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The levels are fundamentally comprised of square blocks that you push up from the ground, and maybe tilt one of the four sides to make shapes. To make caves and rooms, there is a second set of blocks that you pull down from the ceiling!
To get an idea of what this feels like, see this particular tutorial video of theirs: https://tombengine.com/docs/extended-geometry-update-1-7/
> "TombEngine is not be sold."
Ironically, perhaps, this makes me trust it more.
Edit: https://github.com/TombEngine/TombEngine that seems to be the code.
What made the eternal life of Quake has been its open source level editor which means designers can have a field day making new levels.
The editor is as important as the engine, if not more. Exciting stuff!
https://github.com/LostArtefacts/TRX
Of the various Tomb Raider fan engine projects, this is basically the "vanilla, but modernized and well-maintained" historical archival option.
I contributed the MacOS port to this one, and last year I dabbled a little in porting an older random git snapshot to the web:
https://eikehein.com/stuff/sabatu/ (using a fan level, as to not post the original game content online)
It's a very rough hack, so it's not upstream at the moment.
The TRX team is a wonderful and passionate bunch of people to hang around.