Interesting to hear your experiences, guys!
First of all: @Semfry yes you cannot get out of the secret behind the pipes without a DP jump
(and to my shame, it's only now after all these years that, through watching your playthrough, I realise that you can do a DP jump!
) actually I missed this secret on my 2 full playthroughs (the first time was way back when it was released, and I started writing the review after my recent 2nd playthrough - and during the writing process I sometimes used cheats to quickly check things in specific areas), in fact I only noticed this secret
after submitting the review, so it's good to see there's no bug with it as I actually thought it led to an unwinnable state!
@Aspide: the answer to your question about the music is in the review

and also touched upon in Semfry's post now.
Semfry is a true OG for having played
Base Jumpers on the Amiga!

honestly the action track (so the second one of the level) works for a while (as it begins with an ambush, immediately followed by a hair-raising laser challenge, and more fighting thereafter) but I agree it goes on for too long (should've stopped after the last scripted fighting sequence).
@Semfry: also lol at that part of the video with the last scripted fighting sequence, you really tried to take advantage of that laser to kill the Skaarj but they mostly handled the hazard just fine
(I mean, they did presumably set that up themselves so..!)
@Aspide: very interesting to hear you never could complete this level without cheating! I hope the video makes it clear what you have to do (to others reading this: the section in question can be seen in the bottom-right screenshot). When reviewing this I tried to carefully weigh the pros and cons of this sort of game design and I think this is one example where it's a combination of "learn by dying" (which I genuinely think is OK if used very sparingly and smartly - it can then be a way of enhancing tension) and unorthodox design for most of the audience playing
Unreal/
UT.
Which leads to my last point: as stated in my review, I don't actually see puzzles here, but can see how an FPS-focused player may refer to some of the obstacles here as “puzzles”. So it's unsurprising to read you guys refer to this as a "puzzle level". The map does feature puzzle-like progression in the sense that it's not always straightforward. However, at the risk of sounding pedantic, this is really about exploration/switch hunting and movement/traversal challenges (or platforming). You literally never have to think beyond putting one and one together (that's a deliberate play on the "put two and two together" expression, not a mistake): one door, one switch (can take the form of a destructible object). OK sometimes you need to press 2 switches, but my point is: you never have to figure out a combination. You just go looking for those switches. And the fact that you have to shoot some switches is forced on you. Knowledge of destructible objects? Forced on you from the beginning. The laser sequences are purely movement based challenges (with switches as your goal to open the way out). Just keep your eyes peeled. An example of an actual puzzle in an FPS would be the one with the deadly pool of coolant in
Half-Life: Blue Shift (now you actually have to put 2 and 2 together!).
@Semfry: I did realise you can lure some of the Krall into the lava before activating the bridge, but I never noticed that they became vulnerable after blowing up that auxiliary tank, I just saw it disabled the force field and always assumed the Krall remained invincible so I always ran that segment as fast as I could instead of fighting!
EDIT: one more thing I learned from this playthrough video lol - you can destroy the turrets! I always just avoided the area marked by the (very telling) red circle...
(it's not like I've never encountered destructible turrets, either - e.g. there are some in Strange World - I guess I was just primed after the invincible Krall!)