
Levels listed...
TR5 - 28
TR4 - 3118
TR3 - 173
TR2 - 125
TR1 - 55
71384 reviews (20.4/level)
3482 (99.5%) walkthroughs
435 Hall of Fame levels
1192 levels rated >= 8


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release date: |
05-Oct-2020 |
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# of downloads: |
33 |
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average rating: |
6.16 |
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review count: |
8 |
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review this level |
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file size: |
64.30 MB |
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file type: |
TR2 |
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class: |
nc |
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Reviewer's comments |
"Author's first try in a other engine than TR4. And it is quite a good level. It focuses on
the challenge and there are a few really hard sequences. Puzzles aren't really present in
the level, however some rooms could be considered as a puzzle itself because of how
complicated they are. I liked the maze with timed doors which perhaps may be considered as
a puzzle too. Unfortunately I found two softlocks in the game. The first one at the
beginning and the second one in the maze. The design is a mishmash of various themes such
as: Kingdom, Tinnos, India and I even saw textures from Scotland and Egypt. To surprise it
kinda works. The choice and the usage of textures is done in a good way despite that all
of them come from totally different themes. It all creates a really decent and unique
atmosphere. I spotted one missing texture though. Lighting is also done in a good way
except few rooms with pretty bland lighting. The architecture is nice. I wish some rooms
could have had less flat walls though. I also wish that some background has been made in a
few places because the oustide of the map could have been easily seen. Most of the rooms
are pretty empty, there is a lack of decorations. All in all, this level has a pretty
unique design and atmosphere. It is for sure for players who like challenges because the
level consists of a lot of hard jumps and sequences. For these players, I can recommend
it. For less experienced players, you can give it a try but it might be a hard experience." - BlackWolfTR (06-Oct-2022) |
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"Eeeee what happened here? One (good) platform room, one (outstanding) trap sequence, one (organic) canyon and that's it? I think the builder started building on his evil day and finished when his mood got better. Welp, so did mine - this is NOT the best of Scourge, but still curious and enjoyable. One thing I would fix is swap the secret jump with the main progress jump, because the secret is much easier - and if we're at it, why to even require climbing up twice for both. Otherwise okay. Okay? Okay..." - DJ Full (17-May-2021) |
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"From the first areas, when I used the switch in the first room and later I realized that the switch was timed and using it again and again the door never opened (bug?) I knew this was not going to be a good level. And I was not mistaked. Later on, in the maze hedge I was stucked forever too. Once I advanced through the game, I only found nasty traps, very tricky jumps and many tasks where I had to reload hundreds of times. Even when I was able to finish (with a very big effort and a big dose of patience) I can't recommend this level to anybody. Sorry." - Jose (09-Nov-2020) |
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"The builder has apparently changed his gameplay style to "Japanese" - perhaps this is better than some of his boring earlier releases. There are a few interesting traps, usage of bouncepads and precision-requiring jumps that were rather enjoyable. Other things like the trap corridor with blades and swinging bags were rather poorly designed. There are at least two serious problems in the hedge area where you can get stuck in one of the rooms as one timed door can close behind you making you stuck for good, and at the end, the very last blue door never opened for me, so I had to abandon the game one tile in front of the finish trigger. The looks and design are bland and little else than functional with respect to the gameplay, paper thin walls, bumping on the top of the map and missing textures are not really showing an improvement of the builder in these regards. Even if the texturing in some areas is agreeable, atmosphere didn't really come together as the rooms are a wild mix and everything is put together in a very eclectic fashion and rooms feel very boxy overall. Found one fairly easy secret (compared to the other paths in that area) in 20 minutes." - manarch2 (23-Oct-2020) |
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"I know by now we're all supposed to be "experts" when it comes down to Tomb Raider, but I am beginning to take a dislike for trial-and-error pixel precise jumps. And this level is filled to the brim with those. Lots of jumping sequences, some of which involve springboards and another area later on where the author has pretty much made illegal slopes your doom (although let's be honest here, if instead of permanently sliding into a wall you were dropped onto spikes, you'd still be immediately reloading anyway), a tight series of timed runs in which I saw the doors pushing Lara off bounds, and a handful of corridors with more traps per tile than I've ever seen before. It's not all bad, however, as of course mastering each of these areas gives you a nice rewarding feeling, but perhaps not as intense as the frustration of loading several times in a row because you didn't swerve Lara's jumps enough to land where you wanted to. Give it a go if you're feeling brave. 40 minutes, 1 secret. 10/20" - Treeble (19-Oct-2020) |
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"I don’t know why the builder suddenly decided to go with a TR2 level for his latest outing,
but certainly the nostalgia factor did it no harm at all. It’s not a long level but it
certainly packs in quite an assault course and may not be to everyone’s taste vis a vis
some tricky jumping sequences involving bounce pads. OK, they are fun, but can be a bit of
a challenge." - Jay (19-Oct-2020) |
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"As a raider of very reasonable experience,
I'm all for manoeuvres that are tricky to a
certain extent, but there is a point where a
few sequences go past that and unfortunately
just end up being frustrating and that's
what happens here. The springboard room is
an impressive feat of construction no doubt,
but the gameplay requires far too much
precision to make it through to be truly
enjoyable and the route to get through isn't
immediately obvious. There are other parts
of the gameplay where it feels like
everything is stacked against the player, be
it jumps that require too exact positioning,
traps that are a drain on Lara's health,
irritating timed runs that tend to send Lara
completely off the level boundary (entailing
numerous reloads). Don't get me wrong,
there's an undeniable feeling of
accomplishment once you conquer them but it
doesn't feel worth it. The textures are a
bit of a weird juxtaposition, but the
surreal atmosphere sort of works in its
favour. The gameplay failed to come together
for me, though." - Ryan (19-Oct-2020) |
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"Since I liked the last part of the Carbon series „Carbon Dimension“ quite well, I was
very curious how the sequel will look like.
But it didn't take too long until disappointment and frustration set in.
After a very short intro you get into an area with jumpboards which can be very
frustrating when you don't know what to do. Without the help from the forum, I would
hardly have had the idea to jump onto a jumpboard that was obviously too far away.
Others were close enough, but without any further use.
Here the LB should have given a hint what to do, since the room is actually quite
well and excitingly built.
But the further gameplay disappointed me completely. There are no more actions worth
mentioning, but only a switch puzzle, traps and different jump combinations.
At the following switch puzzle you can get stuck very quickly if you save at the
wrong place. The following action after the rolling balls was simply frustrating.
It took me a long time until I made it through the corridor to get to the mask
without any significant use of medipacks. After using the mask, there was nothing
more to do but some run jumps with some enemies around.
Textures, music and lighting don't really stand out, but they are well done.
An overall weak continuation of the Carbon series." - nad (13-Oct-2020) |
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