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Spell of the Twelve Caves - Cavern Deities by MrSeanCroft

black horse 2 2 6 6
DJ Full 3 4 5 5
eRIC 6 6 6 6
Jay 7 8 7 8
JesseG 7 7 7 7
Jose 6 7 7 8
manarch2 4 5 6 6
MichaelP 5 7 7 7
nerdfury 7 7 6 6
Orbit Dream 7 8 6 8
Phil 7 8 8 8
Ryan 7 7 7 7
Torry 4 5 7 6
 
release date: 26-Apr-2021
# of downloads: 117

average rating: 6.27
review count: 13
 
review this level

file size: 99.90 MB
file type: TR4
class: Egypt
 


author profile(s):
email(s):
seandempseyofficial@gmail.com

Reviewer's comments
"At the start you may think you get a nice adventure here, built with more modern tools and assets, but just like with the builder's debut it is a bit of a mixed bag in the end as things just do not seem to fit together very well and the whole progression, mainly around one large hub room, requires a decent amount of guess work (or glimpses at the walkthrough). Initially you get to search for many jumpswitches, later one there is maybe a bit too much diving going on, as you try to get your hands on those 2 keys that open the exit. 30 to 45 minutes, depending on your willingness to search vs just looking up where to go next." - MichaelP (05-Feb-2024)
"🟩Pros: ● Visually looks nice. 🟥Cons: ● No auto aiming ● Glitching & clipping ● Soft locking glitches ● Menu drops fps to 12 ● Bad dynamic camera angles ● Camera freezes ● Input delay due to idle animation ● Lara has sound of 12 years (awkward @_@). ⏹Overall: There's an improvement over dev's last level. Too many glitches and soft lock broken levers / switches, the water part was the worst. Kept clipping on every texture down there, even the enemies clipping, the control was so frustrating. But dev's skills looks promising for next projects. Which I'll try now!" - black horse (13-Oct-2023)
"This level is totally confusing with the myriad of paths to follow and no clear indication of what to do first so it is mostly trial and error. The underwater sections were seriously taxing with a lot of drowning involved. I did like the water snakes though. That was neat. Why do these levels have to be so complex? There is no way I would have managed to get through this without the walk through." - Torry (06-Nov-2022)
"A very rare case when I think a level is overrated. Everything is broken here - sounds, enemies, hints, textures, animations, collisions, visibility and path design. Also the objects come from all styles and definitions and are pasted all over the place so you keep being distracted and can't clearly see what you're doing. As a result the challenge is not from the game but exclusively from battling those issues. I hope the sequel is better..." - DJ Full (16-Sep-2022)
"Lara explores an Egyptian temple to collect and use two keys on statues. Unfortunately this temple is fraught with functional issues, including trapdoors missing collision, broken camera cues, switches that blink in and out of existence, a timed crowbar switch that can only be used once, and a standing animation that is unresponsive to controls depending on what frame it is on. There is a "trap" pool that Lara can never escape from, and while there are some visual cues of this danger, its presence is still kind of annoying especially when Lara could otherwise use it as a shortcut from some of the high ledges. Textures get very stretched in most of the rooms, and there is too much backtracking required. On the plus side, I enjoyed the modest statue puzzle, the combat against a couple of demigods and other creatures, as well as the various blade traps (except when they were part of the aforementioned backtracking). I thought the lighting was pretty good too. 46 minutes." - JesseG (25-Feb-2022)
"Better than the previous level, here we have a solid and entertaining level worth to play, even when I missed some puzzles to make me think and more variety of tasks, it notices the improvement with the level editor. There are some shortcuts but the backtracking is still present here; the timed run is a bit tight but doable; I found enough items to finish without problems and the secrets are easy to find. I think there are excessive plants in the underwater area, but usually the environments have a good look. Continue in the right direction. Good work." - Jose (22-Oct-2021)
"Certainly a large improvement over the builder's debut level. Much more care has went into the design and also the gameplay, with a few decent tasks in here - but it definately could've fared better without the tedious underwater parts and the backtracking; the softlock in the timed run could've been avoided easily; the traps would have been entertaining with a decent running animation, oh well... On the other side the object design is quite interesting and a few rooms are nicely designed while there are still several classical beginner mistakes missing textures, cracks or the occasional odd sound or camera, but the looks are generally pleasant and the builder shows that he can do much better than his first offering suggested. Finished in slightly more than 20 minutes, with both easy secrets found." - manarch2 (07-Jun-2021)
"The first thing to be said is that the builder has obviously taken note of reviews for his previous level and has clearly spent a lot of time practising with the level editor. This is a far superior level in every way to his debut offering. I very much liked the look of the level; the textures were somewhat different and everything looked very crisp (I realise that’s not exactly a technical term, but I don’t know how else to describe it) and the enemies looked unusual, especially the Cerberus re-textured ahmet. It’s not a long level but packs in some lively action and a few traps. I found the underwater sequences a touch trying, but I’m never at my best underwater. Otherwise, there’s nothing too hard to achieve but you might want to consult a walkthrough to avoid unnecessary backtracking. Nice to see such progress, keep up the good work." - Jay (22-May-2021)
"Were it not for a few irritating building choices, this would have been a more enjoyable adventure than it is now. In its current state, it does have a certain entertainment value but is also somewhat aggravating. The environments are a bit on the bland and overly sandy side, but they work well enough, the enemy fights are engaging and the secrets are a fun side quest to go after. It's the gameplay which leaves me rather undecided, though. While the various progressions up and around the main room were nice, enjoyable touches, the backtracking throughout also quite overdone, the underwater sequences were rather painful gameplay additions and Lara's delay to her normal running animations did prove to be quite a handicap when trying to negotiate past certain traps. It's an undoubtedly major leap from this builder's first effort, but I do agree that a bit more beta testing might be needed to iron out the quirks." - Ryan (10-May-2021)
"My overall impression of this level is somewhat less harsh than the sentiments expressed in the earlier reviews. I found it to be a fun raid, although the progression intended by the builder can be rather obscure at times due to the fact that three separate areas need to be visited and revisited in seemingly random order. But since I was writing a walkthrough while playing, and since my practice in doing so is to take advantage of an available posted video to minimize wasted time, I had no problem knowing where to go next. One thing I noticed was not lagging per se, but the slowness with which Lara responded to keyboard commands. That caused some problems, particularly during jumping sequences. Instead of flares we have matches, which burn out after only a few seconds, but everything is so well lighted that you rarely (or never in my case) have occasion to use them. The backtracking was a bit too excessive for my tastes, but the game map is compact enough, and the level short enough, that this doesn't become a major irritant. I might note that when I first used the crowbar switch in the underwater section, a cut scene clearly showed a gate opening, but when I replayed that section from a savegame I saw only a flash across the screen. Not a classic, but certainly a job well done." - Phil (09-May-2021)
"(7) Gameplay & Puzzles: This is an easy difficulty adventure which revolves around exploring a main hub area, a large cavern, and some side challenge rooms (it kind of feels like an One Room Challenge in that sense). The builder implements a good variety of exploration, traps, platforming and combat, although I would recommend more puzzles next time, as I only recall one, near the start of the game (an enjoyable, subtle pushubles puzzle). The above ground exploration was enjoyable, however the underwater segment left me feeling disoriented and confused (more on this when I write about cameras). A couple of weird things I noticed: when standing near the spinning blade traps, Lara often wouldn't move forward despite me pressing the forward key; also, you can get softlocked if you don't climb up the raising block in time, to reach the key, as there's no way to re-trigger the raising block. (7) Enemies, Objects & Secrets: I enjoyed the combat; there's a "mini boss" about half-way through the game, a tougher final fight, and all sorts of different enemies sprinkled in-between. Compared to the builder's previous release, the use of decor and trap objects were much better this time round. However, I was frustrated swimming back and forth between the underwater circular blade traps. There's so many extra objects underwater, which are unnecessary and are detrimental to visibility and determining the next objective. The 2 secrets were very straight-forward. (6) Atmosphere, Sound & Cameras: The architecture and atmosphere needed more work in my opinion; you never really feel like you're in a real Egyptian cavern. The main hub area looks overly boxy. Another detractor to immersion were the mishmash of objects, sometimes ones that don't really belong in the setting (although it's much, much better than the builder's first release). The builder used classic music cues well, however I think cameras needed more attention. During the underwater segment, only some levers had cameras associated with them, which led to confusion. Also, the camera is broken after you use the crowbar in the underwater area, further adding to the confusion on what to do next. There's also a camera that should be oneshot near the start of the game, by the pushables puzzle. (6) Lighting & Textures: The builder has demonstrated tremendous growth in this category, and it's a well-lit, pleasant looking level. There are many stretched textures and underwater cracks, however. I think the lighting of the main cavern could have been made more realistic -- there's a hole in the cavern ceiling, and sunlight enters via that hole. You would think that the center area of the cavern should be brighter, and the sides of the cavern should be darker, but the brightness of the overall area is unrealistically flat and uniform. Overall, this is a big improvement gameplay wise compared to the builder's previous level, and it's a HUGE improvement aesthetically. Awesome job. If we were to chart the builder's progress on an upwards trending graph, it'll be very interesting to see his next release. That said, I still think the builder needs to work on polishing all of the little things, and, as Orbit Dream mentioned, obtaining feedback from beta-testers (not friends) prior to public release. I would be happy to playtest the builder's future project -- feel free to contact me when you're almost ready for release. 7/7/6/6." - nerdfury (01-May-2021)
"Somewhere between Egypt and Persia (given the objects or the textures) is Cavern One. Not many areas to raid , but these few areas take some time to explore as there are several things to do or spot in each. It's a rather buzy level , a bit confusing though , i think too many objects are used , both on the ground and underwater. Btw some of the objects collision are not optimized realistically wise. The builder has some good ideas for gameplay , esp for hiding passageways. Too many redoings though and not everything makes sense , for ex you can fall through a visible raising block that is not raised yet depending on the way you do things. Texturing , sounds and lighting are okayish , with no crack mode used for the textures. I advice the builder to build more in depth because we can see objects from other rooms going through walls (ex : the big circular door when it is opened). All this said the level is entertaining , of middle difficulty. The end is abrupt ; probably Lara is eager to go to Cavern number two." - eRIC (01-May-2021)
"While undoubtedly a gargantuan step up from the authors previous level,this adventure featured too many irritations to be fully enjoyable. For a start,camera clues were entirely random - some lever activations featured them;others were inexplicably denied. The underwater section was confusing and frustrating in equal measure,due to it's cyclical nature and abundance of ever-impeding aquatic circular blades;while the forced backtracking (often having to negotiate the same traps) sapped much remaining enjoyment. My game also suffered from lag in the huge chamber (probably due to overuse of animated objects). In all other aspects,this was a satisfying experience: as the technical level was high;the design was creative;the enemies,varied;challenges,interesting; environment,well designed.I can see potentially great things on the creative horizon for this promising builder - provided he employs the services of a wise beta-tester." - Orbit Dream (30-Apr-2021)