Difference between revisions of "User:Novaster/Sandbox"

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m (Maps: exploration terminology fixes, and note fixes in general there should always be notes, at least describing where the pic was taken. Removed most links - for...clutter reasons.)
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:[[:Template:MapList/doc]] - Documentation for the template of the list below:  
 
:[[:Template:MapList/doc]] - Documentation for the template of the list below:  
 
{{MapList/Start}}
 
{{MapList/Start}}
 
{{MapList
 
|location      = March of the Tortodrones
 
|type          = Ancient Grove
 
|#              = 1
 
|variant        = A
 
|location notes = *Lobby of this mission
 
|description    =
 
|notes          = A verdant area containing a [[Mysterious Alchemy Machine]], [[Basil]], Arsenal Station, and the suspicious Grim Gate.
 
}}
 
  
 
{{MapList
 
{{MapList
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|#              = 1
 
|#              = 1
 
|variant        = A
 
|variant        = A
|notes          = There is a [[button]] hidden in the area, likely under one of the six individual [[crystal block]]s.
+
|notes          = There is a button hidden in the area, likely under one of the six individual crystal blocks.
 
}}
 
}}
  
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|#              = 1
 
|#              = 1
 
|variant        = A
 
|variant        = A
|notes          = Non-reversible.
+
|notes          = This visual was found in depth BLAH of Clockwork Tunnels: BLAH. Puzzle potential here, with rocket puppies - use their rockets to hit switches if this version is encountered.
 
}}
 
}}
  
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|#              = 2
 
|#              = 2
 
|variant        = A
 
|variant        = A
|notes          = Spike traps are permanently up. They drop once all turrets are defeated
+
|notes          = Spikes retract after all turrets are defeated.
 
}}
 
}}
  
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|#              = 3
 
|#              = 3
 
|variant        = A
 
|variant        = A
|notes          = The first and last platform of this module has golden shankles that orbit standalone indestructible blocks, and one that orbits the rim of the room. The middle room of this module has timed spike traps on both entrance and exit.
+
|notes          = Several [[Golden Shankle]]s patrol the first and last sections of this area. The middle section always has spike traps, though these are not always operational. This area is quite hazardous, perhaps it would be a good idea to kite
 
}}
 
}}
  
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|#              = 1
 
|#              = 1
 
|variant        = A
 
|variant        = A
|notes          = There are two Statues in the room, placed in random corners. They can be used to depress the weight buttons, providing access to the center room containing the button that opens all the doors on the edges of the room.
+
|notes          = There are two statues somewhere in the area. They should be placed on top of pressure plates. This provides access to the center, where there is a button that opens the rest of the gates.
 
}}
 
}}
  
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|#              = 2
 
|#              = 2
 
|variant        = A
 
|variant        = A
|notes          = No notes.
+
|notes          = This visual was found in depth BLAH of Clockwork Tunnels: BLAH.
 
}}
 
}}
  
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|#              = 4
 
|#              = 4
 
|variant        = A
 
|variant        = A
|notes          = Monster spawns upon entering room, and another wave after the button that opens the exit door is pressed.
+
|notes          = Monsters spawn when entering the area. Pressing the button spawns more monsters and opens the gate.
 
}}
 
}}
  

Revision as of 21:08, 14 March 2015


Maps

Template:MapList/doc - Documentation for the template of the list below:
Map Visual Mission or Area Level or Segment Notes
Map-Compound-L-1A.png No official description for this area. Compound
*Blighted Compound
(Any)
Depth(s): ?, 28
L Notes:

ACTUALLY THIS IS AN I. I'm too tired to fix it right now, and I've made about 15 mistakes in the past hour, so it's time to give this a rest. This module features four spike traps. It potentially has a small med cache to the right.

Map-Clockwork Tunnels-L-1A.png No official description for this area. Clockwork Tunnels L Notes:

There is a button hidden in the area, likely under one of the six individual crystal blocks.

Map-Clockwork Tunnels-I-1A.png No official description for this area. Clockwork Tunnels I Notes:

This visual was found in depth BLAH of Clockwork Tunnels: BLAH. Puzzle potential here, with rocket puppies - use their rockets to hit switches if this version is encountered.

Map-Clockwork Tunnels-L-2A.png No official description for this area. Clockwork Tunnels L Notes:

Spikes retract after all turrets are defeated.

Map-Clockwork Tunnels-L-3A.png No official description for this area. Clockwork Tunnels L Notes:

Several Golden Shankles patrol the first and last sections of this area. The middle section always has spike traps, though these are not always operational. This area is quite hazardous, perhaps it would be a good idea to kite

Map-Clockwork Tunnels-+-1A.png No official description for this area. Clockwork Tunnels + Notes:

There are two statues somewhere in the area. They should be placed on top of pressure plates. This provides access to the center, where there is a button that opens the rest of the gates.

Map-Clockwork Tunnels-+-2A.png No official description for this area. Clockwork Tunnels + Notes:

This visual was found in depth BLAH of Clockwork Tunnels: BLAH.

Map-Clockwork Tunnels-L-4A.png No official description for this area. Clockwork Tunnels L Notes:

Monsters spawn when entering the area. Pressing the button spawns more monsters and opens the gate.

Ah, it would be "Clockwork Tunnels," not "clockworks tunnel." I think I need to make a bunch of redirects for exploration entities (button) etc. If you look at the discussion page of the exploration page, you can see another project growing there. Unless you did that "clockworks tunnel" to be clever so it's not the actual thing when we publish :P -Novaster 13:49, 14 March 2015 (UTC)

No, it was unintentional. It's late here. --HexZyle 14:23, 14 March 2015 (UTC)
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