: There's a way to turn off those turrets on Utility Bills and it's not that
: hard to find the switch, so keep on trying. Now as to No Place Like up,
: it's definitely on of the most visually appealing levels I've ever played.
: Falling off those ledges is frustrating as hell, but there are plenty of
: similar things in the original Marathon Trilogy - this is no where near as
: bad as Colony Ship. Can't say I wouldn't have minded another pattern
: buffer along the way, though.
Yes, after getting maser'd for the third or fourth time I was able to figure out how to take care of them. But oddly enough, it somehow fit the level so well that despite the frustration that they entailed, it added to the sense of urgency and tension of the level. The architecture and atmosphere are just amazing.
Oh, and by the way - I think I have a small bug to report: near the end I noticed an active maser turret near the end of the level which wasn't firing at me - I assume it's supposed to fire at me, right? :)
Okay, so maybe comparing There's No Place to Colony Ship is a little harsh, but I just really dislike jumping puzzles in general (since I have pretty slow reflexes). Just the same though, again, I got too immersed in the architecture and atmosphere of the level to really care.
: While I laid out the original plan for the Tycho Plank, Chris made the plot
: his own, and he is responsible for every single map in the Tycho Plank.
: Hats off to Chris.
Yes, and thanks to you for driving the development and plan for this, since I remember you saying how this was largely your brainchild. I really look forward to hearing how you do the Volunteers section for these levels, and if you don't mind I'd really like to help out with that.