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Break Out by Dirk Wouters

alan 4 4 4 5
CC 3 4 5 6
Dimpfelmoser 4 4 7 6
Gerty 4 4 4 4
Jay 3 4 5 6
Jez 6 6 6 5
Jose 2 3 5 4
Kristina 3 4 4 4
Mehrbod 4 4 5 7
MichaelP 5 4 6 7
Mulf 3 4 4 3
Orbit Dream 3 2 3 2
QRS 4 4 5 5
RaiderGirl 5 5 5 7
Ruediger 4 4 3 2
Ryan 3 4 5 5
Sakusha 4 5 5 4
Sash 4 5 4 5
Scottie 5 5 5 6
Treeble 5 5 5 6
 
release date: 24-Jan-2001
# of downloads: 68

average rating: 4.45
review count: 20
 
review this level

file size: 14.14 MB
file type: TR4
class: City
 


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Reviewer's comments
"This builder’s levels seem to work better when there are two optional motorbikes in them. The first bike in this one was intended to be required rather than optional, as you’re supposed to smash a wall with it. A little later, you can use it to clear a gap. For this you need the secret NO2 canister; but in case you failed to acquire it, you can also cross it on foot, because the builder placed a convenient pillar in the middle of the gap. So, it looks as though the setup is well-considered; but the Smashable Bike Wall proves to be insubstantial (because it’s never activated); nor is there any reason for you to jump the gap with the bike, as it becomes useless the instance you’ve done so. These circumstances render the first bike entirely optional after all. The second one is used merely as a prop to mark the finish trigger, so it’s admittedly meaningless to talk about it as optional, but I thought establishing a correspondence between the builder’s first level (this) and his last was a clever way of beginning this review.
Anyway, there are a few more indications that this was a rushed job, such as two ‘side quests’ for crossbow bolts (useless, as the weapon is nowhere to be found). One of these isn’t mentioned in Harry Laudie’s walkthrough, presumably because there’s no legal way of acquiring the pickup (Lara won’t grab the crack that’s supposed to get her there). Apart from these hiccups, it’s a linear run through a wallpapered sequence of large, boxy rooms and lengthy corridors—pretty much the same as in the builder’s follow-up, although the approach works somewhat better in this ‘prison break’ scenario than it does in the ‘caves’ of an ‘ice desert’, specifically with regard to the occasional attempts at building something more complex than boxes; also, the coloured lights don’t appear as out of place. While the builder uses the City wad, most of the textures come from TR3 and are in no sense “typical ‘city’ textures” (really, Jez?). Nor is the level all metal (Treeble). There’s also brick- and stonework, some wood, and featureless terrain.
The level ends with a lengthy monkeyswing into the undiscovered country from whose bourne no textures return. I wouldn’t call the jumping sequence preceding it ‘inspired’ exactly, but it does come unexpected and injects a bit of silly fun into the otherwise run-of-the-mill proceedings and may have been the better choice for ending the game. Crashes to desktop still occur when Lara dies, but the level file has been compiled with the new wads, so there’s no need for using the flycheat." - Mulf (16-Apr-2021)
"I must admit that this level was one of the hardest to judge, as there is a big difference between the lowest and highest subscore. From my point of view, the lighting and texturing part was done so nicely which stands out among other scores. If there were less boxy rooms, repetitive enemies, etc., it would have been a very nice game indeed! Thanks!" - Mehrbod (14-Mar-2019)
"Better try to not die, 'cause that way the game will crash and you'll need to launch it again. Fortunately there are not too dangerous situations; all you need to do is pull some jumpswitches to open doors and shoot many SAS. Extra guns are provided, and even you can kill some soldiers with the bike. Simple architecture and big rooms without objects; the first rooms are well textured, but as we get closer to the end of the level the texturization is flat and there are also missing textures. The author lightened the rooms too dark and placed some musics to create atmosphere, but not a good atmosphere for me advance always with flare in hand. Only an ordinary level." - Jose (10-Nov-2017)
"The high point of this level is probably the brief bike jumping over a large pit (and possibly the jumping sequence as well). The majority of the time, though, you'll mostly be shooting guards, running through dark tunnels and opening doors. The surroundings and colours aren't too bad, but it's nothing really involving." - Ryan (05-Nov-2017)
"Lara has to escape from some kind of prison. Guards will be the only enemies that you'll encounter here, apart from some turrets. You'll find the bike at some point to roll down 2 guards and jump over a cliff. It crashes whenever you die/load and that's annoying. In the end, Lara breaks a fence and jumps to freedom." - alan (30-Sep-2017)
"Definitely a shooter, this one, although you do get the satisfaction of a short bike ride, in which you can run over a couple of guards. That's pretty much the most excitement to be had. On the plus side, it's quite solidly made for a debut level of its age and I found the use of colour to be rather bold." - Jay (19-Apr-2015)
"Lara was arrested and must escape from her cell and find a way outward. It is a little bit strange, which she still has her both guns. Moreover, the cells have no doors, only an simple wooden barrier. The escape is easy and lasts neither 20 minutes. Occasionally one can jump with the motorcycle and the special petrol about an abyss. However, it is also no problem if one does not find the special petrol, because there stands a columns right in the middle of the abyss. The inside areas look very good. The lighting is right, but some rooms have got a little bit too much colours. The textures are processed cleanly. Both small undeveloped outskirt areas do not look so good, especially the level end looks very incomplete. Opponents were Sas-Soldiers. Result: Quite well-arranged level for the level hunger occasionally." - Scottie (05-May-2009)
"A cool level! I really enjoyed it though it was bit easy and short. What I did NOT enjoy though, was that the author did not bother to change the camera coordinates in the script to prevent it to crash to desktop every time you die or load... Anyway, this is his first level so I hope he did that in his later levels :) 2005-05-28" - QRS (31-May-2005)
"I have some good news. I have managed to play this level without letting tomb4.exe crash. Install city.tom english.dat and script.dat (rename the original files oenglish.dat oscript.dat and ocity.tom before copying and pasting the author's files). Then after you press on 'Breakout' (via 'New Game') you can press F1 and write down the load screen parameters on a piece of paper. After that you can place the author's script.txt and english.txt (please remember to rename the original files oenglish.txt and oscript.txt) files in the script folder replace the bugged load screen parameters with the ones that you have just written down and you can update the author's script.dat and english.dat by clicking on script.bat. Now you can play this level with fewer frustrations than ever before. Gameplay mainly consists of killing approximately 20 soldiers pulling switches monkey swinging over a pool of lava solving a fire tile puzzle (you need to jump on the tile with the grenade launcher in order to open a certain door and to avoid getting burned) and jumping over a deep pit with the motorcycle (you need the Nitrous Oxide Feeder). I liked the way the author placed one of the switches in one of the prison cells. It's in a transparent glass texture that makes you think that it's impossible to pull the switch. This prison seems to be a minimum-security prison where there are weapons lying around the prison cells don't really have any barriers and you can easily escape. Apparently the author put a dead SAS guard next to the switch in the first room so that he could explain why Lara has weapons at the beginning of the level (by attacking the guard obviously). But why did I find SAS corpses outside the fire room? Was there a riot in this prison where all the prisoners except Lara illegally obtained their freedom? Were the poisonous arrows a mere souvenir from this level? I may not have the answers to these questions but you can try to make sense of what is happening in this level. The water textures were strange (oil?) the textures were a little bit monotonous (but then again it's a prison which is meant to create boredom) and the lighting made the level look more like a dream than real life. Some areas are untextured and the smashable bike wall isn't broken (you can simply pass through it)." - Sakusha (16-Aug-2004)
"A straightforward level with typical 'city' textures. I have to say that I do enjoy these. This level was quite linear with a lot of shooting of SAS guards. The motorbike was fun but too short for me. Unfortunately it was spoilt for me by a bug which crashed the game to desktop when Lara dies. I was also affected by a bug which causes wrong animations when Lara opens doors or picks up and also does not allow Lara to monkey swing properly. I have seen this before. I had to dozy twice which then gave me unlimited ammo too which was a shame because I could just plug away with the revolver instead of conserving ammo." - Jez (26-Jul-2004)
"Lara goes Rambo! If you like lots of guards trying to mess with Lara's guns this is one for you. Funny thing is the motorbike jump - because there is a pillar in the middle so you can cross the gap by foot if you can't make it by bike. Well there have been levels in the past where I dreamed of such an alternate solution but here it was a bit pointless. 'Breakout' goes straight ahead doesn't require any thinking and doesn't hold big surprises. The textures are rather monotonous too. The only plus is the lots of action." - Ruediger (03-Nov-2003)
"This took longer than necessary because I kept crashing to the desktop any time Lara died or if I tried to reload a previous savegame. It's quite a simple little level at the start Lara is locked up in what looks like a prison she has her guns and there's a wall switch to open the door (think hard). After that she gets a bike and does a tricky jump. That's about it." - CC (24-May-2003)
"Lara has to find her way out of a rather surreal prison. And as the setting is fairly dreamlike it doesn't really matter that they locked her up without taking her guns away and they even placed a convenient jump switch inside her cell so that she doesn't have to call for the wards shall she feel the need to restore her make up. What follows is a straightforward city exercise that won't take you too long. Open a few doors ride the bike kill all the SAS guards pull the jump switch and right near the end is a jump sequence that is as entertaining as it is easy. So gameplay wise this has not much to offer but I liked the atmosphere and some of the rooms where really spooky. Mind you it was all a bit dark and I had to adjust my monitor. Look I can't really wait till the sun goes down to play those levels especially in the summer when it takes ages to get dark outside. There are a couple of questions that remain unanswered like what is behind the door in the dorm (near the lever behind the glass pane) and why was the trickiest jump rewarded with a bunch of useless arrows. Well those are the kind of questions I like to ponder on when I wake up from a dream." - Dimpfelmoser (11-Aug-2002)
"This is another not so special city level with a lot of empty indoor and outdoor spaces and nothing much to do but shoot or ride over a bunch of SAS Men. Dimly lit throughout it was meant to add atmosphere but I found myself wanting some brighter lit areas and texturally it was quite bland and metallic most of the way through. For those that are into the city levels then this 30-minute level might be fine but for others I don't think it will hold anything of great interest." - Sash (21-Jun-2002)
"In this level Lara makes a 20 minutes getaway from what supposedly is some sort of prison. Certainly, some attention went into texturing and lighting here, but most of the rooms are a little big and the gameplay is totally linear and it's kind of hard to go wrong. You kill some 20 SAS soldiers on the way out and annoyingly if you die the level crashed to the desktop for me. There are some kind of interesting elements (the green transparent door, the oily pool, fun jump sequence) and some minor bugs (breakable wall does not break, missing textures)." - Michael (21-Jun-2002)
"This short level doesn't hold anything special but it was cool through its 20 minutes. Some rooms are too big and some were useless. In the final rooms the missing textures are noticed easily. All the level is textured with metal textures by the way. I killed lots of SAS guards and ran over some too. I just think it was simple and easy." - Treeble (21-Jun-2002)
"If I ever get put into prison I hope this is the one I end up in. The cells have no doors only two pieces of wood as a barricade. Also some of them have ammo in them and I even found the uzis in one. The guards aren't too bright either and most of the doors are easy to open with a jump switch that's just a few feet away. There is a nice little ride on the motorcycle but it was over too soon for me. The hallway with the jumping puzzle was fun too but otherwise my 15 minutes was spent going from room to room opening doors and killing guards. Nothing too hard which is good as I crashed to the desktop every time I got Lara killed. Other than the too dark areas I liked the use of lighting and there were some cool walls that were transparent yet colored at the same time also you could walk through them. If you like the easy city levels you'll probably like this one." - RaiderGirl (21-Jun-2002)
"If you are into killing SAS soldiers by shooting and or riding the bike this is the one level you should play. Would be nice if there was a bit more than that very nice jump sequence. Atmosphere... the city WAD is a bit too gloomy for my taste. Had the same problems Michael ran into crashing to my desktop when Lara died." - Gerty (21-Jun-2002)
"If only the whole level could have been as good as the inspired 'jumping corridor'! Unfortunately it wasn't. In fact it became pretty shoddy toward the end and the motorbike sequence was rather unnecessary; was that ravine jumpable? If so why place a pillar in the middle?" - Orbit Dream (21-Jun-2002)
"Empty rooms with none matching textures and no puzzles at all. Just many SAS guards to shoot a lot of jump switches to pull and open doors and you get the bike with the nitrous oxide feeder to jump yes again jumping a gap. A few fire traps here and there and you're finished. Not to mention the annoying crash to the desktop when you die because I did once and it was enough to make me realize that I mustn't do that again. Someone can live without it." - Kristina (21-Jun-2002)