Template talk:MapList
From SpiralKnights
This is looking absolutely fantastic. A few issues I'd like to bring up, though.
- This whole project is based around the mapping of the modules that occur in randomly generated levels, correct? If so, then pregenerated levels and segments from these should not appear here. I think there could be some issues with how you've mentioned missions as missions are either pregenerated, or are just levels that already exist in the Arcade, but I'll have to figure out what this applies to when the cases crop up.
- Thus, documenting every non-sublevel pregenerated area like mission lobbies, is outside the scope of the original idea (random level segments) and since these areas only occur in one location, they should simply just be added to their respective pages (I'm specifically talking about the Lobby map you've made on User:Novaster/Sandbox. It doesn't need to be placed in a special template, just chuck the map on the March of the Tortodrones page. Unless, of course, you want a page with every single piece of existing level in the game on a single page, but I think you already know that that'll be massive and unwieldy.
- To my understanding, module selection at intersections is based upon what direction the connections are facing. For example, the Security Door Module Only ever exists on an intersection where paths are coming in from the west and from the north. (The dead-end east path is generated as part of this module) You'll never find it in any other orientation.
--HexZyle 12:43, 14 March 2015 (UTC)
- Yay!
- 1) nonrandom areas can be plugged into a template to name them easily, they don't have to be in a list (that would be huge and unwieldly yes!) - this is just so editors can make "to do lists", upload the files, and then get rid of the "to do" list and have the images show up on the relevant missions pages in galleries. This should really help with the Mission Page revamp we've been wanting to do. In the future, it should help new editors know how to name their files, instead of just randomly.
- Oh I should fix the /Start part of the template to be just type. -Novaster 12:52, 14 March 2015 (UTC)
- 2) Security Door Module would be an "L" type. Should we add in a rotation section in the notes? It might help with "variant" issues. -Novaster 12:51, 14 March 2015 (UTC)
- I understand that it's an L-shape. I just thought there could be some distinction between L-shapes with different sides of connection. (Or would that sort of documentation be too excessive?) Now that I think about it though, I'm not even sure if there ARE rotatable modules. It's certainly something I would like to look into.
- Also, I noted that you stated that the second module on your sandbox page appears in Blighted Compound. I'd like to let you know that the developers don't have so many modules that they're not willing to rehash a module for different monster or status theme, so if you see a module in one themed Compound, you can safely assume that it appears in ALL themes of Compounds. I'm not sure about depths of appearance though, you might be onto something there, but I think it should be at most a tier mention only. We've got enough on our hands (and on the hands of anyone else who decides to join in) documenting all the modules, period, let alone every single depth that they can occur on. --HexZyle 13:02, 14 March 2015 (UTC)
- Would saying (Any?) be better? -Novaster 13:06, 14 March 2015 (UTC)
- Just say "Compounds" or "Clockwork Tunnels" or "Candlestick Keep" or "Lichenous Lair" or "Beast Den". I think that "Any" is implied already when these are stated by themselves. It should be thus unless proven otherwise (which will be impossible because you can't prove a level segment doesn't exist on certain themes: You can prove that it does exist with a single piece of data, or you can prove that it's highly unlikely with a lot of data, but you can't state it doesn't exist as the second that someone finds it there, that statement is false)
- I think we are not talking about the same thing. I would only use (Any?) for depth, never the level. But I was wondering if we could also use it for "any" "infernal passage" (like any stratum/sub of infernal) etc. -Novaster 13:12, 14 March 2015 (UTC)
- I thought you were talking about the level, not the depth :P If you're going to say "Any", then what's the point of having the Depth column? Also, my above comment is relevant to that: "Infernal Passage" is just a theme-variant of "Clockworks Tunnel". I'm 99% positive that all Clockwork Modules are identical regardless of family or status of the level, with the exception of the spawns and some of the traps which are just 1:1 swapped anyway. Also also, does my touching of your indents (LOL INNUENDO) bother you? It's a Wiki Compulsive Disorder of mine to have things stacked nicely (or in extended conversations with just two people like this one, alternating depending on the speaker seems to be the neater option) --HexZyle 13:20, 14 March 2015 (UTC)
Nah, indenting me is fine. I would much rather do like:
blahblahblah
- blahblah
blahblahblah
- blahblah
blahblahblah
- Instead of
blahblahblah
- blahblah
- blahblahblah
- blahblahblah
- blahblahblah
- blahblahblah
Okay back to this:
There are several known modules that only show up in certain depths. Most of the modules will say (any?) regarding depth. I want to list the location for future documentation in the column, because people like to know where to go look to be sure to find it (vs. having an "idk if it shows up in not-infernal-passage tunnels" etc.)
example:
{{MapList/Start}} {{MapList |location = Clockwork Tunnels |type = whatever it is |# = 1 |variant = whatever it is |location notes = *Clockwork Tunnels (Any?) <br> Depth(s): (Any?) |description = If there's an artifact-type informative module write the text here |notes = }}
Map | Visual | Mission or Area | Level or Segment | Notes |
90x90px | "If there's an artifact-type informative module write the text here" | Clockwork Tunnels *Clockwork Tunnels (Any?) Depth(s): (Any?) |
whatever it is | Notes:
If there's loot or notable npcs or weird exploration entities summarize here |
Or:
{{MapList/Start}} {{MapList |location = Clockwork Tunnels |type = whatever it is |# = 1 |variant = whatever it is |description = If there's an artifact-type informative module write the text here |notes = This visual was taken in Depth Blah of "blahblah: blahblah" (Clockwork Tunnels: Infernal Passage etc.) If there's loot or notable npcs or weird exploration entities summarize here }}
Map | Visual | Mission or Area | Level or Segment | Notes |
90x90px | "If there's an artifact-type informative module write the text here" | Clockwork Tunnels | whatever it is | Notes:
This visual was taken in Depth Blah of "blahblah: blahblah" (Clockwork Tunnels: Infernal Passage etc.) If there's loot or notable npcs or weird exploration entities summarize here |
If we like this second option, I'd center it in the column (vert and hori, so it's not weird at the top left like that). -Novaster 13:36, 14 March 2015 (UTC)
Oh let's link it too if we like second option. -Novaster 13:53, 14 March 2015 (UTC)
- Oh god that blahblahblah spam...
- I am strongly in favor of the second option. Theme-exclusive modules are the exclusion (the 1%) rather than the rule, and can have a small note in that cell saying such in these rare instances. --HexZyle 14:04, 14 March 2015 (UTC)