FOR TOMB RAIDER
Copyright 2001 www.tombraiderchronicles.com
[ January 9th 2001 ]
Level Editor is taking the gaming community by
storm. Designers from all walks of life are surfacing
to envisage and produce some spectacular environments
and exciting adventures which look set to increase
the shelf life of the Tomb Raider series indefinitely.
such designer is GeckoKid, and he stopped by to
give us this exclusive on his new level Beneath
the Forbidden City.
Jackie, also known as GeckoKid at school and on
the 'net. And I am a fifteen-year-old boy living
in Hong Kong. This is my first attempt on creating
levels, it was indeed a hard thing at first. However,
it is really easy to get used to the interface.
My level is about an emissary who had taken the
Amulet of Horus from Egypt to China for the Emperor,
the Amulet was said to have sacred power for eternal
life. However the Emperor was killed immediately
after the ceremony. The prince sealed the emissary
in the temple with the Amulet but archaeologists
found the buried temple 2000 years after, beneath
the Forbidden City. When the news spread across
newspapers worldwide, an Egyptian underground
community sent troops to Beijing and killed the
had hidden and survived, calling upon Lara to
prevent the Egyptian leader's arrival, who would
have held the ceremony of reviving the unknown
power of the Amulet which would probably have
destroyed the world. The archaeologist also called
her to take the Amulet away from the well guarded
temple. The story is written after placing the
Amulet of Horus in my second last room (the 99th
one!). I love the level Temple of Xian of Tomb
Raider II very much for their traps. But it doesn't
have enough sense of "China", those beautiful
architecture's are somehow missing something.
to recreate the temple again, and an idea of the
three bridges suddenly popped into my mind, and
my imagination continued on. I liked the idea
of my marble boat, I found it when I was searching
my photo album (A trip there is worth it - finally
:P). I applied the textures when I was a quarter
through my new level. Before I was just using
weird textures provided, to test for lighting
effects. There was a notebook by my side which
I took notes on, like where things should be edited,
i.e. that slope is too high to jump etc. I really
loved the type of "show you more" style, like
the wooden bridge, which was in the middle part
of the level, and had already been seen when you
were at the three marble bridges, which is at
the very beginning.
like the sudden death syndrome which you can't
predict, like suddenly a rolling ball drops right
above your head without knowing a ball is there!
I myself like more of a warning than nothing.
You can see my lava before you are there and you
have enough time to decide what to do next. There
are a few puzzles in my level, like the translucent
platforms, and you have to use your binoculars
to find out where you should go. Of course, I
won't spoil it too much, play the level and find
out yourself! The release of the Level Editor
marks an end to the old engine, and a beginning
for new engines. It is indeed a positive thing
for fans like me, to create a world for Lara.
of achievement is my passion for my designs, and
this is evident in my Tomb Raider levels. Although
the editor can be unfriendly, it is also challenging!
And thanks a lot to the manual writers, without
them, nobody would know what to do with the editor!!
has also produced an amazing web site using Macromedia
Flash, and for an exceptional experience, drop
on by at www.geckokid.com or download his brand
new Beneath the Forbidden City level.