Originally Posted by Briareos H
Regarding key hunts and proximity to the classics, I see these as elements of language for an art form where what really matters is level design (visual design, flow, blocking, originality) and good item/enemy placement. If you're not here for the latter, the former will look extremely formulaic and dated. I can endlessly play new Quake maps because it's a way for me to experience the skill and vision of a level designer, even if I almost always have to ultimately pick up silver and a gold keys to progress past the same door brush.