Thread:Deathstalker666/@comment-26005008-20160407215658/@comment-1496755-20160613105117

I'm not exaggerating, it's just how I feel. You see, I take into account one factor that you forget - what Q2 was as a product. As we both know, it was a shameless attempt to get a quick profit by exploiting Quake's popularity. Even worse - it promised stuff that it didn't deliver (it even has this bogus screenshot on the back of the box). The horrible PWADs of 1994 were at least free and never tried to rip someone off... and that's why I'd always consider Q2 to be a more wretched creation than the poor bunch of test levels that was "OK".

From a technical viewpoint, it does matter. If you want to see some genuine pushwalls, you'll find them in Wolf 3D and its clones (RotT has pushwalls too) :P

I've seen examples of good and bad item hunts, indeed - the important thing, I believe, is to make it meaningful. TNO manages to put most of its collectibles in a way that makes sense, and yet is challenging enough to be exciting. NOLF had some frustrating items hidden in corners or under stuff (like you mentioned), and even worse - some items could not be obtained on the first playthrough, so you had to replay the level later using inventory items you have unlocked in one of the further missions (in order to gain access to the missed items). I can think of some other games that overdo the hiding (to the point where you have to comb the floor like you're looking for a contact lens) and that's not fun for sure.

Don't forget to invite Rottweiler and Dominus too - tell them what kind of maps we'll be streaming ;)

P.S. Whoa, did you see this???