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Ice Carbon Diablo X by Neltharion

BlackWolfTR 5 4 3 3
DJ Full 5 4 5 5
eRIC 3 4 5 4
Jay 6 5 7 6
Jorge22 5 4 6 5
Jose 5 5 6 5
manarch2 2 3 3 4
MichaelP 4 5 6 4
Orbit Dream 3 3 4 4
Phil 6 6 6 7
Ryan 4 4 5 5
Torry 4 4 7 4
 
release date: 24-Sep-2019
# of downloads: 86

average rating: 4.63
review count: 12
 
review this level

file size: 30.20 MB
file type: TR4
class: nc
 


author profile(s):
email(s):
guevaraimre189@protonmail.ch

Reviewer's comments
"As everyone else said, there seems to be little coherence between the title of the level, the Scotish Castle style setting and the 20 or so ninjas that are running around the place. There are also quite a few thin walls that spoil the atmosphere. But I did not mind the backtracking all that much as it is all quite brief and I liked the solid camera work and the multi layered room structure, so in the end time passes by quickly enough for the 30 plus minutes it will take." - MichaelP (13-Dec-2023)
"This is a pretty bad level. Gameplay is basic and often straightforward. There is some unecessary backtracking. Areas are big and empty. The only good thing about this level's gameplay are few tasks that were actually nice. For example the hunt for the five tiles in one of areas of the level was quite nice. I feel that enemies don't really fit into the environment. Desing is worse than gameplay. Whole level looks like it was built in a rush. There is a lot of lazy looking, boxy, empty and wallpapered rooms. Numerous missing/misplaced textures can be seen in the level. Lighting in most areas is bleak. The atmosphere is weak but sometimes you can actually feel some nice vibes. Nothing more to say about this level. It has lazy design and simple gameplay. Not recommended." - BlackWolfTR (29-Sep-2022)
"Crude looks are one thing but this is yet another level where we get locations A and B deliberately remote from each other, and then travel between them multiple times in identical fashion, so one more time about half of the level runtime is expendable. Later we get a pushblock, but after the earlier part I was too exhausted to activate any cells in my head so when I checked the walkthrough I noticed it was actually one of the more clever approaches to design such riddle. Then we get quite extensive exploration for the thistles which, together with instant way back from it, forms the best part of the level so, although very minimalistic overall, this map does one thing correctly by getting better the further it goes. If it looked a bit more organic, while keeping this immersion curve, it would be rather good." - DJ Full (16-Nov-2020)
"There is an unnecessary backtracking in the first part of the level, but later it's more lineal and the gameplay is faster. Nothing really interesting here, pull some switches, drag some boxes and kill some ninjas. I found the uzis, but where is the ammo for these guns? The textures are usually not well applied, the rooms are often empty of objects, there are many paper walls and you can reach the end of the world in several rooms. Even so the level is playable and you'll never find serious problems to reach the end. The best, the camera shots showing what the switches are triggering. I think this author could spend more time adding fresh features, but it's what it is." - Jose (29-Dec-2019)
"You know things are off to a bad start when you begin at the end of a blind alleyway;run forward;and suddenly get attacked from behind! Later on,I managed the feat of killing two Ninjas behind a closed door in an adjacent room. That's about all that can be said for enemy placement - now on to Gameplay: Backtracking. OK,lets try again with textures: Wallpapered. Not going too well,is it? How about atmosphere: well,it's actually not bad,in a Scottish castle sort of way;although the end-of-the-world is everywhere.Lighting is never as moody as the location (and the thunder outside) would imply;but it's acceptable,if you have no aversion to shadow bulbs. Overall,an inevitably underwhelming 40 minutes;but it passes the time,nonetheless." - Orbit Dream (25-Oct-2019)
"Should I mention the paper thin walls and the Arab armies in a Scottish castle eaten by radioactivity or has it all been mentioned one too many times already? As it stands, I must say that I do remember having seen worse but that was long ago (well, most of them; there's always the odd adventurer aimimg to lower the level editor's standards a bit). Ok, it's uninspired but not boring. And it's quick, like a quick experiment. I bet the builder can do better and I'm hoping to see that sometime." - Jorge22 (21-Oct-2019)
"I'm not at all sure what prompts this level's name, as none of the individual words seem to fit what the player actually experiences. However, you do get a rather convincing TR3 setting in a TR4 game, and the required tasks are moderately engaging. There's a fairly easy pushblock puzzle, followed by an exercise of stepping on marked trigger tiles to open the door that allows you to move on, and the forced backtracking is prolonged to the extent that I felt moved to mention it in the walkthrough. There were no secrets that I could find, and the acquisition of the crossbow near the end seemed rather pointless. Enemies are ninjas, dogs and an occasional assassin, and the ninjas in particular seemed to come at you in waves. Lighting is good, the ending comes a bit abruptly, but for the most part you'll find yourself treated to a decent raid." - Phil (08-Oct-2019)
"This poor level suffers in so many minor areas that when added it they become a major issue. Paper thin walls are in evidence, Ninjas abound and what my I ask are they doing in a Scottish Castle? How did the radioactive muck get around the castle? Please guys. There must be rhyme or reason for these things. There was far too much back tracking in my opinion and the push able blocks were over done. This could have been great with a little thought." - Torry (07-Oct-2019)
"This Scottish castle seems to have went to rack and ruin very quickly indeed, judging by the amount of wafer thin walls and how lax the design work is. The gameplay doesn't have any real spark to it and becomes more repetitive as you progress due to the tedious ninja/dog attack combinations and lengthy backtracking segments. Once in a while, it picks up ever so slightly in the form of a block puzzle or trap sequence but it still doesn't rise above anything more than average, gameplay- and settings-wise. Shame really, as it could have been so much more enjoyable with more effort put into it. Not a bad game, but no showstopper either." - Ryan (02-Oct-2019)
"They certainly aren’t building Scottish castles the way they used to – this one has any amount of paper-thin walls! It certainly hasn’t put off the hordes of ninjas who seem to have come to look around the place and take pot shots at Lara at the same time. As with the recent level from the same builder, the gameplay lacks sparkle, being mainly comprised of dealing with the ninjas, shoving blocks around and throwing levers, but if you fancy a shooter, you might want to give it a go." - Jay (27-Sep-2019)
"Really another level after only two weeks? Does this never end? If I had to decide the first "own" level of the builder was the better simply because this level, while having two very mildly entertaining block puzzles (in one you do not even need to push a single box), is an endless yo-yo backtracking and running orgy - in one part you run a very long distance at least four times because the levers are always placed at the place being most far from the respective door (...) -, also featuring several lazy traps and mazes in between. The environment is very sterile and not as atmospheric; enemy placement is also less inspired here and the game felt more like a mild shooter. Paperthin walls and end of the world views are not cared of again and texturing feels pretty repetitive, but not too shabby. I was glad to finish this after almost 20 minutes with no secret found. Not more of this please." - manarch2 (27-Sep-2019)
"someone should tell the builder that other gunmen than ninjas do exist ; TRsearch is a good place for ressources. Those ninjas do not fit in the setting and they are getting tiresome. Strange name for a level where we have a straightforward progression with a bit of back and fro and levers to pull , rather unventful despite the enemies. Then an area with several levels of ledges where a pad tile puzzle can be taken for a pushable crates puzzle , a short dark maze , and a last bigger area , still the architecture of the stacked rooms is simple. Some rooms have a suitable lighting but that is the exception and we have again a few thin walls. With more work and more objects for the rooms, the looks could at least have been more pleasant. As it is, it not very immersive and as the gameplay isn't inspired...." - eRIC (27-Sep-2019)