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Return to the Maria Doria by Jamie White

bERT 3 3 4 4
CC 4 4 4 3
Ceamonks890 2 2 2 2
Dimpfelmoser 3 5 4 3
G.Croft 5 5 4 4
Gerty 5 5 4 4
Jay 3 3 4 3
Jose 1 2 4 2
Kristina 5 5 5 4
Magnus 3 2 1 2
MichaelP 4 6 5 3
Momster 5 6 5 5
Phil 6 6 7 7
RaiderGirl 5 6 6 5
Ryan 4 4 3 3
Sash 3 4 4 4
Treeble 1 1 1 1
release date: 07-Nov-2002
# of downloads: 50

average rating: 3.78
review count: 17
review this level

file size: 14.49 MB
file type: TR4
class: Ship

author profile(s):

Reviewer's comments
"Oh my dear, much loved Maria Doria, what have they done to you? Seriously, what textures from the original Maria Doria did show up in this level were so ill used that I could have cried, not to mention the confusingly inappropriate Egyptian elements littered about the place. I’m sorry to be so negative, but for fans of ship levels, this really should be avoided." - Jay (21-Jan-2020)
"Glad that was over. Huge, empty (actually, hold that thought), boxy rooms with little else to do other than run, swim or climb through. Occasionally, you get massive fights as well, such as six or so demigods all at once (good thing the TR4 engine can't even handle that so you get barely one functional enemy at a time). Locating the crowbar and later the pharos pillar were challenges on their own because, as I said, the rooms offer little interest, mostly textured with a single plain texture all over -- and quite often stretched, too. Lots of padding too, as you run through these massive rooms back and forth some times until you finally make your exit. 40 minutes, 2 secrets. 02/18" - Treeble (04-Mar-2018)
"It seems that this author never hears or read the comments from previous levels. He always works the same way and that's all. This time all the same defects are present, but evenmore there's a very huge backtracking absolutely ruining the gameplay; even when there are cameras showing the doors opening, but even so the backtracking is very very nasty. Do not get confused with the title, nothing related with the original Maria Doria level or a shipwreck; only the texture set. Very vulgar." - Jose (20-Jan-2018)
"I'm a fan of the Maria Doria textures so it's a shame to see them stretched and squished to oblivion. The rooms are rather scrappily made with a lot of backtracking and generally mundane gameplay. It's a slight improvement from Jamie's previous levels but I still wouldn't recommend it. There are better ship levels out there." - Ryan (07-Dec-2016)
"Just more of the same dull and uninspired design that you'd expect from Jamie(only using the Maria Doria textures from TR2 this time around.) So if none of the builder's prior releases have pleased you up to this point, than this one won't change your mind. Not recommended." - Ceamonks890 (01-Jun-2015)
"Don't ask me how Tohokan managed to fool Lara into believing that he had hidden a treasure on a modern ship but here she is - on the hunt for another treasure that doesn't exist (even though I thought some of the other treasures existed...). This is not the least bit better than the author's previous levels. This one even makes you cover the same long distance three times which is one thing I really hate in levels. The textures are still stretched the gameplay is still boring and the enemies are still badly placed. The author really should read the manual. The level ended after twenty-two minutes and I really hope that Lara died. That way she doesn't have to play through another level like this." - Magnus (29-Jan-2004)
"I don't understand why it was necessary to texture this as a ship and call it the Maria Doria. It's obviously a Egyptian level and would have worked a lot better if it were textured so. But apart from killing harpies and demigods gameplay was swimming and climbing. The earthquake at the end woke me from my stupor thinking that now maybe something was going to happen the flyby showed the ship as having steps on the side instead of a nice slope. Or was that another ship? During the flyby I thought I have to go back to the ship but just as I was getting ready to move the game ended. Talk about adding insult to injury." - CC (08-Aug-2003)
"As said by everyone else textures are applied fairly haphazardly the gameplay can get extremely monotonous at times and some things just didn't fit into the environment. I even had a bug where taking a backtracking swim I came to the place where I had to climb out of the water and she couldn't instead she just kept hopping in and out of the water like a demented kangaroo! I don't mean to be totally negative but I just didn't enjoy playing this one at all this was especially evident to me when I came to a place where I needed a crowbar and didn't have one so had to go looking and after going blind searching I finally found it take into account this is not a small level at that point all I had in mind to do with that crowbar was hear it softly thwack off a certain level builder's skull!" - Sash (24-Dec-2002)
"I'm always excited to see levels using the Maria Doria textures but in the end it takes more than textures to make an exciting level. Now I did enjoy the 45 minutes I spent playing this but in the end there were just a few too many large empty rooms long swims and long climbs to reach yet another switch so it would have been nice to see a few more puzzles thrown in for variety. It was interesting to see the Egyptian enemies in a shipwreck level and they added a few tense moments like meeting six demigods at once in a room or four banshees in another. The ending which is supposed to be Lara drowning was a little confusing but is meant to mark the end of a series." - RaiderGirl (25-Nov-2002)
"Did I mention that I love those shipwreck textures? I really do but not if they are applied in wallpaper style in huge square rooms - that really spoils it a lot. It is a typical 'Jamie level' - fairly linear run through or should I say swim through with one annoyingly long backtrack to one of the 10 jumpswitches along the way. The cleopal objects really do not fit in and due to the available weaponry even the battles with demigods and harpies provided for little challenge. A few skeletons added one black beetle a portal guardian two gems and a knot to find (or was it a pillar?) as well as three secrets for me. You should be able to reach the end within about an hour and the final earthquake/flipmap effect could use a bit of rework too." - Michael (17-Nov-2002)
"This was sort of nice although you do run around a lot. Apart from the running there are also long long breathtaking swims and very long long climbs. Jumping levers will allow you to go further. There are some artifact to gather the Portal Guardian a beetle 2 blue gems and a knot. After placing the second gem when the alarm went of I was laughing so loud and I immediately reloaded to see if I had it right. You have to see that just look at Lara brilliant. The enemies are rather out of place and so is the pyramid to place the beetles but then for some excitement (and you do find all the ammo medpacks and weapons) try and use only Lara's trusted guns. 14-11-2002" - Gerty (16-Nov-2002)
"I've never played any of this author's levels before but I found this one to be a pleasant diversion without the hair-pulling experiences you have when trying to navigate Piega Magplus Justin Inchdix etc. I've always liked the Maria Doria level from TR2 so that's why I was attracted to the title of this one. The gameplay is fairly linear with few enemies and a low difficulty level but I wasn't put off by the switches and the incongruous assortment of baddies. Not one of the all-time classics to be sure but I found it a nice way to absorb a spare hour." - Phil (16-Nov-2002)
"Not the ultimate shipwreck adventure we are all waiting for I dare say. Instead you get all of Jamie's trademarks: Repetitive design stretched textures paper-thin walls boxy rooms long uneventful climbs and heaps of pick ups. Nevertheless I was enjoying the fast paced quest until I came to the jump switch that floods a room you passed through 40 minutes earlier. And yes you guessed it you have to return all the way to the beginning only to flick a jump switch that opens a door at the end. As a levelbuilder you should avoid such an obvious drag out at all costs. The more if your setting isn't that spectacular to begin with. And I'm not really sure if the Cleopal wad is the best base to source a shipwreck level from. The black beetle pyramid looked a bit out of place and the poor harpies were clearly not at home here. The enemies provide the most exciting moments though and make this rather long and huge level almost bearable." - Dimpfelmoser (10-Nov-2002)
"This level took me a little over an hour to play and was not unpleasant but nothing outstanding. Another level by this author with huge rooms with nothing much to do in them and gameplay was very linear with nothing difficult except for the extreme amount of back and forthing to be done along with lots of climbing swimming and running around. As usual with this level builder a HUGE amount of acquisitions med packs ammo etc. but in this one you'll need it. 6 demigods at once and 4 harpies in another sequence." - Momster (10-Nov-2002)
"Let's be positive...Jamie knows how to play with water a lot of water and I'm sure he put a lot of wat.. sorry work in it (really). But I have to be honest: this level was boredom hell for me. Without a doubt the most tedious back tracking bit can be found in this level. Also a useless wading place with black textures above (why?) where you have to go through at least 4 times oh boy... Enemies suddenly appearing out of thin air and last but not least a mix of two level series that just don't stick together (Maria D and Cleopatra's). Oh yeah and if you don't find the crowbar you'll tear your hair out (mine's already nearly gone anyway): tip = it's in the water. It ends with a bang but I'm not sure what happened: suddenly you're in the water and the camera zooms along what I suppose is to be a submarine. Well if you want to play this one better practice your under water breathing capabilities..." - bERT (09-Nov-2002)
"In the original level one of the cool things was that the ship was actually upside down that isn't the case here. There are rooms and hallways with carpets and candelabra and paintings mixed with all rusty empty rooms well most of the rooms are huge and empty. The texture is abused both ways - stretched and compressed. The key items aren't hard to find just lying around. Lying around is also a huge amount of medipacs weapons and ammo. They're handy to have when you meet all the demigods and harpies but on the other hand it doesn't give much of a challenge. Very easy gameplay for about 45 minutes." - G.Croft (08-Nov-2002)
"One more level from Jamie. Well I got really tired climbing long ladders and swimming back and forth all the time. At first I thought here we go with picking up so many medi packs to last a life time not quite though there are five to six demigods ahead so don't be too quick to judge like I was. The harpies which come out from nowhere and at some point you can see them hanging from the ceiling but not moving they are for later after flooding the room are your other enemies. In your quest you will find gems a pillar one beetle and flip jump switches. I guess the author insists on making huge rooms with no objects I think he might want to reconsider. The textures are stretched all over the place not a convincing scenery. The author states at his notes that he will start building ordinary levels from now on well I never got to see anything original in these levels so I wonder what does that mean. Anyway I am sorry if I sound too harsh but I've had it with these flip switch-climb ladder-swim-the end levels." - Kristina (07-Nov-2002)