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Return to Deadman's Keep by John Sutton

Danjo86 7 9 8 7
DJ Full 8 9 9 8
JesseG 8 8 8 7
Jose 7 8 7 8
Lizard Queen 8 8 8 8
Ryan 8 8 8 8
 
release date: 26-Jul-2024
# of downloads: 587

average rating: 7.92
review count: 6
 
review this level

file size: 820.00 MB
file type: TEN
class: Coastal
 


author profile(s):
email(s):
johnlsutton@btinternet.com

Reviewer's comments
"SPOILER ALERT! My reviews tend to be very detailed in what I saw and enjoyed so if you think this will spoil it for you stop reading now! Playing version dated Aug 10, 2024 Release 3. I’m here because this level was still on the Review Wishlist and I wanted to see if this sequel’s larger download results in a much better level than the prequel. WARNING: Health does NOT refill upon level change. What I liked about the level: 1) TIP: I experienced severe lagging but found that changing Antialiasing = NONE and Ambient Occlusion = DISABLED made the lagging completely disappear without any noticeable change in quality. 2) Nice British flag in the storage room. 3) A small detail but the wooden skid was perfect! 4) Love how shattering crates look like they’re getting sucked into a vortex. Very cool! 5) Have to say how much I loved the multi coloured glass textures in the small glass room. 6) Very cool how the Gladiator shatters piece by piece as you decimate him. I really enjoyed beating this enemy with his slow moving pace giving you a fighting chance to beat him. 7) Once you get up to the top of the Cathedral, you see how beautiful it really is. 8) What’s really cool about playing the prequel is that some areas in the sequel are familiar without being repetitive. 9) Just a small thing but the chain link gates with rusted wire look fantastic. 10) The floating blocks bobbing in the water was a very cool detail. 11) Once again as in the prequel, I really enjoyed the sloped block jump sequence. Wish there were many more challenges such as this. 12) The Egyptian wall painting textures were gorgeous. What I didn’t like or thought could be improved: 1) Some floating plants could use some repositioning. 2) The compass is beautiful but very hard to read. 3) Some floating columns here and there throughout the levels. 4) Severe lack of flare pickups (same problem in the prequel). 5) Got stuck in a crate after shimmying around a corner then dropping and had to reload. 6) When pulling a crate, the space between Lara and the crate increased. 7) Would have preferred a camera shot of where to use the Green key. 8) Just a wishlist but thought the floating platforms would have looked more realistic if they were positioned under any of the columns in the rooms. 9) A big downfall of TEN levels seems to be where health does not refill upon level change. At first this turned me off playing further but decided to soldier on regardless. 10) Just a pet peeve but would prefer that camera targets not follow doors opening upwards. Stationary targets are much more elegant and clean looking. 11) Not fond of many enemies especially in a level with no health refill on level change.12) Found missing textures and was able to walk through a solid building. 13) Oddly one wraith would not die in the water corridor but only in the water pool. 14) Found a wafer thin brick wall. 15) As in the prequel, unmarked spike tiles in this level also unfair. Conclusion: I thought this was a good TEN level mostly because it felt like I was playing Tomb Raider. I’m surprised to have seen it on the Review Wishlist so I’m glad I chose to play it. A large portion of the gameplay is a “shooter” style which is not really my kind of level. During the last few levels, I was just hoping for it to end. If you like this kind of challenge, then you will enjoy this level. Suitable for average TR players." - Lizard Queen (22-Mar-2025)
"A very decent and highly playable level-set, providing a very bread and butter Tomb Raider experience all told. There were a couple of different themes that presented themselves to varying extents throughout, from a British castle-like style to Egyptian themed tombs, chambers and passages. Return to Deadman's Keep isn't an especially challenging set - the path of progression is mostly quite linear, albeit with some very enticingly designed level maps and large open areas to explore. Gameplay is strictly pedestrian for the most part - I was constantly engaged and content, but rarely wowed. That said, the pacing was nigh-on perfect. A few niggles for me, but nothing too serious. Moving blocks was problematic, with Lara often separated by an entire square space from a block following a pull or push animation. A few pillars were away from where they should have been, and I'm not overly mad on floating ledges with nothing under them - in an environment which invites me to invest in architectural integrity, this slightly spoils the immersion. There was a recurring nod to DR Who, with the TARDIS appearing in most if not all levels, and a particularly intriguing moment where it departs a graveyard in a very telling homage to the episode "Blink". I loved that I got to return to part of the second level in the fourth one (the fourth level was probably my favourite overall), and there was some good combat variety here as well - from flying scarabs, to skeletons, dogs, mercenaries and even raptors. I also liked that a few novel and tougher foes appeared sparingly. I can't end this review however without praising the music of this set - it was superb. Part of the background music which played from time to time almost reminded me of Terminator 2 when entering the Skynet premesis, but I especially loved the more arabian segments which played thematically at times as well. Overall, a decent and enjoyable raid." - Danjo86 (07-Feb-2025)
"Not bad this set of levels where you can advance without much problems and it's difficult get stuck. The environments are nice and well builded, but there are a lot of floating columns out of their natural places; well balanced enemies, enough pickups (the HK Gun appears too late) and the secrets are not very hidden, but I missed a couple of them. Correct atmosphere and lighting, well applied textures, it's not an adventure to set off rockets, but accessible for most players. Good work." - Jose (22-Jan-2025)
"It's been a while since I played a custom level that uses some of the Complex Simplicity materials, so this was a pleasant surprise. If you're looking for a reasonably lengthy raid (just over 4 hours in my case) that won't tax you too much but still manages to be sufficiently enjoyable, then this might be an ideal choice. The TEN engine is put to good use, and shows off the different environments to good advantage. As well as a castle, there's also a warehouse, graveyard, dino-infested jungle and a couple of lovely Egyptian temples to explore (among others). There's a couple of clever block puzzles to solve, plus some mildly difficult traps along the way, but mostly this should be accessible to raiders of all skill levels. I did appreciate the enemy variety too, as Lara gets to pit her wits against armed soldiers, raptors, skeletons and more besides (plenty of high-powered weaponry to go round thankfully). I did think that the fog tended to be laid on a bit thick in some areas, which did spoil visibility quite a bit. Maybe the textures could have been a bit more refined too. But on the whole, a very pleasant raid and I liked the homage to the TR2 dragon secrets, too." - Ryan (19-Jan-2025)
"No fireworks but a very solid raid where the builder doesn't want you to suffer too much, even though the game too often is about "check side holes" to proceed, and the visuals too often rely on the same striped texture wallpapered on surfaces (which, except from rare select cases, never works in the world of art). TombEngine works smoothly here - I only had lag when splashing into water from floating crates. It was nice to recognize places from the prequel and the easy secrets were chill for a change. Mind we need version 4, as in level 2 all pillars are shifted 1 sector away from their proper place, and in level 5 the game can softlock 1 minute before the end, somehow mirroring the bug from the 2001 edition." - DJ Full (22-Aug-2024)
"Bugs/Functional Issues
  • Some pushable objects give Lara a lot of trouble as she tries to grab onto them. Just give it several tries before you give up moving an object.
  • Lara can be stuck in a pit where there is an HK gun on a sloped surface (no, you can't pick it up) - the spikes at the bottom retract but Lara won't have a way to climb back up.
Disliked
  • There are hidden spike traps, a lot of them. Surprise traps have a better impact if there is some visual indicator that something dangerous awaits.
Neutral
  • While the architecture is pretty good overall, the visuals are marred by wallpapered (sometimes missing) textures and flat lighting, especially in the first level. I appreciate the colors provided by the fog, but it tends to be laid on very thick and makes it difficult to see.
Liked
  • There's a nice variety of enemies to face off against, from raptors to ancient egyptian foes, introduced in fitting environments and showing off the TEN engine's versatility.
  • There are some nice little puzzles to solve with pushable objects. One flooded chamber makes use of a floating box feature which is neat to see.
Time: 3 hours 37 minutes | Difficulty: Medium | Rating: 7.75/10 - Good" - JesseG (10-Aug-2024)