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Lara at the Movies

Release Date:    June 2004
Size:                 PC 330 Mb - MAC 328 Mb
File Type:          TR4
No of Levels       21
Platform            PC and Mac

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MAC Download

These downloads are self installing. Double click the exe and the game will automatically install.

Report by George Maciver

Lara at the Movies

Lara at the Movies was a collaboration by 12 level builders and Michael Prager, who was the Project Manager. 300 limited edition CDs were burned and individually numbered and are destined to become collector's items. This was indeed a mammoth project which required much expertise and team work to bring it all together and make it work.

Lara at the Movies is not for beginners to Tomb Raider. It is, for the most part, an expert's challenge. If you are in the mood for some serious Raiding, utilizing all your skills and mental prowess, then this is highly recommended playing. If you're looking for a quiet afternoon's romp, try something else. This is a demanding game that will challenge even the experts. Having said that, this is a unique collection of levels from some of the best custom level designers out there and as such offers an experience in Tomb Raider that is unique and not to be missed.

The Movie Theatre

Michael Prager

Level Report

Finally getting a bit of rest from all her adventures, Lara decides to have a relaxing night out at the movies and through the rainy evening makes her way to the local theatre, only to find it strangely empty and deserted. Of course her inquisitive mind gets the better of her and she decides to explore the various cinemas and all of a sudden finds herself each time propelled right into the movies, living through them and taking a major part in the plot herself...Will she make it through and get out of the Movie Theatre before the break of dawn with the help of the six collected movie stars that will help her solve the puzzle to open the exit door?

Walkthrough

Cinema One

The Blair Witch Project - Elvis Tupcijenko (eTux)

Level Report

In October 2003 a British tourist - Lara Croft - gets lost during a hike in the forest near Burketsville, Maryland. For 10 days there is no sign of her whatsoever, but then, on the 11th day, she comes out of the forest past the rescue teams as if nothing had happened. During many inquiries she confirms that she is fine and refuses to answer what happened in those 10 days. In June 2004 she finally agrees to share her story. Apparently the first 9 days were pure survival lessons, while the last few hours of the 10th day were very interesting...

Walkthrough

Rebecca - Debbie Overstreet

Level Report

Rebecca (1940) Maxim de Winter’s wife Rebecca died tragically. He was the one who killed her accidentally. He gets remarried to Lara and she is now the new Mrs. de Winter. Rebecca's evil maid Mrs. Danvers never takes her eyes off Lara once she arrives at Manderly Mansion. Rebecca's presence is felt everywhere. Lara must explore the Mansion and eventually overcome the evil presence in the home and get out alive…

Walkthrough

Psycho - Debbie Overstreet

Level Report

Psycho (1960) Lara finds herself in the role of the victim's sister and will have to re-trace her sister's steps to discover what has happened to her. There is hidden evidence that will solve the mystery of her disappearance. Getting to that hidden evidence will not be easy…

Walkthrough

Cinema Two

Indiana Jones and Temple of Doom - Todd Shurtz (Raider X)

Experts Challenge

Level Report

While looking through some books on ancient Temples and Tombs, Lara stumbles across a newspaper clipping regarding Indiana Jones. Looking closer at the article she discovers that he never returned from the Temple he discovered. He was looking for the remaining Shankara Stone that was said to be there. So Lara sets out to find the Stone that one of the greatest archeologists in the world died looking for.

Walkthrough

Blood from the Mummy's Tomb - Josep Borrut

Experts Challenge

Level Report

Lara becomes instrumental in unleashing unmitigated horror by bringing back to England the gift of Tara, the Egyptian Queen of Darkness. The Egyptologist Professor Fuchs has been looking for the Queen Tara idol hidden in the Cat Temple. When he was close to get the objects to open the temple, communication with the base had been suddenly lost. Lara starts her own search for the idol…

Walkthrough

Cinema Three

Pirates of the Caribbean - Michael Allan (The Cowboy)

Level Report

Lara finds herself on a small Jungle Island, which was once home to a tribe and pirates. She has to recover the artifact that the pirates looted from the ancient temple to escape, only to find that those pirates are cursed and are still protecting it. Also Lara is not alone - there is a strange mercenary group after the artifact and will stop at nothing to get it…

Walkthrough

The Treasure Island - Antonio Tarantello (Psiko)

Level Report

Having found the ‘Treasure Island’ book from her huge library, Lara reads about the treasure of Flint, a dead Captain of the Seas, hidden on an unknown island of the Pacific. Lara falls asleep and the book drops from her hands revealing a double cover, which seems to exactly reveal the location of the island described by Flint in his treasure map and that's why Lara decides to leave again for the Pacific Ocean…

Walkthrough

Cinema Four

12 Monkeys - Thierry Maynard (Thierry Stoorne)

Experts Challenge

Level Report

Lost in the future, Lara must find the machine which allows James Cole and herself to cross time again and return to the present. Will the ‘Army of the 12 Monkeys’ help her or be her enemy? And what about the virus that has spread…

Walkthrough

Hound of the Baskervilles - Szymon Cupryn (Emoo)

Experts Challenge

Level Report

A fiendish evil lurks beneath the mist-shrouded cliffs of England's fabled moors in the form hellish hounds, feeding upon the trembling flesh of the heirs of Baskerville Hall. But before those savage beasts can sink their teeth into the newest lord of the manor, they must pit their vicious fangs against the searing intellect of the most powerful foe they have ever encountered - the incomparable Lara Croft…

Walkthrough

Cinema Five

Star Wars Episode 1 - Scott Ginn (EssGee)

Level Report

Lara, having been inducted as an honorary Jedi, finds herself on the planet Tatooine run by the Hutts. Not only is this desert planet home to some very seedy intergalactic travelers, but it is also infested with forces from the dark side. The Sith Lord, accompanied by his apprentice Darth Maul, recognises this planet as a strategic stronghold and wishes to take control of it. This planet has always attracted its fair share of rebellious characters with its famous pod racing events so Lara will not be out of place here. Although the ways of Jabba the Hutt are not exactly Lara's 'cup o'tea', she detests the motives of the Dark Lords with a passion, and in her own inimitable fashion will fight to suppress the evil forces of the Dark Side in their takeover bid, in order to let the inhabitants of Tatooine retain their freedom…

Walkthrough

Stargate - Titia Drenth (Titak)

Level Report

Lara makes her way into a military installation at Creek Mountain, Colorado, where a mysterious Stargate is being examined and tested. She has to find four Chevrons in order to activate the Stargate and will be transported by it to a desolate world bearing the marks of an ancient Civilization. Ra, the Egyptian Sun God, visits the planet once in a while to get the precious minerals to keep his ship operational. Lara needs to find two new Chevrons to reactivate the Stargate again. But... she is not alone. Ra is watching her closely and sends down his soldiers after her to retrieve the first Chevron. The second Chevron is already in Ra's possession. Lara has to make her way through the ship, retrieve the second Chevron and make her way back through the Stargate to the military installation and escape with the artefact she has found in Ra's ship…

Walkthrough

Cinema Six

Jurassic Park - George Maciver

Experts Challenge

Level Report

Lara is visiting Site C, a previously unknown dinosaur genetic testing and breeding facility. During the explorations of the jungles surrounding the facility, a strange electric blue stone was unearthed near to the gates of a lost Temple. Lara is intrigued by the stone and the Temple, and has arrived as part of an archeological team to examine the stone. However, before their work can begin, there is a disaster. The dinosaurs are loosed, and Site C has become a hunting ground...

Walkthrough

Alien Resurrection - Kerstin Schlott (Codo)

Level Report

On board of the USM Auriga scientists succeeded in cloning an alien species. Their intention was to use their potential for military purposes. Because they did not realize the menace of this species, the aliens broke out of their cages and the ship fell into chaos and many people died. Because of an emergency program the autopilot of the lost ship is heading towards Earth, as a collision was the last possibility to kill the aliens. Lara’s mission is to go on board and blow up the ship before it crashes into Earth by finding the main computer to give enough energy to the ship and start the self destruction sequence. But be careful, there are still lots of hungry aliens on board. And hurry up when you started the sequence and get off the ship before it explodes…

Walkthrough

***

Of course, it took a lot more than just level building to make this thing work. There were objects to be made, Lara's wardrobe to be designed, musical scores to be composed, graphics to be designed, levels to be beta tested, baddies to be made, and a few other bits and pieces. Regina Rabmann did a fabulous job on the CD cover artwork. But the star of the show had to be Michael Prager. Without his Project Management skills, Lara at the Movies would never have happened.


 

The Making of TRLE Gold ’04 – Lara at the Movies

by Michael Prager - May 2004

As with any great project this one has its origin way in the past. It was in April 2001 when I got a surprise email from the other side of the world. A guy from New Zealand approached me and asked whether I wanted to join this huge project and contribute my level building skills to it. He had played and liked my level ‘Seven Islands’ and thought I could be a great asset to the undertaking. How flattering indeed. I mean, those were the early days of custom level building – a contact with somebody you didn’t even know just because of something you created with the editor was a thrilling experience and I was more than happy to commit myself to the project. Over the next few weeks I learned that this project took the same course many of those alleged huge projects took at the time…it drifted….the energy slipped…then communication ceased entirely….and it silently disappeared into nothingness. But – it was back then when the idea sparked. Being asked for input on how we could lay out the project I had the thought that it could be a cool idea to sort of build levels that relate to well known movies. The other folks on the project team liked the idea but had already sort of started into a different direction, so the idea got shelved at the time….

Almost three years later….the custom level scene had massively evolved. A few sites had materialized as the centers of gravity for the TR community. There were almost 1000 custom levels out there - many, many truly impressive ones – and then suddenly in early October 2003 I reached a point were I seemed to have a little time at hand, as I had played and reviewed all available custom levels for my site and the inflow of new levels was comparably low. So that little spark of an idea from 2001 came back - and later in the month I put together an email outlining the rough idea of an integrated game of movie-themed custom levels with a movie theatre hub level as the connecting element to a list of about 80 custom level designers, whose work I had appreciated and who I thought could be interested and available to join such an effort.

I was absolutely amazed by the responses which came in during late October and early November 2003….the line up of builders that emerged and showed an interest and offered up a movie theme they would throw into the mix was way beyond what I could have hoped for… within a few days after sending the email a team began to form which read like the ‘Who is Who’ of level building…Mirai, Loren Golden, Claude Gross, Emoo, EssGee, Thierry Stoorne, Titak, Debbie Overstreet, eTux, George Maciver, Michael Allan…and they all brought in another angle, a new movie, a new setting and the project very quickly began to take shape…and then Psiko stepped in and wanted to join as well, and Josep Borrut came up saying he had been working on a level since August and now will find a movie for it so that he can join in…and then George brought Raider X in, whom I had not emailed as at the time he had not yet even released his first level and finally, finally a member of the German community kind of completed the crew – Codo, who already had experience in project work through her participation in the Bravo Screenfun project which was released in November 2002. I also tried to talk Richard Lawther into joining the project and he kind of tentatively agreed as well. I almost couldn’t believe my luck – all those people coming together…but it also felt like a big weight on my shoulders. It became clear that if this should not turn out to be one of those huge projects that everybody talks about for a while but that then never sees the light of day – things would have to be done a little differently and it would not be an easy, low key job to make it happen.

So, we began to set up logistics – a forum to be able to share status and questions and some of the team members immediately got down and worked on their levels while others still had projects to finish first and decided to get started later. From the very start the target date for completion was the late June 2004 TR-Meeting in Lage, Germany – what could be a better event to present such a project – a meeting with 70 TR addicts in one place for a whole weekend….

Later in November….a TR-Meeting in Hamburg, Germany where a selected small group of people got the first glimpses of levels that were already available to play at least parts of them. It was a very early view of some bits and pieces but already the feedback was encouraging and an energy boost to press on…With the initial levels that ended up as sort of ready, it became clear that several iterations would be required to ‘get them fully right’ and therefore very soon we began to engage beta testers beyond the people who were actually on the project team – representing PC and Mac players to ensure compatibility and we also gave them their own forum to discuss and ask questions as they tested through the levels. Progress was really encouraging: Debbie building as fast as usual, George full of energy for the project delivering an ever growing set of levels, Scott getting all his fabulous custom objects and enemies built, Josep’s level basically ready and being fine tuned only, Michael Allan coming up with his stunning jungle setting and Raider X surprising us with a very intricate and solid Indiana Jones setting….the only bad news around this time was that Loren Golden dropped out from the team to focus on other personal things.

As we moved into December 2003 Titak began to share early versions of her Stargate levels and the project kept growing and growing. I began to get a little nervous with those builders who had not yet shared a lot of news about their work for the project…Psiko was still working hard towards the release of his massive TR-A series, eTux fine-tuning his Armageddon’s Temple 2, EssGee worked towards the release of Legend of the Golden Scorpion sort of in parallel to his Star Wars efforts for the project. All the activity was quite overwhelming at times. Then Thierry Stoorne presented a first part of his 12 Monkeys set with stunning use of AoD Textures – another great addition. More and more, everything began to fall in place.

In January 2004 Richard Lawther dropped out of the project as somehow he could not get his ideas to work for the movie he had in mind – a pity, but it couldn’t be helped. Just before the release of his stunning ‘Recruiting Demon Smalls’ level, we tried to kind of bring him back into the project but hit a number of technical limitations that stopped us from accomplishing that. Meanwhile more of the levels became ready and made it through beta testing successfully and the overall game setup began to take form. Also work began on the design and layout of the planned limited edition CD version of the game. Regina (Gandalf) kindly agreed to give this a go and from coming up with a ‘simple’ CD Cover, over the coming weeks this evolved into much more, including Label, Inlay, Cover, Booklet and she even came up with a brilliant flash trailer, which worked well as a teaser for the project.

Still March and April 2004 were hectic months, as slowly but surely we ran out of time. But Psiko, eTux, Emoo and Codo pulled off their contributions in very short time and through quite an effort even those levels did get their decent share of beta testing done. We did unfortunately lose Claude Gross along the way, who had some trouble with his City of the God series that apparently took his full attention and also Mirai was busy with his work as a musician and could not continue his work for the project, but he did agree to contribute the excellent title track. End of March Regina’s Trailer got released – starting the advertising campaign for the project. It did not give away too much just yet, but it looked so professional that Eidos got very nervous about the project and the potential violation of licensing rights, so after only a few days the trailer was removed and the whole ‘advertising’ moved to a much more low key level behind the scenes, based on a set of Newsletters that people registered for.

Throughout the whole project two very remarkable things happened. It was amazing to see how the team grew into being a team versus being individual level designers doing their own thing. The help, assistance, open feedback and general communication was truly impressive and definitely one of the key reasons for the quality of the resulting product. The other one was the help and support from outside of the project team. There were simply too many people from the community to name them all who had at least a small stake in this production, be it through contributing an outfit, technical tips, objects, enemies, testing or just general advice.

May 2004 was the month in which all the pieces were finally being put together and in very short time we had to run through beta testing of the full game. Many, many hours of raiding were put in by a selected few people and feedback was very encouraging as the overall game seemed to work together really well. Also the graphical design of the CD was finalized and the agency received the order to produce the limited edition CDs in time for the meeting on the weekend of June 25-27.

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