20x20x20 Challenge - The Venice Incident
1,087 downloads

- Release date
- 29-Nov-2011
- File size
- 60 MB
- Class
- Venice
- Engine
- TR4
- Duration
- medium
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| afzalmiah ↓ | 7 | 7 | 9 | 10 |
| BlackWolfTR ↓ | 8 | 9 | 9 | 9 |
| Blue43 ↓ | 8 | 8 | 8 | 9 |
| cho7 ↓ | 10 | 10 | 10 | 9 |
| Diz ↓ | 8 | 9 | 8 | 8 |
| DJ Full ↓ | 10 | 9 | 10 | 10 |
| dmdibl ↓ | 8 | 9 | 9 | 9 |
| Drakan ↓ | 10 | 10 | 9 | 9 |
| eRIC ↓ | 6 | 6 | 8 | 8 |
| eTux ↓ | 7 | 6 | 8 | 7 |
| Gerty ↓ | 6 | 7 | 8 | 8 |
| Jay ↓ | 8 | 9 | 9 | 9 |
| JesseG ↓ | 8 | 6 | 8 | 9 |
| JoeTheCrazyGamer ↓ | 6 | 6 | 6 | 7 |
| Jose ↓ | 7 | 7 | 9 | 9 |
| manarch2 ↓ | 7 | 6 | 8 | 7 |
| MichaelP ↓ | 6 | 6 | 8 | 8 |
| Mman ↓ | 8 | 7 | 8 | 7 |
| Mytly ↓ | 7 | 5 | 8 | 8 |
| nerdfury ↓ | 9 | 6 | 8 | 9 |
| Ryan ↓ | 7 | 6 | 8 | 9 |
| Shandroid ↓ | 10 | 9 | 9 | 9 |
| Treeble ↓ | 7 | 8 | 10 | 9 |
| VoodooChild97 ↓ | 7 | 8 | 7 | 10 |
| Category averages (24 reviews) | 7.71 | 7.46 | 8.42 | 8.58 |
During the first 5 minutes of gameplay, I thought to myself, "Sweet, a chill and short Venice level!". The adventure that awaited me was far from chill, or short, but it was a blast. Aside from the final boss, I felt like the challenge level was just right, and there's quite a lot of thrilling exploration, combat and trap-dodging to do within a Venetian manor (and surrounds), confined in a 20x20x20 cube. Puzzles were very light, although I did appreciate the references to "Madam" by the builder (it's not often that a builder will try to incorporate some lore). I loved the idea of limited pistol ammunition and ammo conservation in general. The backtracking was too much towards the end of the level, which prevented a perfect score in this category. I think it would have been reasonable for the builder to enable a shortcut to go from downstairs to upstairs once the stairway traps were conquered (e.g. disable them once Lara takes the wires next to them). That would have minimized the backtracking frustration.
(6) Enemies, Objects & Secrets
This is definitely the wonky category (I do feel like the builder nailed the other categories almost perfectly). Baddies would often glitch in and out of walls, or they would be standing by a railing object and Lara did no damage to them when shooting (yet they would be able to damage Lara). Decorative static objects would glitch in and out of visibility. I noticed some weird things with doors, too (a door that opens into nothing but a brick wall; a door with an invisible block that Lara would bump into). The final boss would sometimes disappear mid-fight, meaning that I had to reload and try the final fight again (UGH) as there would be no way for me to complete the game otherwise. I don't really have an issue with the amount of baddies in general; you can always try to play smart and kite baddies to areas more favorable to Lara, or if Lara needs to swap weapons, swap behind a wall and not when she is exposed. What I didn't like was that the builder didn't include some kind of warning in the readme or level info page: "WARNING! The final boss fight is extremely tough and you will need several large medipacks at the very least!". I actually finished the game with about 5% health with no medipacks left... imagine a player's frustration if they initiated the final boss fight and didn't have enough medipacks. I did find the 1 available secret and I do feel like there were plenty of opportunities to hide more juicy secrets.
(8) Atmosphere, Sound & Cameras
The builder captured a lovely Venice atmosphere very well, and he did a wonderful job with the architecture of the manor. It really was a pleasure to keep ascending and then finally be on the rooftops, seeing the lower areas that Lara had already conquered. I do think the builder could have varied the rooftop heights of the backdrop building textures, so that the "cube"-ness of the level was less obvious. Sounds and cameras were generally used well, but I absolutely think that there should have been a camera pointing at the upstairs double doors once Lara used the radio on the computer. It wasn't clear at all that the next step was to approach those doors, and that they will now automatically open when approached.
(9) Lighting & Textures
Textures and lighting were well done; there were no especially dark areas/areas that needed flares. The level had a constant "bright" lighting/lack of lighting variety, but that's not a big deal for me.
In sum, this was a creative, challenging level full of thrilling combat. I had fun (aside from the final boss) and I think it would be a close to perfect level if the builder had ironed out some enemy and object issues. 9/6/8/9." - nerdfury
On the few occasions that the non-stop shooting does stop, the gameplay is quite enjoyable. There's a mini-puzzle involving a safe and a code, a torch puzzle, plus a timed run, and quests for several keys and artefacts. There's also a cool tricky jump over some awnings, and a blade-trapped staircase to navigate. The main thing that felt off is that the final destination of the level - i.e. the helipad - is easily accessible even without the four codecards, so getting these codecards in a huge massacre of a boss fight is particularly pointless.
The mansion is very well built, with the upper balcony areas being especially nice. The textures and most of the objects are from the BtB2010 set, which is always a pleasure to see. The lighting is not bad, though it could use some more colour and drama. The house is surprisingly large considering the constraints of this challenge. I believe the builder has built a large number of rooms 'within' the others (in terms of the Level Editor), which may be why so many objects seem blink in and out of sight. There are certain problems which speak of a lack of beta-testing, like enemies which float down from ceilings or burst out of walls, or invisible chandeliers that Lara can climb on. The cutscenes are very good, except the last one, which lingers a little too much on close-ups of the helicopter.
Overall: This could have been a fun level if only the enemies had been cut down to about a third (and even then it would still be a shooter, but at least a tolerable one.)" - Mytly