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BtB2015 - Tragodia by Talos

Bene 7 8 9 8
Christian 7 7 7 7
DJ Full 7 7 7 9
Drakan 8 7 8 8
janachorider 8 8 7 8
Jay 7 8 7 8
Jose 6 6 8 8
Josey 8 8 9 9
Magnus 3 3 3 4
manarch2 4 5 5 6
MichaelP 6 7 8 8
Mman 5 7 7 7
MrJavi94 5 6 5 6
Mytly 7 6 8 8
Orbit Dream 6 7 7 8
Phil 8 9 8 8
requiemsoul 7 7 7 7
Ryan 7 7 7 8
TimJ 5 5 7 6
Tolle87 8 9 8 8
Treeble 7 8 9 9
release date: 11-Oct-2015
# of downloads: 142

average rating: 7.02
review count: 21
review this level

file size: 68.40 MB
file type: TR4
class: Rome/Greece

author profile(s):

Reviewer's comments
"Another short but well-playable level from this contest. Not sure why the author placed the hardest enemies near the start and another less dangerous enemies later; this is not a problem, though, 'cause the author provided enough ammo and medipacks from the very beginning, but it could be a real problem if the player miss the shotgun (not easy) near the start. Anyway this level can be finished only with pistols if necessary. Not real puzzles to solve (except the three switches puzzle), only some tasks with the torch, a timed run and look for some items. There are many dark areas, but I found enough flares; the textures are usually nice applied and cameras and sounds help to create an appropriate atmosphere. Enjoyable." - Jose (05-Oct-2017)
"This one was short. It didn't seem as fulfilling as the previous one, but it was all right. Not very challenging, but good for experienced raiders. The first flyby, while well done, seemed superfluous." - Ryan (01-Mar-2016)
"Like the previous map I played this is quite a short map, and this one is even shorter than the first. The map sizes here almost remind me of the average map in the first couple of BTB sets, vs the giant (bloated by some perspectives) entries that have generally become the norm in the more recent ones. The visuals are pleasant but relatively simplistic, and there's a certain lack of overall coherence that makes some of the better looking areas (namely the Wraith and Skeleton corridor) feel more like object/lighting tests rather than a part of a whole. The gameplay is quite straightforward and fast-paced; it's easy and not very complex but it also doesn't bog itself down with any annoyances (outside of one overly long corridor with a ladder/pole both ways and it being easy to die when triggering one flyby). It's also a shame the outdoor areas aren't actually used for anything interactive. Lacking in standout design but it's shortness and pace combined with couple of nice moments means it's still enjoyable." - Mman (13-Jan-2016)
"In the whole history of art, this is the only tragedy where the main hero survives but everybody else die. Not everything is changed though: the play still properly executes Aristotelian unities of time, place and action (or as said before: brevity, undergroundness and keyholing). It also includes a lament of the main hero when she realizes that beautiful city on the surface only serves as prologue and epilogue and for me, this is one of three major problems. The other is you can hit the end of very long corridors without a pickup needed to proceed, so despite of very small map size there is a very high chance of extra backtracking. But as I said the map is small so you will never waste too much time here. Apart from these two issues the game really held me in. The reason is lively warm lighting despite of catacomb setting, and details applied in specific way - sometimes I prefer a tiny room with interesting texturing than an epic grey chamber; sometimes a pool made of six squares allowing enough focus to appreciate each difference matters more than a vast seabed made of repetitive sand; even a slow polerope climb with a mosaic or painting in the background can be more interesting than a timed run through a corridor where I possibly won't notice these textures at all. This leads me to notice this underground descent which requires holding breath until the end in fact gave me a kind of totally different air. Or maybe it was ambrosia, I don't know. The final problem is flyby handling, and as an amateur cameraman I'm especially sensitive to that. We've been talking about offensive reviews lately, and if I wanted to make one here I would say the cyclops has refused to participate in this tragedy because he was afraid of losing his last eye from watching these cameras. But since this is not an offensive review I will just say the camera flies from unspecified point A to unspecified point B, along the unspecified path, often showing an unspecified thing, and Lara can even die during these cutscenes. The hint cameras try to compensate for this but they aren't so much needed here, again because of the size of the map. Always focus camera on something, and I bet you can since you managed to efficiently focus me on the details I mentioned. SUMMARY: If gameplay and cameras were better arranged and the ending was more rewarding, this one could stand much higher. Still this level is very immersive and as much needed among the grand-scale entries as a stasimon between epeisodia." - DJ Full (01-Jan-2016)
"Although this is one of the easiest level to complete, it's (at least for me) one of the hardest to review.The reason is that there really isn't much to say.There are no spectacular moments but also there are no big flaws and that stands for every category.The theme is not just for title, it really manages to give you a feeling of an old (but still very bright, despite being underground) theatre, although some areas look a little empty and bigger than necessary.There are a few rooms that look noticeably better than the others, with obviously more attention paid to them.Gameplay is pretty simple.The worst thing that can happen to you is that you have to repeat one longer route which includes very high pole climbing if you miss a certain item.Enemies can be a little annoying with some tight spaces, especially skeletons that attack you while you have to watch a flyby or while you have to pull some levers (and they disappear if you bring the explosive arrows back to that place, just like they knew....Boy, those skeletons were trolling us in many crazy ways during building, from destroying objects to commiting suicide).However, you are provided with more than enough ammo and medipacks so it's really no big deal.I have to say that I was a little disappointed with sudden ending because I feel that the very good looking outside-based intro gave the opportunity to the builder to "complete the circle" with some short outside ending. There's not much else to say.If you want to take a break from hardcore-gameplay levels and to spend relaxing but certainly enjoyable 30-45 minutes, Tragodia is for you." - Tolle87 (01-Jan-2016)
"This is a fairly simple, linear and not very memorable level. There is nothing particularly wrong with it (except perhaps the placement of a few objects), but there are no 'wow' moments either. At barely more than half an hour, this is the second-shortest level in BtB 2015, but it didn't exactly leave me wanting more. There are some good bits of gameplay in the level, such as a simple switch puzzle, a moderately challenging timed run, getting a torch over some spikes, and a couple of decent traps. The lengthy climbs up poles can be a bit boring, though.
Enemies can occasionally be tough as they tend to appear in pairs, and that too in rather cramped quarters. I missed the shotgun at the beginning; when I realized this upon encountering the skeletons, I restarted the level (fortunately, this was only a few minutes into the level). Later on, it's very easy to miss the crowbar, and wind up at the sad mask without it. A gladiator dropped a key on the same square as a falling sword, which made it tough to pick up the key.
There is a pretty town area visible in the flyby at the beginning, but we never get to reach it (it's seen again only in the flyby at the end); the whole level takes place underground. I'm not sure what builders are thinking when they do this - I mean, why go through the trouble of building a nice area, if you're not going to let players explore it? Still - the underground areas are not too bad, though not particularly exciting either. The architecture is rather simplistic, but the texturing is adequate and the lighting somewhat pretty (apart from a few unnecessarily dark corners).
Overall: This is not really a bad level by any means, and it's a pleasant diversion between some of the longer BtB 2015 levels, but otherwise it's not exactly remarkable." - Mytly (31-Dec-2015)
"While Fallout 4 was a welcome break from the hell that is playing 25 levels that all use the same wad and textures, after six weeks of wandering around the Wasteland with no end in sight, I was looking forward to playing something a bit more colorful. How ironic, then, that I should happen to choose a level that takes place entirely underground. Although not as gray as Sands, it's still a rather dully-colored affair - there's a random red room in the level that stands out simply because it's one of the few rooms in the level that has some pop to it. The story is about some cursed masks or something and there are some monsters or whatever - I don't know, I guess it doesn't really matter. The readme mentions how the level task place beneath a colorful site, so that's pretty funny, at least. Anyway, the goal is to find two masks, and in your way is nothing but keys, keys, and more keys. It's the kind of level where you carefully comb through every room before leaving, lest you miss one of the many keys you'll need a while later. Enemies drop keys that open doors that lead to more keys. That's really all there is to this level. There are a few enemies and a couple of traps along the way, but you'll blitz through it in thirty minutes as long as you don't miss any of the many, many keys. *Sigh* At least in Fallout 4, you can just lockpick doors." - Magnus (30-Dec-2015)
"An enjoyable game, recommended for all players. It is not difficult, and it is pretty and well done. (I admired specially the movement of the water in the pools, and the lights of the office). There are no puzzles, but action is varied and pleasurable. Lara's path is clear from the beginning to end (always a good thing, in my opinion), enemies are well positioned and can be tough, music is alright, and although the game is a little dark, there are plenty of flares, as well as ammunition. Traps are not very hard, but play with eyes well opened, because some of them are unexpected and also there are essential objects a little hidden (namely, crowbar and bow) that must be found before arriving to a certain place; and besides this, some ammunition and weapons (kaboom arrows, uzis, shotgun) can be easily overlooked." - Josey (22-Nov-2015)
"Unfortunately I played this level towards the end of my way through the 25 BtB levels. It probably works a little better at the beginning, where it would be a great warm up to introduce you to the pacckage without stressing you out all that much as a player, as it is one of the easiest and shortest levels of the pack. Which is not a bad thing per se of course, and you get a variety of things to do, but the timed run, the one secret, the enemy battles, the 3 lever puzzle, the torch action and the traps all seem a bit too easily dealt with to keep the player fully engaged. There are rather many pickups that you really do not require and so this ends up being a nice diversion for in between with a solid look and feel. Recommended to play between all those tricky and lengthy adventures out there. [29 min, 1 secret]" - MichaelP (18-Nov-2015)
"I quite enjoyed this little adventure - a very nice respite from almost impossible timed runs and enemies. And it was in the true spirit of BtB...lasting 1 hr. or a bit more. The player gets many more weapons and ammo than are needed and more is always better. Nothing harder than running around looking for appropriate supplies and, here, they are readily available. Yes, easy and fun. Would have loved to see the outside areas that were hinted but this is the first in the competition that I felt an immediate, eerie, spooky atmosphere and although some of the music was misleading it was still good. Would love to play an extended version." - Bene (06-Nov-2015)
"I have mixed feelings towards this level. On the one hand, I quite enjoyed it's indoorsy aspect, but have to admit feeling slightly deceived by the exterior areas in the beginning and in the end. Generally speaking it's a good looking level and a somewhat linear experience managed to miss the underwater timed switch so I was wandering without the crowbar for a while. After collecting the two masks the level comes to its end. I'm not sure I made sense out of the triple lever puzzle, but all in all this was a good and enjoyable raid. 50 minutes, 1 secret. 10/15" - Treeble (04-Nov-2015)
"Nice and easy level, just follow the path set out to go to the final in a very correct time of 50 minutes. Too bad we do not access the room outside view in the flyby of departure." - Drakan (03-Nov-2015)
"Another level by a presumably not very experienced builder. The positive things that can be said about it are several rather nice flybys, especially the glimpses to outside areas (although it's a bit of a let-down that you never actually reach them), and the texturing is more or less cleanly applied, with only a few more obvious mistakes. Yet, as said, all of the action takes place in quite functionally constructed inside areas that don't spread a very charming atmosphere in their boxyness, with many long corridors that connect them. Music in the flybys is pointlessly dramatic and does not fit the situations. The gameplay has a few "okay" moments, like the lever puzzle to open some doors and also the multiple use of the torch (but this one can be screwed up and then you've got a problem), often it's rather slow paced though and there are a lot of items to find in a confusing way, so that quite heavy backtracks can be required if you didn't find a certain item before others. I also found the many vertical poles to be quite annoying (after the first I shamelessly used the crawlspace roll to bug up to the upper ledge, to prevent extreme tedium) and the flyby that starts when Lara drops down a high ledge is also a design mistake, as you can easily die on the drop and the (very long) flyby has to be repeated. Even with a bit more than 15 minutes the game outstayed its welcome with the mentioned issues, and there are no really creative puzzles and very few easily avoided traps to spice it up. The sole secret is also easy and enemies are a bit wildly placed in the setting, seemingly as an afterthought. The object design is decent at least in the room decoration, but not really special either. A not very memorable entry in the contest, but it doesn't do much glaringly wrong and there are a few better things about it so this is definately not a bad (first?) effort." - manarch2 (31-Oct-2015)
"Tragodia begins with a nice flyby that promises a good and beautiful to discover. However, Lara is trapped underground in dark corridors and you never really get the opportunity to wander in the splendid outdoor areas that were promised. Reaching them will be the goal of the level. To do so, a number of tasks will be required : avoiding traps and killing enemies, using big medipacks, finding ammunition, finding keys and puzzles, blowing up enemies, opening doors and climbing poles and ladders. But you are quite never thrilled to do so in this dark environment. Sometimes enemies appear during flyby sequences and can damage you while you watch helplessly the camera slowly going. However, there were some nice ideas like the torch-and-spikes trap and the corridor with light beams that was a welcome warmth in this dark level. I believe the author is a beginner and I encourage him to work further as this level was promising." - TimJ (27-Oct-2015)
"Perhaps my expectations were raised by the enticing outdoor opening area(lovingly displayed in a graceful fly-by) which turned out to be entirely superfluous and never played a part anywhere in the storyline.Maybe it was the general lack of puzzles,or the fact that I missed the crowbar and had to backtrack through rather a lot of the level.Whatever the reasons,gameplay never really came together for me,despite one or two entertaining and creative moments (especially a torch-and-spike sequence).The builders generosity with pick-ups meant that there was very little suspense in the numerous enemy encounters,exciting though they may have been;and the clue written on the scroll was hardly needed.Nevertheless,I found the atmosphere to be quite gripping.Perhaps it was the sinister background audio;or the often evocative and moody lighting - but some of the passageways were actually rather creepy,and I became convinced that nasty things were lurking behind several of the corners (and quite often they were!) An anti- climactic ending let things down again;and this therefore remains something of a disappointment,albeit a good looking one." - Orbit Dream (26-Oct-2015)
"a fun level!good lighting,good use of enemies and tasks." - janachorider (25-Oct-2015)
"The opening flyby of this level made me oh so nostalgic for beautiful Greece - I've had some wonderful holidays on quite a few of the islands in my time. Anyway, poor Lara had an awful lot of work cut out for her before getting to (briefly) see the outside area. Pleasant gameplay here, with a hub section and different areas that provide varied tasks to find the needed artefacts. There are some good traps and the enemies are quite challenging at times - more than sufficient medipacks are provided though - and it's another one that should be suitable for players of all abilities." - Jay (14-Oct-2015)
"Here's another laudable entry in this year's competition, although I feel it's a cut below Pandora's Tomb in that the gameplay seems a bit less inspired. Again, however, the lighting here amply illuminates the lush surroundings, and the builder has considerately provided a great deal of helpful pickups, including a crossbow with plenty of explosive arrows. There's a torch puzzle mixed in with a spike-crossing exercise, a hub room of sorts with a number of side doors, and a single secret that was not very hard to access. Playing time was right at 57 minutes, so it appears that the builders have thus far taken the ground rules to heart. I'm finding it hard not to like everything I see in these BtB levels. Recommended." - Phil (13-Oct-2015)
"A lot of fun level with varied tasks. I like so much the one involving the torch. The atmosphere is not its strong point. 45 minutes. Difficulty: Easy" - requiemsoul (13-Oct-2015)
"I decided to start playing the Back to Basics of this year with this level. I was expecting something better in all terms. Rooms are empty of objects. I think the builder could've worked a bit more in that sense and also there're no puzzles. Main goal in this level is to find two masks; one happy and other sad mask. I won't give any bad note, simply that I haven't enjoyed it as much as I thought." - MrJavi94 (12-Oct-2015)
"Two masks have to be found to finally exit an indoor- scenery with some Greek elements. Three levers are giving access to different areas with a few, quite predictable tasks to perform. A spike and torch-puzzle is one of the most exciting parts of the game. A funny wraith is appearing quite next to the pool where we can get rid of it. Everything is a bit too obvious, atmosphere did not convince me, gameplay is not really inspired. Not my favourite out of this series. (7-7-7-7)" - Christian (12-Oct-2015)