: more. Nobody should use annoyance as a barrier in a map, period.
Speaking of which, I really dislike teaser rooms. I just don't see the point I suppose. I think I recall a teaser like on Honk was in Veni Vidi Cursavi.
: I agree with you, which is why I never tried to complete RED. And, in most
: cases, RX's PB/Recharger placement was reasonably good; certainly it kept
: enough of the game challenging. But Frog Blasting, to name one example, is
: absolutely hellish with those; not only are they not next to eachother
: (again, not preventing me from using both, just irritating me) but they're
: in the middle of frickin' nowhere. In fact, this is true of almost all of
: the earlier Pfhor Plank levels: sprawling, blandly-textured levels with
: really buried goals and distant PB/Recharger/terminal placement. Very,
: very bad. Salinger is a lot better in this regard.
I think that's another why I enjoyed the Tycho plank so much. The levels just flowed so well. Even on There's No Place Like Up, once you got the jumping right, you'd hit a good rhythm. There wasn't any aimless meandering but at the same time you got rewarded for doing a little exploring. I did run into problems on Carpe *mumble mumble Latin* but once I played my cards right I didn't have so much problems. I too had problems with enforcers and their damned homing cannons, but the trick is to get get the drop on them fast instead of trying to get at them from afar, like with the maserBobs. Attack of the Wheenies might also be chided for its save term/recharger placement, but to be fair it's a 2x charger, and halfway through the level you won't need to worry about combat anymore. :)