Difference between revisions of "Template:MapList/doc"
From SpiralKnights
m (→Optional) |
m (→Required) |
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::Modules: | ::Modules: | ||
::: Start (area where the level starts) | ::: Start (area where the level starts) | ||
− | ::: I (a | + | ::: I (a "straight" path - you still end up going Weast<>East, or North<>South, no matter how wavy it seems to be.) |
::: L (an elbow, a.k.a "turn") | ::: L (an elbow, a.k.a "turn") | ||
::: T (a "T" connector that joins three paths.) | ::: T (a "T" connector that joins three paths.) |
Revision as of 02:49, 14 March 2015
Usage
To organize the large variety of areas and their associated maps in a list format.
It may also aid in keeping the naming convention of Map and Area images consistent, even if said images are not in a list.
Code
{{MapList/Start}} {{MapList |type = |# = |variant = |location = |location notes = |description = |notes = }} {{Table/End}}
Naming convention is thus:
File:Map-{{{location}}}-{{{type}}}-{{{#|1}}}{{{variant|A}}}.png File:Area-{{{location}}}-{{{type}}}-{{{#|1}}}{{{variant|A}}}.png
Parameters
Required
- location
- If not a mission: use the larger area name (Clockwork Tunnels, Devilish Drudgery, Gremlin Grounds, Treasure Vault, etc.)
- If a mission: enter the mission's name here.
- type
- If not a mission, and not an entire area: pick one of the below. (Please add to this list as the game updates).
- Larger areas:
- Danger Room
- Scenario Room
- Mysterious Room (Event only: March of the Tortodrones)
- Larger areas:
- Modules:
- Start (area where the level starts)
- I (a "straight" path - you still end up going Weast<>East, or North<>South, no matter how wavy it seems to be.)
- L (an elbow, a.k.a "turn")
- T (a "T" connector that joins three paths.)
- + (a cross connector that joins 4 paths. includes modules shaped like "x" of course)
- D (a "dead end" or "cul-de-sac." Usually has loot, minerals, but not always.)
- End (area where the level ends. Sometimes has loot.)
- Modules:
- If not a mission, AND an entire area:
- Use the area's sub name. Example: "Fortune Smiles on the Greedy" for Treasure Vaults.
- If a mission: enter the floor's name here.
- notes
- Summarize the area. Avoid opinionated strategizing. See examples below for details.
Optional
- #
- If not a mission: rarely used. Would be used if the "type" is the same name, but the levels have clearly different MAPS, as with "Fortune Smiles on the Greedy" or the special event-only Fiendish Fray.
- If a mission: generally leave this alone. Defaults to 1A with # = 1 and variant = A.
- - 1
- - 2
- - 3
- - etc.
- variant
- If not a mission: used to distinguish very different AREAS that have slightly different maps that won't be very distinguishable using the minimap or minimap overlay.
- If a mission: generally leave this alone. Defaults to 1A with # = 1 and variant = A.
- - A
- - B
- - C
- - etc.
- description
- defaults to: "No official description for this area."
- location notes
- It is best to include sub location and depth notes here. See examples below for details. Defaults to blank.
Examples
Notes
Question: Why not use numbers and more numbers, instead of "type" and "variant" and so on?
- Answer: Because the template is designed to cater to clockwork modules, but can also be used for all areas. Since the vast majority of entries will be modules, it is best to keep the template as intuitive as possible regarding that statistic, because the numbers start to dance after a while and the mind gets muddled, and that increases the chances of making mistakes.
Question: Why not have "map" and "area" at the end? These seem to be two representations of the same entity.
- Answer: Part of the convention reason: it is much easier to navigate categories with the variable-yet-anchoring name at the front instead of the end. It also lets text-only file browsing become clear right away - this is a map. This is an area. etc.