Reviewer's comments |
"This shooter level is short and snappy and
I found it a bit more bearable than other
levels of a similar kind. The guards and
dogs in this base appear thick and fast
and the end bit took a few reloads before
I got through successfully, but I made it
without too much frustration. It's quite
solidly made and smoothly textured, plus
the idea of the objectives was a nice one.
If you're looking for a short raid with
nothing too taxing in terms of gameplay
(aside from the shooting), then there are
worse choices to make). Around 13 minutes
in total." - Ryan (09-Jan-2019) |
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"Although it's far from my favourite genre, this shooter is actually rather good fun and doesn't overstay its welcome. Galloping round the base at a splendid rate of knots, Lara gets to shoot lots of guards and their dogs, although sadly she doesn't get to take revenge on the sentry gun that gives her such grief every time she uses a crawl space. There are one or two quirky items to find, although I'm not sure whether they're necessary as such. Short, fast paced and positively therapeutic." - Jay (15-Apr-2018) |
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"This is a nice little shooter that can be played in 20 minutes or so. There are a number of offbeat items to find, and when you pick them up you hear the secret chime, but I found no way to put them to any use. No matter, you get the weapons and ammo you need to deal with multitudes of soldiers in seemingly every new area that try to bar your progress. The builder has provided his own walkthrough which helps address the various tasks in the proper order. (A number of closed doors remain closed throughout the game, and it's nice to know which ones are safe to ignore.) No real substance, but pleasant fluff." - Phil (01-Mar-2018) |
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"A pure shooter with not enough guns and ammo to kill all enemies. There are also very few medipacks so I had to adopt some strategies to save health and shoot enemies from the distance. There is a small room where you pick up something and the exit door opens; well, if you return later there, nothing to pick up this time, you'll get stucked forever. There are several paper walls, and a wrong animation for the two buttons I found; the architecture is quite simple. Nothing more to do except shoot a lot of enemies only with the pistols. The best: lighting and texturization." - Jose (04-Jul-2016) |
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"OK, this is a shooter so be aware. Although you do get the Revolver (Magnum) with a new sound, you better save often in different slots as the enemies do come in droves. Short level but oh so deadly." - Gerty (12-Apr-2015) |
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"For such a small level this took me quite a while to complete because of all the reloading- loads of enemies and few ammo/medipacks made this real tricky. As much as I love a challenge I got kinda bored just shooting guards- that was just about all the level offered. But overall this was pretty good- save the occasional wafer thin wall it was well made with lots of radars maps machines etc. The 'objective' idea was very original plus I liked Zip's role (even if he only featured in the readme). I came across one evil bug that got Lara trapped in a room. Some people will enjoy this- most would like it just for a quick challenge." - Croft Storm (06-Oct-2004) |
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"An action level (two steps to an Ego-Shooter). Even if there are some nice goodies - a passport a CD-player a list with names and some Films - but you cannot use them.... but help you to get on. Nice textures good light/shadow placing - creating an ambience. Paperthin walls should be avoided - especially not in a short one like this. And of course a dead end - in a room with a TV - if you enter twice you never could get out...To start you have to go to combat mode - not really a good idea here. What a pity for the work - some good ideas but so short so little story and some looking-through-the wall-objects. Nice Outfit." - Miguel (25-Feb-2004) |
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"Lara is locked up in a cage prison in a base. Moving means a guard comes to open the door and Lara can shoot at him. Just outside are the magnums (great sound) and in the corridor is a room that won't open until you've covered most of the complex and come back to get your passport and only this allows you to open the final door to a shootout with guards and dogs and a nice long wait for the helicopter to land. Between these two points are numerous corridors and doors to open shelves to rummage and guards and dogs to kill and you must pick up everything because pickups trigger doors to open weird. The uzis are easy enough to pick up even though there's a machine gun shooting you while doing it my Lara lost very little health. Some pickups on desks are extremely hard to get as Lara just walks and stops and I had to fiddle about left and right to get them. One pickup double cds I couldn't find anything to use them on and in the room where you get them if you go back in again you are trapped because picking them up opens the door to get out so next time you go in you can't open the door! I liked Lara's outfit very much and the camerawork. Then again I didn't encounter any bugs. A nice easy fun break." - CC (02-Feb-2004) |
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"This level is hard really hard. It's one of the toughest shooter levels I've played in the LE so far. I found NO extra weapons so I had to rely on my pistols - be smarter than I was and do search for a magnum or an Uzi if you see one on the way! The medipacks are in the proce of gold in this level so spare them too fight with knowledge! I never had too much experience with the SAS guys so this really was quite a tough level for me (as I mentioned before). I liked how Lara had to find a name list and a manual which I think can be useful to reveal other things in her quest but I really didn't understand what was the CD player for? The SAS guards were boring after a while but at least they looked different from the ones we've seen before. This is quite a nice level I don't think it's not worth playing it but then again if you don't like massacres stay away from this..." - eTux (29-Dec-2002) |
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"Hmmm so this is the level that has caused a bit of a fracas between some of our lovely forum members. I can actually see both sides of the argument here but I don't mind that some levels don't have a full grasp on logic neither do a couple of paper thin walls put me off but this isn't a stunning piece of work either and I'm sure was never made to be thought of as such. This is purely a 20 minutes body count level hopefully not Lara's body though and it doesn't apologize for being anything else and although this is not my ideal kind of level I really enjoyed the battles because there was a little skill involved to take the guards who appeared often in large amounts out. As said in the readme this is another Bond remake and it makes me wonder if maybe there is a young guy building levels on a 007 game Editor with James Bond in a little crop top and shorts raiding an Egyptian tomb or maybe that's just too creepy an image to have even thought!" - Sash (21-Jun-2002) |
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"A typical Treeble level - short and crisp but of course I can be bribed and the very kind reference to myself in his readme maybe helped my score to be a little higher J. Jokes aside this is a 15 minutes level in a nicely textured Base environment although the rooms seem a little empty and sterile (well maybe intentionally so). I hated the way too many SAS and dogs - it really gets a little tedious. On the other hand the magnum is really cool (especially with the added sound). I liked the shelves that can be searched (don't see that often) and the concept of replacing the 'Secrets' with 'Objectives Accomplished' nicely fits the story line which in essence is: pick up a few things and reach your helicopter to escape. One advice - if collision for an object does not work then rather don't put it in. I find it really weird to run through things as if Lara were a ghost." - Michael (21-Jun-2002) |
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"Well young Treebs a well thought out and nicely done level. I liked the new objects and the fact that finding these triggered new areas to open and explore. The fine line between ammo health and adversaries was really thin as you had to be stealthy in your attacks or you would simply not survive. Standing there and blazing away simply will not work in this level. There was one area with the tall shaft that when entered a second time (although there is no need to) will trap you nicely and I am unsure if this is a bug or done by design to trap the unwary player. The ending sequence with the firefight to reach the helicopter was nicely done and like I said save your health you will need it LOL. There has been mention in other reviews of this level dropping out. I can say that this is not the case if converted correctly. It played beautifully." - Torry (21-Jun-2002) |
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"Here we have another very funny level from my friend Treeble. The puzzles are... well there are no puzzles in my opinion only some objects to pick-up and switches to push. We also have a lot of enemies to kill (I mean A LOT!). But this is a remake from a level of Goldeneye (N64) a first-person shooter where all that you've to do is... kill enemies! So I weren't expecting anything different here from this level. In the part of the objects we have some new ones here that's always something good. We also have a nice ending sequence and beautiful graphics. But we have the most important thing in the tomb raider levels: the fun! It's a 10 minutes level ok but 10 minutes of pure fun. And you won't spend more than 10 minutes to download this small file! So what can I say? Play it very good level!" - Leandro (21-Jun-2002) |
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"The name's Croft. Lara Croft. In Bunker II Lara is a secret agent who has been captured and must find four different objects and then escape. She starts out trapped in a cell and to get out she needs to draw her weapons which will attract the attention of the guard standing outside - which is just brilliant! Plus if she's fast enough she can beat the guard to the magnum. This level is based on a James Bond game and it plays like one. There are many soldiers trying to keep her from her objective and Lara has planned this out so it goes quickly and she can escape outside to the hovering helicopter that has been sent for her. Even the doors try to stop her by locking her in if she enters a certain room more than once or by only opening if she picks up a certain object. So stay alert conserve ammo and remember to check all the shelves. Next stop - headquarters to play with whatever cool gadgets Q has come up with." - RaiderGirl (21-Jun-2002) |
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"This level was not to my liking. Lots of bugs no evidence of beta testing and too linear. Lucas can do a LOT better than this. Why make a level like this? Sorry Treeble-------not one of your best." - Doug E (21-Jun-2002) |
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"Once again a short and fun level by the author. There isn't much to do just pick up some things to open some doors and push a couple of buttons. And killing of course. There's a huge amount of killing in this level but you get enough ammunition to get by. The texturing is quite good even though I wouldn't have used concrete-textures on walls that are as thin as a paper. Overall a nice level even if it only lasts for 10 minutes." - Magnus (21-Jun-2002) |
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"Good use of textures and interesting object placement. As for the gameplay here's a brief summary: Bang bang bang! BANG!! Bang bang BANG! BANG! bang BANG! BANG!! BANG!....BANG!!!" - Orbit Dream (21-Jun-2002) |
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"You start in a cell with obviously no way out - until you make noise and a guard rushes in and frees you. I never had this kind of escape before! This level is full of narrow ways and a lot of doors some will open on approach the others don't. Use the magnum as soon as you find it because you will need it. In this level your trusty guns wont get you far - and medkits are very rare.... Because there are plenty of guards really plenty (all dressed in black and with a bullet-proof vest - never saw such guys before...). There are a lot of 'useless' items around but they are needed for escaping. Many of them look like TR1-Items. Also the ammuniton and the guns are the same as in TR1 - nice idea! On the bad side there are some glitches: At least in one room a guard could fire (and hit) through the wall - but you cannot! Be careful not to enter a room twice because at least one of these rooms get you trapped with no solution....so better save often enough." - LaraFan (21-Jun-2002) |
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"Starting this level and seeing its objects like the list capture record the zip's explosive discman and the golden raider op manual I said wow something new I like it poor me. I didn't know at the time that I might not be able to finish this level. It's five minutes tops but you can do it in half an hour if lucky. I have no idea what went wrong I did everything I must have done but guess what I didn't finish yes ladies and gentlemen if you don't get all the items no finish. I even played it again and then I got the missing item but guess what I found another BUG except the one that if you go back to a room with a medi you can't get out or the fact that you can't open the door to exit the level. The thing is that the first time Lara pulled a button in a room it was normal but the second time she acted like it was a valve. I got up then and tried to get the bug spray we had in the closet but my mother said that we need that because summer comes and you know here in Greece the summer is very hot and... oh sorry I got carried away. Conclusion for such a short level it's buggy buggy buggy." - Kristina (21-Jun-2002) |
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"I just came back from Obsidian Heights and everything is bound to look bleak in comparison. Especially when there is nothing to do than run through plain corridors and kill a lot of SAS guards. There are some walkthrough structures paperthin walls and a place you can get stuck. It took me some time to figure out that a door opens for each item you pick up and although I appreciate this as a kind of puzzle; I don't see the logic. Why would a door open in room D when I pick up a namelist in room A. It seems unlikely to me that some technician has wired the namelist so that it triggers a dooropener when picked up. Those Base Levels aren't my cup of tea when there is nothing else do apart from killing. I liked the fixed camera angles though." - Dimpfelmoser (21-Jun-2002) |
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