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Sanctuary of Aton by trtimes

DJ Full 8 9 7 8
eRIC 6 6 6 6
Jose 6 7 7 6
manarch2 5 5 6 6
nerdfury 6 7 7 6
Phil 8 7 7 7
Ryan 6 6 7 6
Teone 7 6 6 5
Treeble 7 7 7 7
 
release date: 10-May-2021
# of downloads: 93

average rating: 6.56
review count: 9
 
review this level

file size: 44.00 MB
file type: TR4
class: Egypt
 


author profile(s):
email(s):
kevin-kopp@hotmail.com

Reviewer's comments
"I guess it could be a 8.5 if it didn't skip betatesting - since I can actually see the author put a lot of care into it. All those little issues left were easy to fix. Makes me thing the next one will be a proper blast if the feedback is followed." - DJ Full (18-Mar-2023)
"Good attemp with this long level with an old TR taste. Not bad this effort, but I found too many rooms very dark, with no enough flares to explore them; a lot of camera shots were totally unuseful (miliseconds). The game is based about find and pull excessive jumpswitches to continue playing, the automatic pistols appear too late, only to shoot the final demigods near the end of the level and there are no puzzles to solve; only the pure exploration and finding hidden items in very dark environments. Even so I think the textures are well applied and there's an effort to place CD tracks here and there; I found some tricky taks with the spikes but definitely not too hard. My conclusion: the level is good, with an old style, but the black rooms and the excessive switches ruined the gameplay. Not a bad level, of course. Take a try and perhaps you'll enjoy it." - Jose (10-Nov-2021)
"I've been taking a break from writing walkthroughs of late so I could catch up on playing and reviewing some of the levels I've missed along the way. Among those have been several classic Egyptian levels, and this is by far the most sophisticated of the three I've played. The scores have been remarkably consistent as well, all 6s and 7s with the exception of a few 5s. I've noted and agree with the flaws already pointed out by previous reviewers, but I think the level is a touch better overall so I've decided to break the mold slightly. Yes, some things have been overdone, and near the end I was thinking a better title might be "Jump Switch Heaven," but I never found myself becoming bored. It's also much too dark throughout for my tastes, although the darkness is frequently intentional for strategic reasons, and I have to admit that ample flares are provided. The builder also shows consideration for the players by providing a cut scene after practically every switch pull, but most of them in the latter stages were a mere flicker across the screen that didn't convey any meaningful information. I suppose this is indicative of some game engine limitation, much like the flare bug that we used to see much more of in the early days. You get plenty of bang for your buck, too. I took my time while using Treeble's walkthrough, but I still logged a bit more than two hours. You don't get the automatic pistols until near the end, but they come in quite handy in dealing with that quartet of demigods. A fun raid." - Phil (09-Sep-2021)
"A solid but repetitive raid that remains mostly classic TR 4 with a few exceptions, not all of which are to the positive. The pushable animation, for once, is annoying, especially with a lot of vases to be moved around. In general, the builder seems to have run out of ideas after some point as many of the tasks are seen multiple times and there are definately too many jumpswitches in the dark and I probably have enough of those timed fire traps for some time, although some of them are nice. The atmosphere is not badly done with realistic (read: for gampelay, often too dark) lighting, decent texturing and apt usage of sounds, while the split second camera bug appeared often. Enemies are decently placed, perhaps with too much ammo around (I never needed the Uzis) and secrets were rather easy to find, some are hard to miss. For a debut this is well enough done but the next might be a little more easy on the eyes and also creative in terms of gameplay. Finished in 55 minutes." - manarch2 (27-May-2021)
"Although completely made throughout, this debt effort ended up feeling rather too drawn out for its own good in the end. This is mainly due to the repetition of the gameplay, which more often than not involves Lara having to search out (sometimes multiple) jumpswitches tucked away in dark corners and then progressing onto the next area and repeating the exact same thing. Admittedly, the various trap sequences and action-packed enemy confrontations do their best to elevate the excitement of this adventure, but a noticeable sense of tedium does begin to develop as you go through. The lighting was also far too murky and made navigating the different cave areas a bit more of a chore than it should ideally have been. Nonetheless, I did like the music choices that alerted you to imminent danger and there is enough potential here to indicate that this builder's next venture will be something truly great, if he can maybe cut down on the boring sections." - Ryan (18-May-2021)
"Not bad for a debut level, but it does feel like it had to be as big as possible for no reason other than just because. The initial caveish areas are very dark, but then suddenly when you enter the also underground temples it's suddenly much brighter. The level is quite formulaic in design which makes it somewhat predictable, even though it throws curveballs at you by making branching paths off branching paths, so your fetch quests end up being much longer than you'd expect but eventually you get to all pairs of key items you need to proceed and eventually progress. While it feels open, it's in reality a very linear affair and once you're done with an area, you move on (except, of course, the main cave which requires the two cartouches). I enjoyed the use of TR2 sounds, but I'm not convinced about the animations: picking up objects was out of synch, and the pushblock animation forces you to stop after every single tile, which made the two or so pushblock puzzles a bit more tedious than they needed to be. Camera clues stopped working about halfway through as well. 85 minutes, 6 secrets. 05/21" - Treeble (16-May-2021)
"(6) Gameplay & Puzzles: This is a medium difficulty, lengthy (almost 2 hours) debut that is divided into 3 parts: the Tomb of Seth area, and then the player can tackle the Cleopatra or Semerkhet area in any order. It's not a bad debut, and it had enjoyable moments, but I felt like the gameplay often dragged. There's definitely some pleasant, retro-style exploration, platforming and combat. On the flip side, I felt like the gameplay was often bloated, with so many jump switches to spot (many of them in a dark corner). After the 20th jump switch or so, the player may be exclaiming things like, "Oh, trtimes, that scallywag! He sure got me with that sneaky jump switch placement!" After the Seth area, the gameplay became predictable for me, and I felt like the tasks needed more variety. At least 1/3rd of the gameplay could have been cut with no issue. Besides my issue with bloated tasks, I feel like the puzzle aspect was lacking; I only recall a few pushables sequences and they weren't that interesting. Also, I think the gameplay just needed more testing in general. For example, there's a raising block near the beginning of the game, but you don't need to raise it, as the ladder above it is accessible without it. Another example is the "red herring" monkeyswing in a green Cleopatra room. It is not needed to progress at all, so its existence may only serve to confuse the player regarding a jump switch. One more gameplay aspect I wanted to mention was the 2 pushables, one red and one blue, in the Semerkhet area. They begin on special, marked tiles. A player may think that they need to swap the position of the pushables; this assumption is intuitive, but in fact the correct next step is vague and unintuitive. If the ground was raised between these pushables, the player won't waste time in attempting to swap the position of the pushables. (7) Enemies, Objects & Secrets: There's a good mix of classic enemies and I enjoyed the final fight with 4 demigods. It was quite nice of them to remain still, waiting their turn to attack Lara, only activating when the previous one died. "After you, sir." "No, after you." "No, I insist!" In terms of enemies, I think the wraith placement needed improvement; in the areas that the wraiths are triggered, there is a pool of water extremely close by, so it's not very exciting. The builder also used classic decor objects attractively, although some rooms needed more objects. The pushable vases in the final boss room caused a crash to desktop. In terms of traps, there's a good amount, although there's a heavy favoring of flame traps and I would have liked to have seen more trap balance with regards to the other classic traps. (7) Atmosphere, Sound & Cameras: I think the atmosphere is the strongest aspect of the game, and the builder competently crafted an eerie environment that pays homage to TR4. A subtle yet neat detail that the builder included was changes to flame emitters once an event was triggered, which really added to the eerie atmosphere. Some rooms looked too big and empty, however. Also, in the Cleopatra area, where you insert the pharos items, the world glitches out of visibility depending on your viewing angle. Classic music cues were used well. I think the level could have used more flybys in general, to build immersion. Static camera hints were a mixed bag -- there were adequate cameras in the Seth area, but then all of the cameras in the Semerkhet area were broken, only appearing on screen for less than a second. It's not a huge deal, as these cameras were not needed to figure out the next objective, but I just wanted to give the builder a heads up. It may have been an issue isolated only to me, as the other 2 reviewers prior to me did not mention this. (6) Lighting & Textures: Some parts of this level are too dark, especially the Seth cavern. I believe that if one of the screenshots submitted for your level page is so dark that you can't tell what's being shown, then it's time to reconsider the lighting settings. There are adequate flares, but still, the excessive darkness and occasional intensely bright red rooms weren't comfortable for my eyes. The builder does use lighting quite effectively in other areas, though. For example, the red & blue ceiling that Lara monkeyswings across in the Semerkhet area was a nice pop of color without being too high contrast. The texturing is decent for a debut, but needs an extra check for consistency; it being nice and polished in some rooms, wallpapered or misshapen in other rooms (e.g. use your binoculars in the Seth cavern). Overall, it's not a bad debut, and the general atmosphere is quite attractive, but I do suggest that the builder think about gameplay "bloat" going forward. Also, be sure to ask the trle forums for people to test future projects. I look forward to these future projects and I hope my feedback was constructive to the builder. 6/7/7/6." - nerdfury (15-May-2021)
"For a first the builder has made a solid job overall , the level is long , its beginning is straightforward taking place in small size rooms until you arrive in a Tomb of Seth type of cave where you branch to two side sub areas textured mostly like the Cleopatra Palace and Tomb of Semerkhet official levels. Many jump switches and fire burners in the map , in many rooms the first thing you do is to find a jump switch. In comparison, the spikes traps are less numerous and more interesting. For sure the builder wants you to be busy with not much space to relax. What is proposed is rather intuitive in general so there is not many places where the player will be in doubt of what to do. There is a few tricky moments (the not very user-friendly monkeyswing in the lava room, later on the jump from an alcove to reach a monkeyswing) and in a couple of places in the Cleopatra palace area , a leap of faith must be done despite the threatening presence of popping spikes. Enemies are of the small kind in the first half , then you deal with harpies demigods and elementals. Out of 6 secrets to disposition , 5 were found without searching for them. What spoils a bit the experience , apart from the average lighting, are some bugs , visual ones or game stoppers : lowered rising blocks are flickering on the ground, a part of the room with the Knot receptacles disappear (maybe the map was designed in the lower left corner of the grid like in the old editor), doors are not placed in the portals of the rooms , and the game crashes when trying to push the last pushable vases which do not seem to have any purpose; and the most irritating moment was when Lara was trapped in another invisible clock as the door of one of the golden vraeus rooms closed on her. Otherwise the game plays well but is a bit too long for its own good because of the repetitive nature of the gameplay (jumps switches)." - eRIC (12-May-2021)
"Certainly not a masterpiece but I liked this classic egyptian ride enough. The design is traditional, the author uses only TR4 material, I didn't see any personalizations among textures, objects and sounds, and the builder seems to love jump switches above all because he uses them everywhere. The weakest part is the lighting, in many areas it's not very good and tends to annoying colors or to dark. On the counterpart the geometry of the areas and the gameplay is quite enjoyable. It's not difficult to understand what to do to progress. There are no timed-runs but in some cases you have to be careful to avoid flames or traps. Sadly, near the end I found a fatal bug probably related to the last secret. Nevermind. In sum, it's a good enough debut, but I can recommend this game only to nostalgic TR4 lovers." - Teone (11-May-2021)