Difference between revisions of "User:Novaster/Sandbox"

From SpiralKnights

Jump to: navigation, search
m (I've never seen it anywhere else, but just in case.)
Line 129: Line 129:
 
|variant        = A
 
|variant        = A
 
|notes          = Spike traps are permanently up. They drop once all turrets are defeated
 
|notes          = Spike traps are permanently up. They drop once all turrets are defeated
 +
}}
 +
 +
{{MapList
 +
|location      = Clockwork Tunnels
 +
|type          = L
 +
|#              = 3
 +
|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.
 +
}}
 +
 +
{{MapList
 +
|location      = Clockwork Tunnels
 +
|type          = +
 +
|#              = 1
 +
|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.
 
}}
 
}}
  

Revision as of 14:41, 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-March of the Tortodrones-Ancient Grove-1A.png No official description for this area. March of the Tortodrones
*Lobby of this mission
Ancient Grove Notes:

A verdant area containing a Mysterious Alchemy Machine, Basil, Arsenal Station, and the suspicious Grim Gate.

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:

Non-reversible.

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

Spike traps are permanently up. They drop once all turrets are defeated

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

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

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)
Personal tools