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Tomb of Hydra (Demo) by Nicholas Bryfogle

DJ Full 6 7 7 6
g12STL 7 9 8 6
manarch2 5 7 7 7
Phil 8 8 7 7
Ryan 7 8 8 7
Saki Croft 7 8 9 9
tuxraider 7 7 7 7
 
release date: 14-Mar-2022
# of downloads: 120

average rating: 7.25
review count: 7
 
review this level

file size: 118.00 MB
file type: TR4
class: nc
 


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

Reviewer's comments
"Feels better than it looks, mostly thanks to isolating ambience... until it slams the door trap sound at you, thankfully only twice. I'm not sure if I agree with cobras in a sewer, but on the other hand why not. There are some basic errors like hard waterfalls, missing pillar bases and at least three possible softlocks (if you jump over the fence without a crowbar, and with two pushblocks), I also don't understand the need to climb a ladder five times in the last part (!), but thankfully it's only a demo, so let's hope the full version gets properly tested and bugfixed, because it deserves to be." - DJ Full (20-Sep-2022)
"For a demo, this is quite elaborate and complex. The game map is fairly compact, but there are many connected areas that must be visited multiple times as the new ones are opened up. Everything is put together with much thought and care, but the surroundings are so monotonous and bare (not to mention the uniformly green-tinted textures) that they became wearisome before long. The liveliest sequence was a pitched battle with four of the eponymous hydras not far from the end. All of the posted glitch-free videos consume more than an hour, and it took me nearly three times that because I was writing a walkthrough along the way. But perhaps the most memorable--and horrifying--experience for me was a phenomenon that occurred near the end. When I found and placed the Temple Key, my computer screen went dark but I could hear the sound of a door opening. The first time I played, I hit the look key and the visuals were restored so I could continue. However, I went back later and replayed to confirm some detail for the walkthrough, and this time the screen remained black no matter what I did. I quit the game at that point, but when I restarted I found that Lara's movements were now limited in bizarre way (more details can be found in a forum post if you're interested) that prevented me from playing. To my horror, I downloaded another level at random and found the same thing to be true. Nothing I tried would fix the problem, until finally it dawned on me to take the drastic step of doing a System Restore (a Windows XP tool) to the previous day, and to my immense relief this restored Lara's normal movements. This "black screen" phenomenon also appeared in the video I watched, so I know it's not unique to me (although the effect I've described might be). I say all this so that the builder can be aware of and take all due steps to address this situation, both in the demo and in the full release. I also strongly suggest that he provide a savegame in the full release so that this long demo (entitled "The Aqueducts") will not have to be replayed." - Phil (01-Apr-2022)
"This lengthy, 90-minute level undoubtedly qualifies as one of the longest demos in custom level history, which is both a positive and negative thing in this case. It does have quite a bit going for it: a meticulously constructed map, frenetic and tense enemy encounters, some decent boss battles, enjoyable traps, good atmosphere and well done texturing, while the difficulty level remains nicely pitched throughout. Where it does fall short is mainly in terms of the arduous backtracking. It didn't really become an issue until about three-quarters of the way through, when you then become forced to take the same painstaking route up the pillar room, wade laboriously through waist-deep water numerous times and climb up agonisingly long ladders, the latter of which felt more like filler than anything else. The lighting is also rather dull and dreary, and despite the decent textures the surroundings are too monochromatic. I didn't experience the fatal bug that Phil did, however. Overall, this is a decent demo that somewhat overreached itself and I hope these things are improved upon in a possible full version." - Ryan (01-Apr-2022)
"This level was pretty fun and plentiful with supplies. There were parts that were confusing as to telling you what you should do next but the map was a decent size and something that was pretty easy not to get lost in. The abundance of enemies in the cistern was fun for me because I felt like the infestation of crocodiles was highly appropriate for that part. And just how the greenish tinge to the entire level before going into the tomb had that wet, dark and sticky feeling to the atmosphere. Also, the random jumpscares with falling Cobras, excellent touch! I can't wait to see the finished product! This was very good for a debut level! Good work!" - g12STL (28-Mar-2022)
"This is a single underground level. (The outdoor view in the start screen is unrelated, at least in this demo.) Despite what the rest of this review might sound like, I liked this short demo. (It's intended to be constructive criticism.) Anyway... The textures and lighting were a bit monotone. It could be a bit more varied, such as making deep underwater passages have less magic ambient light. It's comical how many crocs are in this sewer-like area, maybe this needs to be more balanced. There are some snakes - sometimes, they moved down (rather than "dropping") from the ceiling, which looked odd. The game play was sometimes a bit irritating: hit a switch, explore the whole area again to find out what changed, find a new switch on the opposite side of the level, repeat (zig zag). The switches should show more often what happened after triggering them. You can get easily lost, because there's a potentially large area to explore, and all this wading and climbing is slow. I like large explorable areas, but restricting player freedom (preferably temporarily) when solving such puzzles may be advisable. Many (still or again) closed doors have invisible walls before them. One particularly strange example is the door through which you enter the last area before the game ends: the door is open, but you can't go back to the previous area because there's an invisible wall. Some switches were cheap traps (Lara dies if they are used) - was that really necessary? Like I said, I liked this level. Playing it was fun, even if getting lost sometimes (many levels do worse). The level may look monotonous, but just adding other levels with different themes could mute this impression. I didn't encounter any game play bugs, soft locks, or misplaced textures. It shows promise, and I'm looking forward to the complete set of levels." - tuxraider (20-Mar-2022)
"A solid debut in all regards but I was expecting something... different? every time I entered a new area, only to discover it is more of the same. The gameplay is mostly fluent and decently designed, while there are some bugs that should be adressed in the final version everything worked for me. However, it's not really interesting, mainly you're sent up and down all the areas and there are few interesting tasks, though it gets somewhat better towards the end. Enemies are well placed, I liked how all the snakes and crocs are used here, most the 9 secrets were a bit too easy to find though. The atmosphere is rather effective, though it suffers from monotony. Texturing and lighting both have some cracks but are competently placed in general, even if the builder does not show much variety here. I think a gameplaywise more elaborate level as a part of series might be a decent usage of this agreeable (one hour long) first effort, so I hope to see more soon.." - manarch2 (18-Mar-2022)
"Gameplay & Puzzles: Are basics but it's ok since we are in an environment like The Cistern from Tomb Riader 1 and this is only a demo! We'll see more on the entire version! Enemies, Objects & Secrets: They're good, gold coins & golden bars as secrets, fits the level overall since you have that vibes even from a Greek style level. Enemies are fine, you can't use more on a cistern level and objects are fine too! I beta tested this level and they didn't have a name but gladly the builder put it in the final version to them! Atmosphere, Sound & Cameras: No complaints for me on the first two categories about the Cameras some times they are locked on a fixed one and I'd like to get rid of them by pressing look button but it's ok, I had still been able to handle them. The sounds are great, they should come from the Tomb Raider Suite but a little bit modified. Lightning & Textures: I have to say that the builder has done a lot of progress! At first when I played it was too dark and you could barely see anything but now the lights are really good with this green/blue style which is ok for a Cistern level the same goes for the textures. Duration: If you know what to do you're able to do it in around 1 hours+ if you don't maybe 2 hours are needed. Difficulty: For me it was easy, but I'm a veteran of the saga. As always I've done the full walkthrough on my YT channel 🙂 Keep up the work Nicholas! 🙂)" - Saki Croft (16-Mar-2022)