Sanguis Virginis (Beta Release)
1,191 downloads

- Release date
- 08-Jul-2023
- File size
- 525 MB*
- Class
- Venice
- Engine
- TR4
- Duration
- long
- Difficulty
- challenging
1,191 downloads

* Database value: the download file is not accessible on this installation. File-based sizes use 1 MB = 1,000,000 bytes.
The first level is set in nightly Venice and while you will have to keep your eyes peeled to not miss crucial switches and the likes, I quite enjoyed the play through that one. It features spike and burner traps and you spend about the first 15 minutes or so in the sewers before coming back up and exploring the city and the upper floors quite a bit. One sort of the goons really has too many hitpoints, which does not make the fights harder - just much more tedious. There are a few looong swims, many windows to shoot and at least one very sneakily hidden key. I thought that maybe more could have been done with the motorbike, which only gets used very briefly here.
The second part is then the very same as the previous demo releases - now split into two separate parts, but largely still the same level as the definitive demo, so you can see my comments there. Good to see that the missing camera near the start has been added and it seems the water drain and flood switch is fixed now.
The third part is oddly called Back to Germany and even more oddly features a bunch of tigers, but that aside it is a decent exploration level in a mine setting. And with exploration I mean serious exploration as you get sent back and forth a lot and need a good sense of orientation - especially as rooms tend to look a bit the same. The overall maze like feel lets the level down a bit as you often try to remember where things were and then have to travel quite far to get there. There is one fairly nice climb, jump sequence, but when you get to do it for the third time it gets rather old for example.
It all ends with a bit of a cliff hanger, so more levels to be expected here - and maybe my advice to the builder would be to move on from these levels and let them be and focus the further work on these new and additional levels, making them even better and more coherent based on the learnings and the feedback received to date." - MichaelP
The gameplay is of course just finding switches, keys etc etc. So nothing to say that, although I had a lot of problems with enemies being way too OP and taking a a lot of bullets to take down. There are also jumps that require a bit of challenge to make especially for beginners at TRLE, if you complain about that then well get told off by the author that you don't have "good play skills" on the forums.
The diary feature is okay however, I hate the idea of them not being saved in the inventory and only can be read once.
The textures are applied mostly ok, but you can see in Germany level that they are very wallpapered and there's no variation whatsoever. Another thing is levels being dark with no contrast applied, more sunbulbs and lighting variation should be used.
Some rooms also felt blocky and no attempt was made to actually made them look "natural" or making them less blocky.
I could go on and on with the issues. But I would like to now point out the stuff that disturb me: The fact that the author did not provide the readme crediting the authors of the used objects bothers me a lot. And no the excuse shouldn't be because "the main levelset is not complete yet" wrong, you still released the beta release to the public and you should be making a readme no matter what.
Another fact that disturbs me is the fact that (being not the only one to notice this) but a few of rooms (not all of them) were awfully similar to maybe borderline same to Max's Ancient Artifact 2. Sure you can of course get inspired but copying is a big no no for me. I have been playing TRLE custom levels since 2012, and my brain is now adjusted to be able to recognise levels and rooms and in this case it recognised this. This made me frustrated.
In conclusion, a levelset with a good idea but with not so good execution, the author has been in the community for years and I still feel like he is not improving with his level design skills, and unfortunately does not take criticism well. I don't know what else to say, I can see potential in Pedro but again he does not want to improve in my opinion." - Kubsy
Venice:
Security perimeter (sewers):
Security parameter (part 2):
Germany mines:
- Why are there tigers in Germany?
- The beginning was very tricky again. This and the later zigzag across the level map reminded me negatively of the Venice level. Some more hints and opening up shortcuts later may help to improve the level. But in general I found the gameplay good and entertaining.
- Some tricky timeruns with platforms, but not very hard after a few tries.
- Tricky skeleton you drag away: although I knew you can drag it, it took me some attempts to get it done.
- There was a bad game stopping bug. You can get into a camera loop when reaching the big cave/chasm through one of the doors on the surface. I suspect once this bug is triggered, your savegame is broken forever. I could jump back in the short breaks between the loops, but found no way to get down the chasm from this point. You can only hope not to trigger it. The camera itself was slightly buggy too, some textures became invisible for brief moments. It seems the camera flight is supposed to be actually triggered later, when another character sits on the edge, for story telling reasons.
- There is an invisible block in front of a door, that opens later. It's in the small tunnel near the bottom of the big cave, where you use the crowbar to open another door to get access to the tunnel. I noticed similar issues in other places/levels.
- I don't know why I had to drain the big pool, or how I did it, or what exactly changed. Making it more obvious for the not as astute players like me might make the gameplay more fun, like adding more cameras. Also there was a weird tile, wooden boards with a water texture on top of it.
- The "broken" cog (not meant to be useful) you pick up in that area appears in the inventory and is named "Load". When I went back again there, it disappeared and reappeared on the floor, if I remember right. There were strange issues with the camera not switching back to Lara, which seemed to be connected to this.
- Why could I pick up 6/4 secrets?
- The crossbow you pick up is weird. The explosive ammo doesn't explode. There seems to be only one type of ammo, but three are displayed and all show the same ammo count. The weak and useless crossbow was disappointing.
- At one point, a bunch of baddies all appear at once and were clumped together. I was glad to have many medipacks.
- This level and Venice could use more decorations to make it visually more interesting. There are too many bleak looking areas.
- Lara gets stuck in some of the levers when using them and turning around. Harmless, just a minor annoyance.
Conclusion: the camera loop bug needs to be fixed before making a final release. The game is generally playable and fun, with some minor issues. I hope my comments help the builder to improve it, and I'm looking forward to the final release." - tuxraider