a perfect ten from me. The longest - from those I've played so far - BtB08 adventure was also the best; a complex and challenging level, rich with brilliant puzzles, timed events, perfectly set trap sequences, amazing settings thoroughly made with realistic detail, environments where almost everything is placed for a purpose, fantastic gameplay and so much to explore and discover. The puzzles most of the times require deeper thinking; they are not your average 'pull a switch to open a gate' stuff. Camera work is good, sometimes you don't get clues about what triggered something that you just did, but getting familiar with the environments first works a treat. Action is exemplary, impeccably organized and distributed wisely, so that there's not a single place that you can remain idle. A great adventure, from every aspect." - Ravenwen (19-Jan-2008)
"A beautifully designed level. My favorite level may be another one but I really do appreciate the builders contribution in BtB 2008 ! Thank You Very Much !" - Ruben (18-Jan-2008)
"I definitely liked this level. Author has utilized very well the provided wad and created many smart puzzles that demand some thinking. Surroundings look realistic including detailed room geometry, good textures and lighting. As a minus side gameplay may be at times a bit too confusing because sometimes you don't have any idea what to do and where. Anyway this is good stuff and I recommend it highly for experienced raiders and also for some less experienced raiders." - Samu (16-Jan-2008)
"This is a topnotch level, huge in design: the TR4 is over 27 MB, three times the size of many older levels. When one first starts it seems that there is no end to exploration, with canyons and doors all leading on to newer and bigger areas. It really has to be experienced firsthand, since a description can't do it justice. This is the first Peru level I played, and because of an oversight on my part I ended up spending three evenings searching and re-searching every nook and cranny. Though when a level is as well designed as this one is, it is a pleasure to explore in depth, and spend time with it. The author goes to great length to assist the player: a flyby shows exactly how one should execute a timed run; or a flyby shows a pushable idol, then the destination square, then levers. I ran into trouble because I started playing this late one evening, and kept thinking how much I was accomplishing by pushing a crate onto the marked floor tiles in each corner of a room: triggering doors to open, and blocks to rise, etc. As it turned out the crate had to remain in the SW corner of the room for a trapdoor to stay up leading to the mechanism room--and I misunderstood that some triggers were temporary. True, the author had a flyby showing this trapdoor rising when the crate was pushed into the SW corner, but for some reason this didn't register with me, so I probably wasted a whole evening trying to figure out how to get into the mechanism room. Other players have complained about the hidden cogwheel. In fact, a screen shot of the hiding place is show every time Lara crosses the end of the bridge. And if one watches the opening flyby, the camera swoops down into the canyon and aims right for the hiding place of the cogwheel. At any time a player can select "new game" and watch this initial flyby again. Devote the time to this level to really appreciate it. One of the best of the Peru levels." - dmdibl (14-Jan-2008)
"Another excellent level in the Back to Basics series. Soon after your entry here, you are exposed to an area so massive to explore, it's almost off putting to get started, but this is one of those levels that gets simpler as you go along, so you should be fine as long as you persist. And you should, as this is one of the most fun experiences you'll have in this years competition - mainly in form of platforming and timed runs, but there's an odd torch and movable block puzzle thrown in for good measure as well. On the other hand - things don't always seem to work the way the author intended them to (and I don't really blame him (or her) as it must be quite a mammoth task to keep track of everything going on around this cave setting) and you can for example easily jump over the fences guarding the bridge from you getting there prematurely, thus skip the timed sequence to get the torch to that point, and merely step on the tile with the gong you have to shoot to open the needed door (as opposed to shooting the gong). Besides that, there were also some rather questionable gameplay choices that I found very odd for a level of this magnitude - namely isolating a puzzle complex where you need 2 cog wheels (1 of them being on location) to get things going in a high up area, yet hide one of the crucial cogs in an entirely unrelated area at the opposite end of the level's map. I guess you also can enjoy the level to its fullest extent by finding all the secrets, and since I managed to get only 1, when all was said and done (via a nicely done final fly-by) I did remember leaving some areas behind that I now wish I had explored a bit more for the secrets I missed. Oh well - maybe I'll reply it when there's a walkthrough. No real complaints about the looks - maybe the lighting could've been used better to show the best of the game's 3D aspects, but overall it's a very nice looking level. Recommended!" - eTux (12-Jan-2008)
"Right from the very start, after the initial fly-by, I was captivated and enthralled by the layouts and design of this level. So it wasn't too long before I was really looking forward to getting stuck into, yet another great Lara adventure, which was laid out ahead of me. This level is challenging and complex at times and non-linear, but a rewarding level to play with much enjoyment. As you make your way around the initial main cave like room, with underwater areas and waterfalls and puzzles, you are slowly led off to various other places, with some extremely challenging and absorbing tasks to do, as you are in search of three missing masks, which have been scattered and nicely hidden around various breathtaking and dangerous locations. The layouts, lighting and textures was nicely applied to suit this kind of environment, which was well balanced and challenging to keep one entertained for quite some time, with some great memorable moments of game-play." - Gill (12-Jan-2008)
"This is one of the best examples of a builder guiding a Raider through a level. From the opening fly-by to a step-by-step way to manage a timed run. Too bad I didn't realise that sooner - I was determined to do the timed run my way; didn't get very far and I was bitchin' and moaning because I could not get the 'look' function to work 'properly' - well, it was working just fine, I wasn't. Never did find the revolver and LaserSite but the fly-by took care of that. Innovative and imaginative use of the torch to obtain secrets. Alternate routes that really are not confusing once the over-all pattern is seen and understood. A great Raid that quickly captured my attention and never let go. In fact, this one requires the Raider to look, see and understand. Appreciation soon follows. Kudos to the builder. Very well done. Sweet memories, indeed." - Bene (11-Jan-2008)
"Another very good! We must find 3 masks to go towards the end but the work will be long, we will have to look everywhere! I had difficulty finding the enigma to activate the trapdoor and go above (with the poussable)." - Minox (09-Jan-2008)
"This is definitely my favourite B2B so far (although I'm not half way through yet). Right from the start, it takes no prisoners. It's a complex, challenging level with plenty of (at times confusing) exploration, good use of torch work and some well devised agility tests, but nothing so desperately hard to achieve that it will have you tearing your hair out. It seemed longer than the other levels thus far (although that could be me running around like an idiot, missing things), but I was still sorry when it ended. Highly recommended." - Jay (05-Jan-2008)
"Certainly the most complex level in the competition that I have played so far. It is beautifully set into a large cave with sort of a hub room that opens up certain areas and is about as non-linear as it gets as you can do things in different order. Which is really why I do not rate gameplay a 10 because it is quite easy to miss vital objects along the way despite a lot of camera work that helps and then you end up exploring and re-exploring the same areas over and over again. Also, because of the complex set up there are a few unintended short-cuts that confuse things even more (for example the revolver is not really needed and the timed raising block to get the torch across is also not required). Those minor gripes aside you get a very absorbing adventure of 70 minutes here with many fun tasks to master, like making water flow, fill a pool, master a room with slide jumps, interesting timed runs and fairly complex torch action especially for the secrets. It is all about finding the three masks that open up the way to the key to the Pyramid and thus the end of the level - looks like a sequel could be in order some time in the future - I certainly would not complain about that ;)" - MichaelP (04-Jan-2008)
"This level takes the concept of 'Back to Basics' and turns it into 'Back to Epic' if you ask me. This level is absolutely HUGE with so so so much to do... and it is an incredible raid. A bit confusing at times, and sometimes one wonders 'where on earth is all this leading me to?' Also, there is a lot of backtracking involved, and just as you are focusing on one puzzle and trying to do one thing, the solution or item to solve a different puzzle from ages back is handed to you. This is the only reason why I did not give it perfect points for gameplay, since the vastness of the level and all the puzzles can cause one to become quite lost. Objects are placed beautifully in the environment, and add to making everything look like an immersive complex set of tombs to explore. Some rather cool spike traps that are timed that one must manoeuvre around. I really liked the torch puzzle, and how we had to burn the skeletons... that is something one does not see everyday. I also liked the pushable puzzle where we had to raise the statue to another level in the room via raising blocks. The Atmosphere is great... the author uses the classic TR4 tomb ambience which brings back lots of memories of feeling trapped underground. The use of camera is also nice... some good but rather long and dizzying flybys to sit through. I think it was thanks to all the cameras though that I never got completely stuck in this level. Lighting is good as well, but nothing great I think, and could have been a bit more atmospheric in some rooms. The texturing is great I think and the author makes good use of the 4 Qualopec symbol textures in order to give us an idea of what we are doing, and which areas belong to which symbols, and what will cause what. I liked this a lot and it helped a lot. A really amazing level, definitely not one if you just want a quick raid (which is what I was going for now actually), but if you feel like diving into something for quite a long time then this is the one for you!" - Sethian (01-Jan-2008)
"For a large majority of my review, I would have to agree with the points that Sethian has already made - This huge, sprawling level oozes with classic TR atmosphere with satisfying gameplay found at nearly every corner. Sweet Memories is a magnificently sculpted world of its own that would be considered an explorer's dream. The main hub area is quite big with many places to access that each have their own tasks and puzzles to complete, accessed by a not very tedious pushblock puzzle which serves to orient the player in a step-by-step fashion of completing the level. For gameplay, it's mainly about exploring the huge area as I've mentioned before, added with some fun of high climbing, collapsible tiles, sloping rooms, as well as a few spike sequences and outrunning a (bit slow) boulder with wall spikes in the way. The main enemies that are encountered are tribesmen, raptors, and some wolves, which are placed with consideration to balance out the exploratory nature of the level. The objects are also placed with good regard, and I did like how the skeletons were used in the puzzle design, as well as the animal skins in gathering the secrets. Speaking of which, they were placed in good locations and presented a degree of challenge in acquiring them, save for the third one which seemed a bit uninspired hidden behind an openable underwater door. I also have to commend the lighting for the secret idol in the little cave - It illuminates a radiant golden glow as it stands on its pedestal, and as it's taken the light goes away realistically. Touches like these give the level some artistic flair and somewhat of a "coolness" factor to me. The atmosphere of the level is quite great, replicating the desolate and cold feeling of tomb raiding using mostly the standard audio, and cameras are provided in consideration to keep the player going in the right direction. There was a time though that I ran around the main area trying to figure out where to go next when some action I can't recall raised a trapdoor that allowed me to progress further. At times, the music placement was kind of odd - One area had a flyby camera that directs the player to a switch with rather dramatic music when there was no enemy or danger in sight. The piece could have worked better after pulling the switch because that's when the suspenseful piece could have a greater effect due to the appearance of an enemy and a timed run. The texture department is quite great, I could not find any misplaced textures, and the lighting was also quite good, though somewhat flat in the great main area. Everywhere else though, lighting did give every area it's own feel and small atmosphere. To sum everything up, it's over an hour of a classic style raid that satisfies the veterans of TR, and also isn't quite difficult for the less experienced players. Awesome level, applause to the builder." - Relic Hunter (01-Jan-2008)