Difference between revisions of "Template:GeographyList/doc"

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m (Undo revision 238267 by Novaster (Talk) not needed in this system (yet), randomly generated)
 
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There are two ways to name a map. Naming is based on its geography only, and has nothing to do with mission or arcade accessibility.
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<noinclude>{{documentation subpage}}</noinclude>
  
All names should default to segment naming convention. Fixed naming convention should only be used for areas which are either exclusive to a mission, and/or have a set map.
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==Usage==
 +
[[File:Icon-alert.png|36px]] '''This template should only be used for areas which are randomly generated.'''
  
Both "Fixed" and "Segment" naming convention:
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==Code==
----
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<pre>
 +
{{GeographyList
 +
|parent  =
 +
|segment =
 +
|number  =
 +
|letter  =
 +
|notes  =
 +
}}
 +
</pre>
 +
 
 +
==Parameters==
 +
===Required===
 
|parent  
 
|parent  
:the [[mission]] or [[area]] (frequently, area = segment, mission = fixed, this is not always the case)
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:the [[mission]] or [[area]]. Only use mission names if the area is exclusive to a mission. In other words, default to the Arcade. For example, do not use "''Alien Ooze-Slimeway.''" Use "''Clockwork Tunnels: Slimeway.''"
  
|number
 
:the segment number as encountered. this establishes a "family" of maps which are pretty much the same. Only use with "child" to make convention match up with a relevant segment example.
 
 
|letter
 
:the variant of the general number's shape. Doubt we'll ever see more than 26 area variants per number in the specified area/mission. Only use with "child" to make convention match up with a relevant segment example.
 
 
 
"Fixed" map naming convention:
 
----
 
 
|child
 
|child
:the level, or floor name, of the mission or area.
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:'''Only use for mission exclusives.''' This is because "wild path" and "haunted passage" etc. segments are usually the exact same map, just with grass added or not or whatever. Here should be entered the level, a.k.a floor name, of the mission.
  
 
"Segment" naming convention:
 
----
 
 
|segment
 
|segment
:Types include:
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:'''Only use if the map is randomly generated.''' Example: [[:File:Map-Gloaming Wildwoods-Terrilous Trail.png|this map]] is fixed. Less obviously, [[:File:Map-A Revelation in Flames-Frigid Passage-1A.png|this is fixed]]. Neither are randomly generated maps. Pay special attention and explore an area many times before publishing research on it. Segment types include:
 
::Start (start only - does not involve party button segments. Arsenal station is usually available)
 
::Start (start only - does not involve party button segments. Arsenal station is usually available)
 
::I (straight)
 
::I (straight)
Line 32: Line 32:
 
::D (dead end, often with loot)
 
::D (dead end, often with loot)
 
::End (end of level - elevator only, not dead ends)
 
::End (end of level - elevator only, not dead ends)
 +
 +
|number
 +
:The segment number as encountered. This establishes a "family" of maps which are pretty much the same in general shape. Defaults to 1. Works with letter.
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*Each number system is unique per area, or level set. The number "2" in say, Wolver Den has nothing to do with number 2 in Lichenous Lair. Same goes for "segment" species, such as starts, Ls, Danger Rooms, etc.
 +
*For example, Mysterious Room followed by "1" is a family of dead-end Mysterious Room segments in [[Clockwork Tunnels]] (if there are ever "through" Mysterious Rooms, they should be "2" and so on), while "I" followed by "1" indicates large compact segments, "2" indicates connector segments, "3" indicates Battle Pod segments for [[Compact Area]]s - completely separate systems, able to be added to with more exploration data as time goes on and more areas are found.
 +
*This might be confusing. Just remember, "1" is not always a start segment. A name (such as "Start") defines the segment type, not the number! We frequently won't go very far beyond 1 (Start1A, Start1B, etc. We'd only do Start2A if the start offers paths in more than one total direction, but the number has nothing to do with the total number of directions either. They are used as needed for encounters).
 +
 +
|letter
 +
:The variant of the general number's shape. Doubt we'll ever see more than 26 area variants per number in the specified area/mission. Defaults to A. Works with number.
 +
 +
|notes
 +
:Notes about the area. Include where the example was/can be found, and strategize as needed.
 +
 +
===Optional===
 +
|map file
 +
:Overrides the displayed map file. Use only in circumstances where a mission has a special floor arrangement but the same, or nearly the same map, as a file that's already been uploaded.
 +
 +
|area file
 +
:Overrides the displayed area file. Use only in circumstances where a mission has a special floor arrangement but the same, or nearly the same map, as a file that's already been uploaded.
 +
 +
|4
 +
:Overrides default content of "location" column
 +
 +
|5
 +
:Overrides default content of "level and/or segment type" column.
 +
 +
==Examples==
 +
See [http://wiki.spiralknights.com/index.php?title=Special%3AWhatLinksHere&limit=500&target=Template%3AGeographyList&namespace=0 what links here] for examples of this template in action.
 +
 +
==Notes==
 +
This naming convention is mostly random when it comes to chronology. Files are added in the order they happen to be found by the editor who uploads them.
 +
 +
Fixed maps use a similar naming convention - they are simply "File:Map-Parent-Child.png", and do not use segment, number, letter to define them, as there is no need for these variables. "Area" images of these locations are simply named "File:Area-Parent-Child.png", "File:Area-Parent-Child-1.png, "File:Area-Parent-Child-2.png", and so on.

Latest revision as of 12:48, 25 May 2016

Usage

Icon-alert.png This template should only be used for areas which are randomly generated.

Code

{{GeographyList
|parent  = 
|segment = 
|number  = 
|letter  = 
|notes   = 
}}

Parameters

Required

|parent

the mission or area. Only use mission names if the area is exclusive to a mission. In other words, default to the Arcade. For example, do not use "Alien Ooze-Slimeway." Use "Clockwork Tunnels: Slimeway."

|child

Only use for mission exclusives. This is because "wild path" and "haunted passage" etc. segments are usually the exact same map, just with grass added or not or whatever. Here should be entered the level, a.k.a floor name, of the mission.

|segment

Only use if the map is randomly generated. Example: this map is fixed. Less obviously, this is fixed. Neither are randomly generated maps. Pay special attention and explore an area many times before publishing research on it. Segment types include:
Start (start only - does not involve party button segments. Arsenal station is usually available)
I (straight)
L (turn)
+ (crossroad)
T (t-intersection)
D (dead end, often with loot)
End (end of level - elevator only, not dead ends)

|number

The segment number as encountered. This establishes a "family" of maps which are pretty much the same in general shape. Defaults to 1. Works with letter.
  • Each number system is unique per area, or level set. The number "2" in say, Wolver Den has nothing to do with number 2 in Lichenous Lair. Same goes for "segment" species, such as starts, Ls, Danger Rooms, etc.
  • For example, Mysterious Room followed by "1" is a family of dead-end Mysterious Room segments in Clockwork Tunnels (if there are ever "through" Mysterious Rooms, they should be "2" and so on), while "I" followed by "1" indicates large compact segments, "2" indicates connector segments, "3" indicates Battle Pod segments for Compact Areas - completely separate systems, able to be added to with more exploration data as time goes on and more areas are found.
  • This might be confusing. Just remember, "1" is not always a start segment. A name (such as "Start") defines the segment type, not the number! We frequently won't go very far beyond 1 (Start1A, Start1B, etc. We'd only do Start2A if the start offers paths in more than one total direction, but the number has nothing to do with the total number of directions either. They are used as needed for encounters).

|letter

The variant of the general number's shape. Doubt we'll ever see more than 26 area variants per number in the specified area/mission. Defaults to A. Works with number.

|notes

Notes about the area. Include where the example was/can be found, and strategize as needed.

Optional

|map file

Overrides the displayed map file. Use only in circumstances where a mission has a special floor arrangement but the same, or nearly the same map, as a file that's already been uploaded.

|area file

Overrides the displayed area file. Use only in circumstances where a mission has a special floor arrangement but the same, or nearly the same map, as a file that's already been uploaded.

|4

Overrides default content of "location" column

|5

Overrides default content of "level and/or segment type" column.

Examples

See what links here for examples of this template in action.

Notes

This naming convention is mostly random when it comes to chronology. Files are added in the order they happen to be found by the editor who uploads them.

Fixed maps use a similar naming convention - they are simply "File:Map-Parent-Child.png", and do not use segment, number, letter to define them, as there is no need for these variables. "Area" images of these locations are simply named "File:Area-Parent-Child.png", "File:Area-Parent-Child-1.png, "File:Area-Parent-Child-2.png", and so on.

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