The Relic of Gaia
1,080 downloads

- Release date
- 03-Jan-2023
- File size
- 68 MB
- Class
- Ship
- Engine
- TR2
- Duration
- short
- Difficulty
- medium
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| DJ Full ↓ | 6 | 7 | 7 | 6 |
| JesseG ↓ | 8 | 7 | 6 | 6 |
| Jorge22 ↓ | 7 | 7 | 7 | 6 |
| manarch2 ↓ | 3 | 5 | 3 | 4 |
| MichaelP ↓ | 6 | 7 | 6 | 6 |
| Mulf ↓ | 6 | 6 | 5 | 4 |
| nerdfury ↓ | 5 | 7 | 4 | 5 |
| Phil ↓ | 8 | 8 | 7 | 7 |
| Ryan ↓ | 6 | 7 | 6 | 6 |
| The Snarky Lesbian ↓ | 4 | 4 | 3 | 3 |
| Tolle87 ↓ | 5 | 6 | 6 | 5 |
| Torry ↓ | 7 | 9 | 8 | 7 |
| Category averages (12 reviews) | 5.92 | 6.67 | 5.67 | 5.42 |
The texture set has been augmented by some imported rust from the ‘Maria Doria’ levels, which adds some welcome variety, but like nerdfury, I draw the line at stained-glass ceilings. Texturing is generally serviceable, but the large size of the rooms draws attention to the wallpapering that’s going on, and if they’re tall, textures tend to be stretched to an extreme degree. (I know this doesn’t need to be the case in TR2 because I’ve played Vinci’s Bounce Pad Demo.) The rooms remain rather large throughout and often lack defining characteristics. When props are used, they’re fitting and the result is decent, but many rooms don’t have any in them. Also, more could have been done with lighting to make the thing look less flat and more 3-D. The builder does this in some places, but not in others. The SFX, on the hand, are all present and correct, and audio has been put to good use as well.
Unlike with some of the enemies, there are no surprises in the traps department: you get your oil drums and your glass shards just as you would expect, plus some malfunctioning cranes, which are featured in the more extended of two platforming sequences. In the other, which focuses on slope-hopping, the builder briefly uses a fixed camera, which I assume was meant to be helpful, but which made it difficult to assess how far you need to swerve in order to land on top of a flat pillar, which will likely result in unnecessary deaths. (Tolle87 found a way to skip these platforming sequences. He is correct, also in that they account for a large chunk of the level, though 70% is a bit of an exaggeration.) Another unnecessary death is the result of a spike pit covered by trapdoors which are indistinguishable from the rest of the surrounding floor, so it’s essentially a cluster of unmarked death tiles.
In the immediate aftermath of one oil drum stampede follows what I consider the level’s toughest battle. It pitches you at close range against two bat-wielding thugs and another two with shotguns, plus the only flamethrower guy in the level; the oil drums get in your way when you attempt to back off, and there’s a spike pit in your back as well (the one that caused an unnecessary death immediately prior to this battle). It occurs about halfway into the level, at a point when the only additional weapon you’ve acquired is the harpoon gun. This causes an imbalance in the level’s dramatic arc, since every subsequent fight looks easy by comparison, but it’s also what makes this particular fight a challenge. The distribution of weapons is fine by the way (the harpoon gun being a case in point), and it’s also highly unlikely that you run out of ammo.
In classic TR2 style, the level has three secrets represented by little dragons, though here finding all three rewards you with nothing but the satisfaction that you’ve found them all. Obvious though it may seem in retrospect, I missed the gold dragon the first time through due to the featureless, almost solid-colour textures and the flat lighting employed in the alcove by which you access this secret; it looks just like a flat wall unless you have a close look at it. On your way there, you pass a trapped corridor with spike pits and oil drums, which would have made for a good timed run (e. g. by adding a timed door to the alcove that leads to the secret), of which, to the relief of some players no doubt, the level doesn’t have any." - Mulf
A similar thing goes for the thematic cohesion, which it does not excel at. The level goes from Offshore Rig Textures, to Ship Textures to Floating Isles aesthetic very abruptly. And since we start in an interior, we have little idea of where we actually are. Are we in a factory? An oil rig? A ship? Other than the texture use, we have absolutely no frame of reference, including the overall styling of the levels. If any lesson is to be taken here for future levels, I'd recommend looking into structuring and styling levels to mimic realistic places. Admittedly a difficult skill to learn, given Tomb Raider's blocky nature.
What IS done well, is the thematic escalation on the level of gameplay factors. We go from easy switch and keycard puzzles to big combat rooms, then back to smaller jumping puzzles and return to bigger combat areas. The combat arenas grow in difficulty each time and have enemies from later TR2 levels. Before the end we need to collect 2 key items to enter the main boss areas, then we have 2 boss-esque encounters and then the level ends. It's not elegant by any means, but the base idea of difficulty structuring and thematic escalation is there, and I'd even say it does a Boss fight better than many levels from other creators. Again, not elegant, but the passion is there!
Overall the entire level smells strongly of someone's literal first level. Getting comfortable with the level editor, how to place enemies and pickups, how to create platform challenges for keycards and how to style levels. I am more than happy in looking forward to the next levels this creator makes. Again, I'd mostly recommend working on improving the structuring and styling of levels to make them more overall coherent. Entering a grand gigantic room loses it's charm quickly when every room is that big. Save huge rooms for special set pieces in a level.
Overall, thank you so much for this level. Please continue making levels ♥" - The Snarky Lesbian