Levels listed...
TR5 - 33
TR4 - 3193
TR3 - 183
TR2 - 140
TR1 - 67
73971 reviews (20.4/level)
3605 (99.7%) walkthroughs
456 Hall of Fame levels
1265 levels rated >= 8
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release date: |
20-Jul-2020 |
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# of downloads: |
299 |
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average rating: |
8.36 |
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review count: |
14 |
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review this level |
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file size: |
32.60 MB |
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file type: |
TR4 |
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class: |
Train |
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Reviewer's comments |
"This is a short be really decent train level! As with every one of those, some backtracking will be needed, but nothing too boring. I really loved the ambiance with the gangsters, the music during the boss fight was really well chosen (too bad it isn't credited in the readme!). The level isn't too hard but it could fit in the shooter category with the bunch of enemies you encounter. Finding the first secret is almost a necessity as it contains the uzis and your regular pistol ammo is limited. Once you get the Thompson SMG at the end, additional enemies are easily dispatched and the shooting becomes even hilarious. Collisions for some objects was problematic in some places: I had to crouch to grab some items, the desert eagle was hidden behind a counter that pushes Lara back, lamps and curtains made avoiding the deadly malfunctioning doors harder and searching the cupboards weirdly required Lara to be one to two steps away from them. The timed run with the deadly doors was a bit tedious because of the aforementioned point and those doors could have had two more frames where they were fully opened to make it a bit easier. The end of this timed run also had a fixed camera that hid the objective to unnecessarily add to the difficulty. Texturing was generally flawless, I was just surprised with the colour choice for the exterior tracks. This level is a lot of fun to play, I loved the helicopter mini-boss at the front of the train to get a secret, the ambiance was great and with the short duration you can't get bored of the train theme. Much recommended." - TimJ (28-Jul-2022) |
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"Both fun, challenging and frustrating this train level as i found myself getting lost
several times trying to remember where certain places or items were as a lot the areas and
compartments look the same. Getting to some compartments from the roof of the train was also
very annoying and frustrating and despite loving timed runs that one with the trap doors to
reach an open compartment was annoying but ultimately rewarding in sense of achievement. I
really like the other timed run to land on a platform and shoot open a window to crawl in
later and the platforming challenges were also fun, most of gameplay is exploring and
collecting items and may i suggest to collect a lot of health packs and ammo because there
is a lot of enemies to kill and i almost couldnt complete the level because my health was so
low at the end with still loads of enemies to kill, but luckily i managed to shimmy across
the roof avoiding them at the end haha speaking of the end that was so cool to find a
motorbike to ride on for an exit. If you like train levels id say this is (despite its
flaws) one of the best out there as most of the time its enjoyable, varied and engaging" - John (05-Feb-2022) |
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"I'd say it's one of the best train levels I've played. I cannot name what has NOT been customized, and not just that but everything is aestethically coherent, which almost never happens. Combat rules are something you either agree to or you don't, as well as the frame-perfect timed doors, but if you swallow those few medikits, then you are going to enjoy. Gameplay overall is very casual but nicely arranged and with a nice twist in the end. WHAT on earth was this last secret???" - DJ Full (13-Nov-2020) |
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"A very good design, this train is very well made, with new objects and perfectly textured. The gameplay, even when I found enough ammo, is not very friendly, 'cause in my opinion there are too many enemies, and the timed run through the clanking doors was very tight and not nice; also the lights could be better worked too. On the other hand, the cameras are very well used, the helicopters bring a good touch and there are some interesting tasks (the first timed run is not too tight). Really a professional work. Congrats!" - Jose (23-Oct-2020) |
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"Train levels - just like mansion levels - are (or so I
think) always hard to build in a manner that they may
actually be thrilling and, in some way, original. This
isn't the most original train level I've encountered, but
it proudly gets the second place to me. It's a shooter
with limited ammo. And it has all those dreadful broken
doors. And the odd moves that make you scratch your head
before you ever get there. And baddies all over the
place. It's a bit on the hard side, but absolutely
thrilling. Fighting the helicopters is a blast (and one
connected secret) and so is that final, terribly
difficult timed run and encountering Sophia (in case it's
her) and her goons - I only wish I'd understood it was a
timed run in the first place. The design fits it. So yes,
I did have a good time, even though the level can give
you a slight headache. Congratulations, I think." - Jorge22 (27-Aug-2020) |
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"A solid entry that takes place on a train. I've enjoyed
this little level a lot, especially knowing the
limitations of train levels.
The gameplay is simple but interesting, some exploration
on the wagons, switches, traps to avoid (I liked those
doors as a trap, they were a lot creative and fun to
avoid) and a couple of objects to pick up, all of this
emphasized with lots of combat (maybe too much in some
cases, like where you can move only in 1 square wide and
3-4 enemies show up at the same time). Speaking of
combat, the builder could've added more pistols ammo
since all the guns (except a pair of uzis at the end) are
found as secrets, while enemies are way too many in case
someone misses them. Visually the inside of the wagons
is really well made and the new 3D objects are top-notch,
so hats off for that, maybe there were too many objects
in the same place which makes also Lara collide a lot (at
least there's no hard collision), a little less on the
outside area, especially the rocks on the sides which
were a little flat on the lighting (Light Editor of
StrPix could be an option to include some shadows or
baked textures).
In conclusion, recommended, especially if you like combat
in levels! 40-45 minutes, 3/4 secrets." - LoreRaider (19-Aug-2020) |
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"A train level and not the best one out there, with gameplay that offers little else than exploring some wagons until the timed run but hands down even if I love timed runs and challenges this was fairly annoying because of those lethal doors in your way. One of them would've been more than enough but four, twice two in a row, just make it a pretty random experience that had me spamming medipacks en masse. The other timed run was fine. Typically for the builder there are a lot of enemies around and it's too much of a shooter especially towards the end when the whole train is once more crowded with another bunch of them, at least there are some possible strategies on how to get rid off some of them. The four secrets are nicely hidden and provide for more weaponry which is not urgent but very welcome in these regards. Object design is okay too, but some of them are blocking progression because of the collison. The looks are pleasant but there's not too much you can do to a train level so it's okay but not really amazing. Cameras are a bit undecent with a few annoying fixed cameras in moments where you really don't need them, especially for the timed runs. More varied gameplay and less of these annoying doors might've helped to create a more enjoyable experience, but in the end I was glad it was over after 30 minutes." - manarch2 (15-Aug-2020) |
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"As others have noted, there's only so much you can do with a
train level, but they're rare enough that most of them do
provide an entertaining raid whenever they come along. This
one is no exception, and you have the added delight of
shooting down enemy helicopters along the way. Two of the
secrets add to your formidable weaponry, but the other two
seemed to me to have little point, particularly the last one
where you have to back flip so quickly that I never
determined whether I added a tangible reward to my inventory
or not. The collision had to be fought tooth and nail to
pick up the Desert Eagle, but maybe the builder intended
that. The timed run from one end of the train to the other
was fun and not too hard. The back and forth gets a little
monotonous after a while, but it's all over after about an
hour, and you certainly have the feeling that you've bagged
your quota of enemy goons for the day." - Phil (15-Aug-2020) |
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"A train level with a formidable sting in its
tail. Like this builder's previous
offerings, this leans heavily towards
numerous challenging combat sequences
against guards of all shapes and sizes
rather than complex puzzling gameplay. Due
to the fact that Lara's ammo is rationed,
trying to preserve her health can appear to
be a rather daunting task. However, despite
the shooter-centric style of gameplay, I
actually rather enjoyed this one. Granted,
maybe just a little more ammo could have
been provided to alleviate any additional
pressure, but there is enough to spare even
if you do kill everything in sight, so
overall it's fairly well paced. As others
have mentioned, the timed run through the
malfunctioning doors was possibly a little
too much reliant on luck rather than skill,
largely due to the dodgy collision (or maybe
it's the opposite in this case, and the
collision was working a little too
effectively). There was also a weird
experience I had associated with the first
helicopter: if you approach it and it starts
firing, try not to retreat too much. It will
stop and Lara can still target it, but it
CANNOT be destroyed. Not a game-breaker, but
odd nonetheless. But to end on a positive
note: the construction is supreme and first
class and it certainly provides for an
action-packed experience, so why not give it
a shot?" - Ryan (15-Aug-2020) |
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"This is a particular level to review, first of all because it's a train level (with its limits) and secondly because of its almost-shooter style. I'll try to give a review taking in consideration the supposed vision of the builder too and not just my impressions alone.
Aesthetic wise, there aren't many critiques to give, just the environment around the train is pretty cheap compared to the quality of the rest of the asset and there are some unpolished details, like objects floating (pistols, a towel on a bed) and flickering aircrafts (I'd have avoided them in general if this is the result). The asset is beautiful and if it's made on purpose for this level then my compliments.
Gameplay wise, I'll have to say lots of things. I can totally get the goal of this level: making you think about how to use your limited ammo, where to escape, where to go first, learning to fight a bit more and learning new moves. But here the difficulty of the combat faces 4 levels: limited ammo (really limited, not "generous"), tight spaces with many enemies or open space but with small maneuver area because it's a 3-tiles train with separated wagons, faster and reactive enemies that won't let you hide or roll near them that easily, and increased damage of the enemies (without balancing their HPs, or not enough anyway, plus the white enemies have some kind of "protection" that make you loose ammo without hitting them). This level of difficulty makes the level even harder when you understand you took the wrong path of the game too late and you finished your ammo, being forced to restart the game (I had to restart it 2 times because I had literally no other way to proceed). This is the main downside of the gameplay for me and it's not strictly tied to the difficulty, it's only about: running out of -options-. I would call these softlocks anyway... (You know, in games, usually, when you run out of ammo you can anyway proceed with a cheap knife or punches, or by escaping/stealthing, but here the only option was restarting). I found some enemies to be excessive in some areas, like in the wagon with the secret uzis because of the too small space + collisions with kickdoors that block (only) your bullets + straight corridor. About traps, these are quite difficult for who doesn't know about using roll to surpass stargate traps, but they're really a great and original idea for a train level. I am ok with the secret with the shotgun, that implies to fall down with the "fake grabbing", because it's a secret. But in some cases, these "hardcore moves" (how to call them?) are used also for the game progression and this it a bit too much in my opinion for average players, since they can't even learn them on the place with hints or anything. For the rest, tasks are interesting, this level is not boring at all (if it wasn't for the countless reloads) in terms of steps to do here, and also rather short.
I've got 3 secrets and I didn't get how to take the 4th, I missed something tied to the button on the pushable block I think.
So about the gameplay, I would give 9 for the idea of challenging players and how, but 6 for the playability of this idea.
I am honest, I wouldn't "recommend" this level, because its audience is very selective. But I would recommend the "idea", it's just that it has to be perfectioned and tested by many different users before releasing, in my opinion. It's been anyway a fresh experience." - dinne (14-Aug-2020) |
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"This is one of the most engaging train levels I've ever played, and also one of the most difficult. There are a large number of enemies, which come in a nice variety. You even get to fight against a few planes. The pistol ammo is limited, which is always a risky design choice, especially considering how many bullets the enemies in white suits can take. I ran out at one point and had to run past some of the enemies until I stumbled upon the shotgun. The last part of the level hands you several weapons in a row, so it does get easier, but I would have made the beginning a little lighter in combat to compensate. Another source of difficulty are those sliding door traps, the timing required to get past them painlessly is a little too precise for my tastes, especially when you need to dodge four of those during a timed run. The train looks great and is nicely decorated, and the audio adds to the atmosphere. Overall I would recommend this to raiders who enjoy combat and tests of agility. 33 minutes." - JesseG (10-Aug-2020) |
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"Besides being a train level, this is also a shooter. Even
though, shooters in general are considered not the best
levels out there, I liked this one a lot. Ammo in this
level is limited for every weapon including the pistols
and to kill all the guys, you need to do some additional
quests to increase your fire power. Already early in the
game, I ended up into situations where I was running out
of my pistol ammo and the fights were getting also too
tough to handle with pistols only. This forced me to
explore other parts of the train to get better guns and
more ammo, so that I can finish the fights that were too
hard before. So, instead of being a mindless shooter
where you just go and kill everything that moves, you
actually need to think a little bit what you are doing.
Apart from shooting, you have to complete some really
nice timed runs that involve going through door traps.
Visually, the level looks like a typical train level with
nice textures and good use of objects especially in the
interiors of the train. Flying helicopters were cool as
well and there is even a one helicopter that you can
fight against. To conclude, this is so far the best
shooter level that I have played and even though, some
fights in the interiors of the train can get pretty
chaotic and messy, overall, I like this one a lot." - Samu (10-Aug-2020) |
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"I like train levels so I was really looking forward to this
one. For the most part, I really enjoyed myself exploring
the luxurious carriage interiors and battling Venetian style
henchmen, which made a change from ninjas. The gameplay is
entertaining and having limited ammo gives an additional
frisson to the whole affair. The only possible game stopping
moment is an absolute beast of a timed run through a corridor
full of murderous opening/closing doors. Could I achieve it?
No of course not, so my poor long-suffering husband had to do
it for a second time (he'd already played the level). If you
like train levels and are really good at timed runs (or know
someone who is) then I'd have no hesitation in recommending
this." - Jay (05-Aug-2020) |
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"This level might be the best train levels I have ever
played, both in terms of gameplay and in terms of scope,
partly because it isn't just TR4's train level with
slightly different enemy spawn positions, but because it
transforms the whole train-level concept by adding wagons
with lots of interior areas to explore. The flow is also
generally more interesting, by advancing the classic
levels "go to end, then go back" to multiple acts of
moving back and forth in a fairly interesting way.
The first thing that one notices when starting this
level, and one thing that stays with you throughout the
level, is the unbelievably high amount of custom objects
found within the level and the high amount of detail put
into decorating the interior areas of the train. It's
both interesting to explore, as well as seeming real.
Like everything has a believable structure, with only a
really tiny amount of switches in weird places to open
doors somewhere entirely different. For the most part,
the immersion in this level absolutely unparalleled. Same
goes for the weapons and enemies, all custom, all fitting
the level's tone and era in history. Everyone wears suits
and machine pistols, or dons sabres and robes. You really
get some kind of "Raider's of the Lost Ark" vibe. The
cream of the crop being the ambushes in which you find
something important, and suddenly the train seems
infiltrated by these guys, likely having spawned from the
admittedly quite high tech looking helicopters. In
short: It works. Atmospherically it absolutely works and
it is very commendable for that.
However, what is slightly less great, is how these
elements interact with the general gameplay. The
aforementioned wagons are still quite tight, so whenever
you open the door of one of the room, be it to enter or
to leave, those doors then stay open and make it very
hard to pass through the corridor because they have
collision and are kind of blocking the way. This becomes
especially bad when these doors open next to little
drawers in said corridor, making you spent a few seconds
trying to finagle around them every time you wanna pass
these sections. Similarly, there is an area with sliding
doors, or "clanky doors", they have a big annoying hitbox
that - while fitting it's graphic perfectly - are
infuriating to get past without getting hits for 1-2
frames. And in said corridor with these sliding doors,
there are 2 lamps that make it extremely hard to reach
the side of the shifting door that is safe the longest,
so if you wanna pass through you need to find just the
right finicky position, and then you have a really small
time frame to roll through. And there are 4 of these
doors. Also, moving between wagons can be finicky too
because the roofs are so low, so half the time you hit
your head and die unless you jump just right.
Here is the thing, if all that existed just by itself I
probably would not care much, just move a bit slower,
take your time and do it right. But here comes the
kicker. This entire section described by me, is part of a
timed run. A tight one. So tight I had to take a break to
buy lube. I spent over an hour on that section in which I
perfected a way through the sliding doors and sprinting
through the corridor blocked by custom objects and doors,
to reach the point from where I could jump into the room
with the still open door, but the place from where you
jump has a TR4-style fixed camera that shows Lara from a
diagonally flipped position, making the jump even harder
for no reason. This timed run is extremely infuriating
and the timer easily could have been increased by 70% and
still be a challenge.
Another element that went kinda hit or miss, is the limit
ammunition of the guns. I know I specifically wished for
more levels with completely limited ammo, but the
structure of the level does not make it obvious whether
you move forward or backwards first, and if you go
backwards first you will likely run out of ammo, but then
find gates that need to be shot to open. So on my first
attempt I actually got softlocked. Meanwhile at the end
you suddenly get two powerful weapons at the same time
and suddenly the ammo issue is completely gone. Kinda
strange. The enemy encounters, especially the ambushes
are also really brutal. Huge squads of enemies will
ambush you in really tight situations. But the challenge
can be delightful.
To end this, let me say that while not everything
attempted here hit the mark perfectly, I feel like this
level more than a lot of other ones actually attempted to
make a good action level, that explored challenging
encounters and ammo management better than everything
else I have played so far. It's an experiment in trying
to develop these elements nicely, , and again, while not
all of it hits the mark perfectly, the attempt is none
the less highly commendable, and I can't wait Uzi Master
will build next!" - The Snarky Lesbian (23-Jul-2020) |
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