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Infiltrator by LePerk

dmdibl 9 9 9 9
EssGee 9 9 9 9
eTux 8 8 8 8
Gerty 8 8 8 8
Jay 9 9 10 10
Jez 9 9 9 9
Jose 8 8 8 9
manarch2 8 9 8 8
MichaelP 9 9 9 8
Mman 7 8 9 9
mugs 10 10 9 9
Phil 10 10 9 9
Ruben 10 9 10 10
Ryan 9 9 9 9
Samu 9 9 8 8
Treeble 7 8 8 8
TrueRaider 9 9 10 10
 
release date: 19-Jan-2008
# of downloads: 69

average rating: 8.79
review count: 17
 
review this level

file size: 19.40 MB
file type: TR4
class: Base/Lab
 


author profile(s):
email(s):
leroy_perk@yahoo.com.au

Reviewer's comments
"A somewhat standard facility level but with a few interesting custom features. The movable crane, which moves a crate for Lara to climb at in two different positions other than its starting point, then a couple of railings you shoot but instead of shattering they just hang off the side (same difference, though) and the staircase lowering from a trapdoor above were all nice and unique touches. As far as gameplay goes I wasn't particularly keen off the whole flooding/draining three water tanks and generally speaking there was quite a fair share of backtracking to be done here, but perhaps I'm just getting too old for all of this. Lighting was a bit dark at times. Good fun though. 50 minutes. 12/22" - Treeble (18-Dec-2022)
"I actually went through this ages ago but then got myself stuck near the end after saving in a death trap and didn't bother to replay back then (although the actual issue is my fault rather than the levels), so now I've finally finished it. This is a base level, and, while some of the linking areas are simpler, the individual areas are general interesting and well designed, especially the Area 51 type areas with window walls. The gameplay is a little vague at times and there's a somewhat tedious amount of backtracking in the first half (especially having to go through a laser-filled vent at least twice depending on how stuck you get), but each area has a distinct style and there are some nice puzzles and interlinking interactions. The timed trap I got myself stuck in initially is also a nice twist on things as long as you have a save while past the laser. A decent map, with some good use of base objects, although the gameplay is a little flawed in places. It's a shame this was the designer's last map." - Mman (02-Dec-2018)
"This is Leroy's swansong, and I can not think of a more fitting conclusion. For just over an hour, you get to explore outside and around an intricately designed warehouse environment, filled with innovative gameplay touches, guards, dogs, and lasers that require some strategic thinking. There is a nice sequence with a crane, some target shooting and an ingeniously crafted timed sequence involving trigger tiles and lasers. Great fun and definitely recommended." - Ryan (12-Feb-2017)
"This is the first level of the builder I have played (with the exception of the joke level) and I must say I'm really impressed by the great gameplay ideas in this quite puzzle-based level, some of which are simply fun, some which don't quite work that well. Already from the starting flyby you'll know this will be a good level and it certainly was (the short storyline was really intriguing). The flooding/draining puzzle near the start was generally nice but one has to backtrack way too often which made it kind of tedious; the five switch puzzle interlinked with this one also was rather obscure, but from then on I liked nearly everything in this game - the laser ducts, the crane puzzle, the high-tech room with the lightning and of course the brilliant timed run at the end. Still don't get why there had to be two crystals as quest items (one of them dropped by a demigod that felt totally out of place). The technical skills of the builder show in the great use of custom items like the half-broken railings, the self-opening ramp and of course all the clever laser setups. Maybe the dose of enemies is a little too high for my taste but you'll get just enough weapons and ammo. I could imagine a bit more work in terms of sound and more care for texturing (some were slightly misplaced) and lighting (it often was too dark without any provided flares) would've rounded this level up more but I think it's quite a memorable raid and well worth playing for 45 minutes. Found no secrets." - manarch2 (06-Mar-2013)
"This is a base level and although they are not on the top of my list, this was quite enjoyable. I had the strong impression that this level was a bit rushed, that is a pity, as I still like what Leroy offered us throughout the years. Also a pity that this will be his last one he will build. There are some nice ideas in this level but I had a feeling that some things didn't work properly. Maybe because I used an old download and the original script?" - Gerty (04-Oct-2009)
"A level you would immediately recognize as one by LePerk, because it has you put your thinking cap on. With fairly simple means, you are treated to an adventure of just under one hour inside and outside a base setting and it it is wonderfully clever and so well connected that you can really immerse yourself into the game. From the initial area where you need to flood and drain three pools to progress you move on to areas inside with lasertraps and guards and dogs to kill, a few plugs and a card to find and some fun jumping around a room with a very cool transparent dome in the centre. Speaking of which, there is a handful of custom objects that blend in very well and serve a great purpose. This cannot be said of the demigod though that shows up rather out of the blue and did not fit in at all in this otherwise so convincing setting. The double timed run with a twist is very original but of course also means you can get stuck alive behind the laser with no way out other than reloading a savegame. But this is really a minor quibble in an otherwise very enjoyable raid. Too bad we will apparently not see more from this author..." - MichaelP (30-May-2009)
"The next level to be played by the Lara's Home Raiding Party. I was already a huge fan of Leroy's levels. I love the intricate and clever puzzles and the fact that they are usually well textured, lit and very convincing. This one is no different. I loved it from start to finish. One I figured out how the flooding rooms bit at the start worked, and the seemingly random switch puzzle, it was plain sailing. A few tricky moments here and there like shooting the railings and the timed laser puzzle but nothing that was a game killer like I have seen in so many levels recently. The times laser puzzle is in fact two timed sections in one which you have to trigger twice. The only drawback is that you may encounter a few bugs with this puzzle. Sometimes the lasers aren't even there but you still get killed. Save many times and re-try. Another slight error is that when you get to the end and exit into the main outside area again you trigger some enemies. But you can trigger them in the first instance if you go up to the exit door and it seems a little odd. Apart from that, it's excellent." - TrueRaider (24-May-2008)
"Infiltrator is the last level that we shall see from LePerk, as he appears to be giving level-building away. That's a real pity because he is one of those builders that builds things right. There is always a challenge with his levels, but this one feels pretty much right - not too hard - not too easy. Lara's job is to infiltrate a high security base in search of some crystals and to get a very large Blast Door open. There's some good puzzles involving switches and water levels, laser gauntlets to run, and a smart timed run. Some good special effects are added with the crane and retracting stairways. Base levels can feel a bit samey at times, but this one has a good look about it as a result of good lighting, texturing and fog, some effectively used objects and well-designed interconnecting rooms. One timed run is a bit tricky and could potentially dead-end you, and the lasers played up a bit for me, so you should keep alternative saves to play it safe. I got camera clues when I needed them and music cues were also aptly set. My only query was the demigod that showed up, but maybe this was the power of the crystal that drew him here. All in all a very solid level that will provide you with about 90 minutes net raiding." - EssGee (24-May-2008)
"A level with a very good design, perfect textured but a bit dark for my taste in some areas and I couldn't find any flares. In the room with the switches and lights I coudn't find any hint to pull the switches, only try and mistake. I missed a yellow fuse but I didn't need it to continue playing. In the room with the dome structure is very difficult to figure out that you have to shoot something, and I had to go up and down too much times. The final timed run puzzle was very original. I liked the objects and some surprising actions during the game too. It's a pain that this good builder wont make more levels. Many thanks LePerk for all the good hours you gave to all the players." - Jose (08-Mar-2008)
"The readme tells us that this will be LePerk's final level, which is sad news indeed. I vividly remember the childlike joy I felt while playing and polishing up the walkthrough for Troglodyte Technology several years ago. At least he's going out with a bang, for this is a technically brilliant level that will provide up to an hour and a half of engaging and sometimes complicated gameplay (the methodical draining and filling of adjacent pools stands out in my mind). The enemies are fairly standard fare, soldiers and guard dogs as I recall, but you'll remember this one for the puzzles. I never found a use for the two blue stones that you pick up near the end, which probably means that I missed a secret somewhere. But from start to finish you'll enjoy a base raid in the grand tradition. Highly recommended." - Phil (07-Mar-2008)
"Another highly entertaining level from this author. Fairly typical base setting but with clever use of gameplay including the first double timed run that I have encountered. I expect we will see more of these from various authors in future as it worked very well. Also a switch sequence where the clue is very subtly used. As inventive as we have come to expect from this author. A great shame that this is to be his last level. Good luck for the future Leroy." - Jez (03-Mar-2008)
""In this level all you have to do is open big door you see at the start and walk through." Right. It took me an hour to the second to actually do that, plus take a roundabout through the rest of the base as well, but I can't say I'm complaining as it's a fairly entertaining raid at that! Overall it feels a bit like the author returning to the style of his earlier levels, just taking some of the newfound skills in custom objects and animations with him, what for me was a shame, since it took me a while to get accustomed to his style, with "Art History" still being my favorite to date, so overall, despite the couple of interesting ideas, this felt like a step backwards. With that I'm not saying this is a bad level - it has some creative touches, like the 3 pool puzzle, shooting railings to make your way around, the double timed run closer to the end are all wonderfully inspired tasks, and the looks are reminiscent of the TR3 Nevada settings, but I had the impression that the level was rushed - almost as if the author just wanted to get it over with. All troubles began with there being no script provided, thus being forced to play with the original script, which for me resulted in bugs like missing key and fuse names, no horizon and water textures that didn't work properly (because of lacking UVRotate line), but also the gameplay had some moments where I raised my eyebrows wondering if it worked out as it was supposed to. The wraith chase closer to the end was a bit of a stretch, but since it was kind of the closest thing to a final showdown, and you have sufficient medipacks at that point - it was half as bad, and what bothered me more where moments where you apparently turn off laser traps to create a shortcut and avoid some tedious duct crawling - but the empty space where the lasers were still kills Lara, and the 'electric fence' killing Lara looked a bit cheap and could've been done differently, as the way it was now it felt just like death tile used to hide the 'end of the world' problems. All that put behind me - it was a great base experience and am sorry to hear it's the author's last, cause the ending did hold promises of a possible sequel, so while overall this is not my favorite from the author's work - it's a recommended raid all the same!" - eTux (20-Feb-2008)
"Oh, I love games like this ! Lots of action and challenges. Excellent custom objects and puzzles. A timed run novelty that is great fun. Lara's goal is to break into the base, steal the 2 Ba Cartouches and find the keys to the big door ! I highly recommend this game !" - Mugs (07-Feb-2008)
"The good news - Mr Sneaky is back. The bad news - this is his last level so make the most of it. It's a base level so you can expect the usual guards, dogs and laser traps, but Leroy has put his own particular stamp on the proceedings so you can also look forward to excellent puzzles, an intriguing timed run and general all round enjoyable and highly inventive gameplay. I'm not the biggest fan of base levels, but this one is unmissable." - Jay (03-Feb-2008)
"This is a good example of a level which is built mainly with basic stuff and methods but still manages to be very entertaining. The gameplay is full of different kind of tasks and puzzles that will really test your gaming experience. At the beginning you have to solve an inventive switch combination puzzle and complicated flipmap puzzle including many pools to flood and empty. You also have to uncomplish a tough time run, many jumping tasks and lower a hanging box to access a deep area. Area where you have to lower the box has actually a kind of bug because you can access the lowest floor by jumping there without dying and that way you don't have to lower the box at all. Anyway it doesn't affect reviewing because it won't prevent you from finishing the game and gameplay is done overally really well. What comes to the environment, it is created very well too. Textures are laid carefully, room geometry is detailed enough to look good and areas are connected to each other very nicely. Despite the environment looks good it could look much more detailed and less outdated. If you think what can be achieved with the new tools and compare this level to some other new levels, it looks nowhere near as good as you could get it to look. All in all this game is created with good level building skills and imagination and it has a lot of interesting tasks to solve, so don't miss it." - Samu (03-Feb-2008)
"I've enjoyed the author's previous work, so was eager to try this release. This is really good, though I had some bad moments. Start in a base complex. The road is guarded by machine guns, but all Lara has to do is open the big red doors ahead. Lots of luck. Swim down and come to a huge dark area with two pools, one empty, one full. This area is so dark that you just can't see if there are passages or switches high up on the walls, and I began to feel the darkness made this area not only unpleasant, but almost unplayable. Bear with it, things get better. All Lara has to do is open some underwater doors in the pools, and find the right combination among five overhead switches to turn three red lights to green. This opens a walkway door, giving access to switches so Lara can flood the empty pool and open its underwater door. With a walk-through this would be fairly simple, but not knowing what to do I spent about half my game time in this area trying to penetrate the darkness. Lara needs to flood and empty the pools several times. There is one nasty jump to perform. Then suddenly the game changes completely. Lara gets into the outside base where the light levels are fine. Perhaps the tasks here are just as intricate, but since you can see that doesn't matter. There is a crane to move a box, and then to lower it, to help Lara drop down in a pit. Lara makes her way to an inner sanctum, a breathtakingly detailed area with walkways, flexible conduits, machines, and some element protected by force fields. This is startling design work, particularly since it was probably done several years ago. After Lara gets the element, I did find the appearance of the Egyptian demigod to be out of place. Near the end of the level Lara needs to make a timed run that baffled me. Lara ended up trapped inside a room by lasers. The solution is on the forum. Fortunately the timed run itself isn't bad once you understand what to do. Finally Lara gets back to the machine guns, blows them up, takes out the guards, triggers the descent of the red door, and exits. Excellent design work throughout. The inner sanctum part was amazingly good. But there were parts like the exceedingly dark pool area that were less good. The game play can be obscure. Definitely play this, but either read the forum or wait for a walk-through." - dmdibl (02-Feb-2008)
"No reviews for this level yet ? I just can`t believe it. According to the amount of praise it gets in the various forums I was expecting at least half a dozen of "thumbs-ups" for this game ! Although a bit complicated to install this game and make it run on the TRLE it is definetely worth the effort : One of the finest Base/Lab levels I have ever played. Even if you don`t like this particular shape of levels you will not be dissappointed. High tension maintened overall the game , but things are always doable and not impossible to master with a little bit of common sense ! The timed-run puzzle near the end is just a masterpiece and one of the very best in its own class , so think twice and be not too swift to grab the access card hidden in this box ! There is something else to do first ! So sorry to learn this builder has decided to abandon TRLE . Thank you so much !" - Ruben (27-Jan-2008)