Thread:Deathstalker666/@comment-1496755-20171111143841/@comment-1496755-20180625151140

Heh, mod craziness aplenty. And because of Quake's more advanced engine, they could do the wild stuff fairly early (whereas weird Doom mods didn't really start popping up until GZDoom's scripting became powerful enough to handle people's insane ideas). Those 1996 tech limitations will still help keep the craziness to a bearable level, I think... you surely won't have to play a level that is constantly rotating, making you tumble up and down as you struggle to walk through a door (yes, there is such a GZDoom mod, affectionately known as a "vomiting simulator").

I think you're right about the whole particles thing - they are a product of the Quake engine itself, rather than some entity existing in the world. That hologram thing looks and behaves like an effect as well - so it belongs on the mod's page, not a separate page of its own. Unless it's an actual new powerup that the player can collect, as you noted.

FAQs reflect their author's knowledge and experience, so yeah - they can be wrong, if the author understood some aspect of the game wrong. An example: I saw some videos about an old FPS game recently and their author was quite knowledgeable and experienced, yet one little bit of wrong information led to him drawing a few very wrong conclusions about certain levels. This can happen in a FAQ as well. I have seen Ogres and Fiends under lava. Too bad it doesn't hurt them - it would have added some extra fun to the game (and more ideas for custom map mechanics/traps).

Perhaps I can squeeze a little vacation in the near future... that would be a prime time for messing around with a server. I'll be free and you'll be unburdened by noisy relatives.