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The Lost Amulet by Osvaldo

DJ Full 5 6 6 5
eRIC 5 7 6 6
Jose 4 7 7 7
manarch2 4 5 5 6
nerdfury 4 7 7 7
Phil 8 8 8 8
Ryan 6 6 7 7
StudBuddha 3 3 3 5
Teone 7 7 7 7
 
release date: 18-May-2020
# of downloads: 261

average rating: 6.00
review count: 9
 
review this level

file size: 64.60 MB
file type: TR4
class: Egypt
 


author profile(s):
email(s):
mecaoficial@protonmail.com

Reviewer's comments
"(4) Gameplay & Puzzles: I quite enjoyed level 1; particularly the timed run involving the dark blue flame tiles, and the exploration overall. Level 2 wasn't bad, and there was a creative pushblock puzzle requiring the player to look to the ceiling for clues. It lasted a bit too long, but it was a neat concept. Unfortunately the pushblock puzzles after this point lasted WAY too long and were incredibly dull. Still, I had an OK time for most of my ~2 hour adventure, even with repetitive tasks that unnecessarily resurface in a later level after you've already performed them earlier. My reason for marking the gameplay low is largely due to the rage-inducing maze near the end of level 3. I'm all for mind-bending challenges, but that maze was just awful and not fair to the player at all. (7) Enemies, Objects & Secrets: Sometimes ninjas would appear out of nowhere, which looked weird, and I don't think they were used that effectively because it became a "same old, same old" thing after a while, with no element of being startled. Object decor is OK, but could have been a lot better in terms of fleshing out larger rooms and giving them personality. Traps were varied and interesting, as I expected from an Osvaldo level, although I felt that the secrets were not sneaky enough. (7) Atmosphere, Sound & Cameras: The atmosphere is OK, but I saw some paper thin architecture and the builder really should know better after 20+ levels. Many rooms tended only to be a functional placeholder for traps, with the room being very large, with empty space. I would have liked to have seen more distinctive architecture and memorable map layouts beyond "a generic Egyptian tomb". Sound cues are used well, as are standard camera hints, although a flyby or two wouldn't have hurt and would have helped with immersion. (7) Lighting & Textures: The adventure starts off looking lovely and well-lit, and even when you go underground in levels 2 and 3, I had no issues with the lighting. In fact the lighting is done well across the adventure, although there were some stretched textures and wallpapering at times. Overall, although the pushable sequences lasted way too long, I generally had a pleasant time with this 3-level adventure until I reached the ridiculous maze at the end. 4/7/7/7." - nerdfury (24-Jan-2021)
"Countless thanks for chreden and his trview.exe, which allowed me to go through that abomination of a maze - if purgatory exists, it will take this very form for Osvaldo. I sincerely have no idea what made him include it in an otherwise nice setting. Seriously, it had a few moments and a few chances, but all of them were nullified. Not recommended..." - DJ Full (03-Nov-2020)
"It seems that this author never read the reviews from the players, or he never listens to them. Again, the same old and classic style, but still the same defects: the unnecessary backtracking and the repetitive and tedious puzles and tasks, like the dozens of reach in switches to pull or drag the moveables very long distances. It seems that the author got out of fresh ideas. Even when I found enough pickups and the enemies are well balanced, when I arrived to the horrible maze with dozens of doors, after 10 or 15 minutes running around with no sense, I threw the game directly to the recycle bin." - Jose (05-Aug-2020)
"This lengthy, three-level set from the prolific Osvaldo left me with decidedly mixed feelings. The plus points are the solidly constructed Egyptian setting, the hiding places of the four secrets scattered around (with the possible exception of the one in the infamous labyrinth area) and the whole concept of one level acting as a main hub for you to use your newly obtained Vraeus artefacts. But... it also fell short for me in a number of ways: the rather tedious, ever-present backtracking, boring push puzzles, unimaginative bat and ninja attacks which far outstay their welcomes and the maze already mentioned by other reviewers which brought the otherwise generally simple gameplay to a grinding halt. The walkthrough got me going again, but it was a major annoyance nonetheless. Still, it's not too bad for an undemanding raid." - Ryan (29-Jun-2020)
"In my opinion, Osvaldo has been getting a bum rap. Other reviewers complain about his perceived lack of an upward learning curve, but to me he fills a valuable niche vacated about ten years ago by the up-until-then prolific Lukasz Croft. Sure, Osvaldo's levels don't provide that inventive spark that pushes the hot button of the more sophisticated player/reviewers among us, but they consistently come through with a fun raid that's not an insult to a beginner's intelligence. This three-part release took me a couple of hours to complete, but that's because I was writing a stream-of-consciousness walkthrough while feeling my way along. In doing so I didn't always take the most efficient route, but in these levels the required tasks can be performed in virtually any desired order. The key word here is entertainment, and since Osvaldo's levels unfailingly give us that, my scores reflect my playing experience." - Phil (28-Jun-2020)
"This level is much more testing the players' patience than their skills. So many tiresome puzzles (even if some are interesting to work out), so many long pushable sequences, so many corridors, backtracking, wading... but whom am I telling this, this builder never learns from reviews and players know what to expect. So... end of review. (1:15 hours, 3/4 secrets found - missed one probably in that horrible maze)" - manarch2 (11-Jun-2020)
"I enjoyed this classic ride, typical of this author. It's is a good mix of puzzles and exploration. Nothing very original but this is exactly what I expect when I play a game by Osvaldo. This author does not seem willing to progress or experiment with new construction techniques or to tell interesting stories. His games are always a standard ride for some casual fun. About this game I only have to complain for that huge doors maze which ruins a pleasant journey almost at the end of the game. I imagine many players abandoned the game there and this is not what an author should want. I suggest him to use such things for easter eggs or secrets but not for the normal path." - Teone (07-Jun-2020)
"Gameplay & Puzzles - I really struggled to enjoy this level and I tried. The maps you built did not have to be so big and drawn out. Almost everything could have been condensed into nice SMALL hub areas with attached SMALL corridors. The required water wading, massive backtraveling, flame emitters, object choices, mazes, no camera hints to help with the flow of the raid...Why? I'll admit though, at least you do have puzzles. Problem is, most if not all of them were poorly executed and they even repeat. All of these things had me confused, exhausted, and almost uninterested by the time I got to the second level. The pushable puzzle had me hopeful in the beginning but later on I got more of the same. Enemies, Objects & Secrets - Enemies were okay. Decent I thought. But it goes back to my complaints. Why is anything in here when there is no story? Secrets are similar. I didn't care for the random texture placement with the pad trigger that opened the trapdoor to the Uzi secret. The way I went, I thought it was required. Along with the switches being pulled multiples times and all the door looking the same without proper camera hints and the flame emitters being the cherry on top. Atmosphere, Sound & Cameras - The lack of camera hints overall was so annoying. I liked the sounds when I finally found the door to pick up an item or a key. Atmosphere is basic. I mean, I don't even really know. The Karnak look is there, I get it. I didn't understand Lara's outfit when it probably should have been something gold. Only part of Nevada-like was the underwater maze but that's another issue. Lack of vision and no story. Lighting & Textures - The underwater maze could have used some variety. I got lost a lot because everything looks the same including the annoying geometry overall. Few wallpapering here and there but nothing too distracting and the lighting is good I thought. The lighting effects on the puzzles were really nice. But again, it was hard to appreciate these things when everything has become annoying, uninteresting, and tiresome. With the TR theme music in the end. I felt a little relieved from such a long tiresome ride that took over two hours. I didn't learn anything or feel something. I'm not sure if I would like to do this again. You can do better than this. I really could have seen this level being a good level with its draft gameplay and puzzle ideas. But...no." - StudBuddha (04-Jun-2020)
"Levelset of three levels , the first one Karnak style outside, and the others underground with Guardian of Semerkhet materials. I rather like the first one but the more i progressed , predictability and repetitive actions slowly transformed the experience in slight boredom. How many holes with fire emitters in which Lara has to place her hand ? I did not count. There is a few simple but good ideas i liked, also the couple of timed runs. Architecture is simple , the setting solidly made , the placement of enemies often well thought. I would have rated one point higher in the gameplay category if there was not a huge maze with dozens of doors near the end (that also was not unpredictable) ; not being a masochist that is where i quit." - eRIC (22-May-2020)