Inside PC gaming’s wildly creative Tomb Raider mapping scene: ‘Being able to create my own adventures for other people to play is such an addicting concept’


Weird Weekend

Weird Weekend is our regular Saturday column where we celebrate PC gaming oddities: peculiar games, strange bits of trivia, forgotten history. Pop back every weekend to find out what Jeremy, Josh and Rick have become obsessed with this time, whether it’s the canon height of Thief’s Garrett or that time someone in the Vatican pirated Football Manager.

In 2013, when Lara Croft’s latest, grittiest manifestation captured the attention of players worldwide, Axel Hatté began building custom levels for a Tomb Raider game more than a decade old. Hatté had been excited by the prospect of map levels for Core Design’s original adventures ever since discovering the level editor bundled with 2000’s Tomb Raider: Chronicles, but it took 13 years for him to actually make the jump.

It was around this time Hatté discovered the Tomb Raider mapping community, a group of die-hard Tomb Raider fans building custom levels for the Core Design-era games. It was a discovery that would, eventually, lead Hatté into the games industry itself. “I cannot imagine I would have built anything concrete without this community,” he says.


(Image credit: Core Design/Axel Hatté)

The Tomb Raider games of the ’90s might seem like odd choices for a mapping community to form around, given their modern reputation as unwieldy, challenging experiences. But it’s little different from similar modding scenes that evolved around games like Quake, Thief, Half-Life and so-forth.



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