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Tomb-Raider-Levels-Open-Source

Collection of PRJ files of classic tomb raiders that can be modfied as you want with Tomb Editor

On Raw Levels/ folder there are extracted prj files of the levels with no modifications, so some textures will be mismatched or totally missing and objects (such as doors, enemies, medipacks, ammonitions, ...) are missing, so you have to reput them using level's wad. Also the rooms will have the brightness or at the top or completely dark

On Complete Levels/ folder there are prj2 files of the levels modified by me, so textures are adjusted (not perfectly as the original game but I fixed the missing them) and there are the objects and triggers. Now may somebody of you can notice that brightness of certain rooms, or some texture positions and some triggers aren't as the original game :, I copied object positions and triggers from TRView, but brightness and texture positions I made as better I can. If you want to edit them for make them better that me (so adjusted better), feel free to make a pull request :)

See The Status for see which is complete and the progress of the project

See Level Names for knowing what name has the filename (such as boat.tr2) respect of it real name (for example: boat.tr2 is Venice level)

Disclaimer

Starting from Catacombs of the Talion, I decided to use TR2 Conversion Project maps for having lighting nad light points as the OG game

About

Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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Tomb-Raider-Levels-Open-Source

Collection of PRJ files of classic tomb raiders that can be modfied as you want with Tomb Editor

On Raw Levels/ folder there are extracted prj files of the levels with no modifications, so some textures will be mismatched or totally missing and objects (such as doors, enemies, medipacks, ammonitions, ...) are missing, so you have to reput them using level's wad. Also the rooms will have the brightness or at the top or completely dark

On Complete Levels/ folder there are prj2 files of the levels modified by me, so textures are adjusted (not perfectly as the original game but I fixed the missing them) and there are the objects and triggers. Now may somebody of you can notice that brightness of certain rooms, or some texture positions and some triggers aren't as the original game :, I copied object positions and triggers from TRView, but brightness and texture positions I made as better I can. If you want to edit them for make them better that me (so adjusted better), feel free to make a pull request :)

See The Status for see which is complete and the progress of the project

See Level Names for knowing what name has the filename (such as boat.tr2) respect of it real name (for example: boat.tr2 is Venice level)

Disclaimer

Starting from Catacombs of the Talion, I decided to use TR2 Conversion Project maps for having lighting nad light points as the OG game

About

Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors

Resources

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - Checkm8Croft/Tomb-Raider-Levels-Open-Source: Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors · GitHub
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Tomb-Raider-Levels-Open-Source

Collection of PRJ files of classic tomb raiders that can be modfied as you want with Tomb Editor

On Raw Levels/ folder there are extracted prj files of the levels with no modifications, so some textures will be mismatched or totally missing and objects (such as doors, enemies, medipacks, ammonitions, ...) are missing, so you have to reput them using level's wad. Also the rooms will have the brightness or at the top or completely dark

On Complete Levels/ folder there are prj2 files of the levels modified by me, so textures are adjusted (not perfectly as the original game but I fixed the missing them) and there are the objects and triggers. Now may somebody of you can notice that brightness of certain rooms, or some texture positions and some triggers aren't as the original game :, I copied object positions and triggers from TRView, but brightness and texture positions I made as better I can. If you want to edit them for make them better that me (so adjusted better), feel free to make a pull request :)

See The Status for see which is complete and the progress of the project

See Level Names for knowing what name has the filename (such as boat.tr2) respect of it real name (for example: boat.tr2 is Venice level)

Disclaimer

Starting from Catacombs of the Talion, I decided to use TR2 Conversion Project maps for having lighting nad light points as the OG game

About

Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors

Resources

Stars

1 star

Watchers

1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - Checkm8Croft/Tomb-Raider-Levels-Open-Source: Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors · GitHub
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Tomb-Raider-Levels-Open-Source

Collection of PRJ files of classic tomb raiders that can be modfied as you want with Tomb Editor

On Raw Levels/ folder there are extracted prj files of the levels with no modifications, so some textures will be mismatched or totally missing and objects (such as doors, enemies, medipacks, ammonitions, ...) are missing, so you have to reput them using level's wad. Also the rooms will have the brightness or at the top or completely dark

On Complete Levels/ folder there are prj2 files of the levels modified by me, so textures are adjusted (not perfectly as the original game but I fixed the missing them) and there are the objects and triggers. Now may somebody of you can notice that brightness of certain rooms, or some texture positions and some triggers aren't as the original game :, I copied object positions and triggers from TRView, but brightness and texture positions I made as better I can. If you want to edit them for make them better that me (so adjusted better), feel free to make a pull request :)

See The Status for see which is complete and the progress of the project

See Level Names for knowing what name has the filename (such as boat.tr2) respect of it real name (for example: boat.tr2 is Venice level)

Disclaimer

Starting from Catacombs of the Talion, I decided to use TR2 Conversion Project maps for having lighting nad light points as the OG game

About

Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' GitHub - Checkm8Croft/Tomb-Raider-Levels-Open-Source: Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors · GitHub
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Tomb-Raider-Levels-Open-Source

Collection of PRJ files of classic tomb raiders that can be modfied as you want with Tomb Editor

On Raw Levels/ folder there are extracted prj files of the levels with no modifications, so some textures will be mismatched or totally missing and objects (such as doors, enemies, medipacks, ammonitions, ...) are missing, so you have to reput them using level's wad. Also the rooms will have the brightness or at the top or completely dark

On Complete Levels/ folder there are prj2 files of the levels modified by me, so textures are adjusted (not perfectly as the original game but I fixed the missing them) and there are the objects and triggers. Now may somebody of you can notice that brightness of certain rooms, or some texture positions and some triggers aren't as the original game :, I copied object positions and triggers from TRView, but brightness and texture positions I made as better I can. If you want to edit them for make them better that me (so adjusted better), feel free to make a pull request :)

See The Status for see which is complete and the progress of the project

See Level Names for knowing what name has the filename (such as boat.tr2) respect of it real name (for example: boat.tr2 is Venice level)

Disclaimer

Starting from Catacombs of the Talion, I decided to use TR2 Conversion Project maps for having lighting nad light points as the OG game

About

Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors

Resources

Stars

1 star

Watchers

1 watching

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Releases

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - Checkm8Croft/Tomb-Raider-Levels-Open-Source: Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors · GitHub
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Tomb-Raider-Levels-Open-Source

Collection of PRJ files of classic tomb raiders that can be modfied as you want with Tomb Editor

On Raw Levels/ folder there are extracted prj files of the levels with no modifications, so some textures will be mismatched or totally missing and objects (such as doors, enemies, medipacks, ammonitions, ...) are missing, so you have to reput them using level's wad. Also the rooms will have the brightness or at the top or completely dark

On Complete Levels/ folder there are prj2 files of the levels modified by me, so textures are adjusted (not perfectly as the original game but I fixed the missing them) and there are the objects and triggers. Now may somebody of you can notice that brightness of certain rooms, or some texture positions and some triggers aren't as the original game :, I copied object positions and triggers from TRView, but brightness and texture positions I made as better I can. If you want to edit them for make them better that me (so adjusted better), feel free to make a pull request :)

See The Status for see which is complete and the progress of the project

See Level Names for knowing what name has the filename (such as boat.tr2) respect of it real name (for example: boat.tr2 is Venice level)

Disclaimer

Starting from Catacombs of the Talion, I decided to use TR2 Conversion Project maps for having lighting nad light points as the OG game

About

Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors

Resources

Stars

1 star

Watchers

1 watching

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Releases

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - Checkm8Croft/Tomb-Raider-Levels-Open-Source: Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors · GitHub
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Tomb-Raider-Levels-Open-Source

Collection of PRJ files of classic tomb raiders that can be modfied as you want with Tomb Editor

On Raw Levels/ folder there are extracted prj files of the levels with no modifications, so some textures will be mismatched or totally missing and objects (such as doors, enemies, medipacks, ammonitions, ...) are missing, so you have to reput them using level's wad. Also the rooms will have the brightness or at the top or completely dark

On Complete Levels/ folder there are prj2 files of the levels modified by me, so textures are adjusted (not perfectly as the original game but I fixed the missing them) and there are the objects and triggers. Now may somebody of you can notice that brightness of certain rooms, or some texture positions and some triggers aren't as the original game :, I copied object positions and triggers from TRView, but brightness and texture positions I made as better I can. If you want to edit them for make them better that me (so adjusted better), feel free to make a pull request :)

See The Status for see which is complete and the progress of the project

See Level Names for knowing what name has the filename (such as boat.tr2) respect of it real name (for example: boat.tr2 is Venice level)

Disclaimer

Starting from Catacombs of the Talion, I decided to use TR2 Conversion Project maps for having lighting nad light points as the OG game

About

Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); GitHub - Checkm8Croft/Tomb-Raider-Levels-Open-Source: Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors · GitHub
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Tomb-Raider-Levels-Open-Source

Collection of PRJ files of classic tomb raiders that can be modfied as you want with Tomb Editor

On Raw Levels/ folder there are extracted prj files of the levels with no modifications, so some textures will be mismatched or totally missing and objects (such as doors, enemies, medipacks, ammonitions, ...) are missing, so you have to reput them using level's wad. Also the rooms will have the brightness or at the top or completely dark

On Complete Levels/ folder there are prj2 files of the levels modified by me, so textures are adjusted (not perfectly as the original game but I fixed the missing them) and there are the objects and triggers. Now may somebody of you can notice that brightness of certain rooms, or some texture positions and some triggers aren't as the original game :, I copied object positions and triggers from TRView, but brightness and texture positions I made as better I can. If you want to edit them for make them better that me (so adjusted better), feel free to make a pull request :)

See The Status for see which is complete and the progress of the project

See Level Names for knowing what name has the filename (such as boat.tr2) respect of it real name (for example: boat.tr2 is Venice level)

Disclaimer

Starting from Catacombs of the Talion, I decided to use TR2 Conversion Project maps for having lighting nad light points as the OG game

About

Collection of PRJ files of classic tomb raiders that can be modfied as you want with modern editors

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors