Difference between revisions of "User:Novaster/Sandbox"

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*Make gallery mimic templates have more similar inputs, documentation for them.
 
*Make gallery mimic templates have more similar inputs, documentation for them.
  
*Gallery for prize box pages?
+
*Gallery for prize box pages, featuring the special stuff in bulk instead of individually/wayward
  
 
*Make [[Confetti]] page betterer. This includes table format and animations.
 
*Make [[Confetti]] page betterer. This includes table format and animations.
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*Fix [[List of sets|Sets]] (consistent file naming for sets) and get pics of kat stuff.
 
*Fix [[List of sets|Sets]] (consistent file naming for sets) and get pics of kat stuff.
:Fix various set inputs on several costume pages (regarding hyphens especiall) so images show up once established+moved/reuploaded (in lists)
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:Fix various set inputs on several costume pages (regarding hyphens especially) so images show up once established+moved/reuploaded (in lists)
 
:Figure out what a "set" is (vs. collection, family, group)
 
:Figure out what a "set" is (vs. collection, family, group)
 
:Move set info into infobox for combat gear pages.
 
:Move set info into infobox for combat gear pages.
  
*Infobox project: focus on Missions and Mission pages
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*Infobox project: Overhaul mission pages, create nonexistent mission pages, include stuff from exploration and map projects
 
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*(mini sandbox): [[Talk:Exploration|Exploration]]
+
 
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*Finish GearList project
+
  
 
*Maps
 
*Maps
:-name these correctly
 
 
:-Fix map names for SW and GA (my bad)
 
:-Fix map names for SW and GA (my bad)
 
:-Work with [[User:HexZyle|HexZyle]] on this to make epic
 
:-Work with [[User:HexZyle|HexZyle]] on this to make epic
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*Overhaul weapon pages.
 
*Overhaul weapon pages.
  
*Overhaul mission pages, create nonexistent mission pages, include stuff from exploration and map projects
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*Finish GearList project (after set-in-the-infobox stuff and weapon stuff is done)
  
 
*Add animation (ifexist) to image tags for convenience? Only after we get most/all of these uploaded.
 
*Add animation (ifexist) to image tags for convenience? Only after we get most/all of these uploaded.

Revision as of 12:27, 23 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 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:

This example was found in: Clockwork Tunnels: Wild Path (Depth 19).

Several shankles patrol the first and last sections of this area. The middle section always has spike traps, though these are not always operational. Sometimes the areas are cluttered with destructible blocks.

The topic of this article or section is subject to personal opinion, and does not represent any one absolute truth. If you disagree, discuss your concerns on the the talk page before editing. This area is quite hazardous, perhaps it would be a good idea to lure enemies out of it, then fight them.

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.

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

This example was found in: Clockwork Tunnels: Wild Path (Depth 19).

Turrets spawn when entering the area. Go around the perimeter to access switches. Defeat monsters in center to continue.

The topic of this article or section is subject to personal opinion, and does not represent any one absolute truth. If you disagree, discuss your concerns on the the talk page before editing. Take advantage of the layout. Go to the perimeter and shoot across the gap to defeat enemies, instead of fighting in the center.

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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