Difference between revisions of "User:Novaster/Sandbox"

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m (todo - mini monster visuals found and done)
m (organization)
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{{Showhide|To Do list|content=
 
{{Showhide|To Do list|content=
  
*Adjust logic for costume taxonomy to be in line with recent merger format (discussed [http://forums.spiralknights.com/en/node/109275 here])
+
Priority:
  
*Fix trinket infobox and recipe (the heat statement doesn't make sense for trinkets)
+
*Overhaul [[Exploration]]
 +
 
 +
*Adjust logic for costume taxonomy to be in line with recent merger format (discussed [http://forums.spiralknights.com/en/node/109275 here])
  
 
*Fix steam acquisition wording around the wiki where relevant (dragon stuff currently has ideal phrasing, linking to Unpacking would be smart)
 
*Fix steam acquisition wording around the wiki where relevant (dragon stuff currently has ideal phrasing, linking to Unpacking would be smart)
  
*Fix [[Haven]] and associated pages.
+
*Fix [[Haven]] and associated pages that have NPC/denizen lists
 +
 
 +
To do:
 +
----
 +
*Fix trinket infobox and recipe (the heat statement doesn't make sense for trinkets)
  
 
*Add history to spiral starter items, like when more colors were made available etc.
 
*Add history to spiral starter items, like when more colors were made available etc.
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:-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
 
*Overhaul [[Exploration]]
 
  
 
*Fix this nonsense: [[:Template:Tip-Mouseover-Description]]
 
*Fix this nonsense: [[:Template:Tip-Mouseover-Description]]
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*Add "<nowiki>{{Prismatic Aspect}}</nowiki>" information to all relevant pages.
 
*Add "<nowiki>{{Prismatic Aspect}}</nowiki>" information to all relevant pages.
  
*Overhaul weapon pages.
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*Overhaul gear infoboxes and categories regarding monster bonuses
  
 
*Finish GearList project (after set-in-the-infobox stuff and weapon stuff is done)
 
*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.
 
  
 
*Start up "monster-themed" categories for people who like to cosplay/collect.
 
*Start up "monster-themed" categories for people who like to cosplay/collect.
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:Done: 14 May 2015
 
:Done: 14 May 2015
  
*Find the missing Tier 1 minis and uploaded pics
+
*Find the missing Tier 1 minis and upload pics, fix tags
 
:Done: 15 May 2015
 
:Done: 15 May 2015
 
}}
 
}}
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*Tweak acc lists on individual acc pages so that recolors are always on bottom.
 
*Tweak acc lists on individual acc pages so that recolors are always on bottom.
 
:Reason: not worth editor time, people can just learn that the lists are hiccupped with recolors when it comes to DoR, or future editors can "fix" this OCD issue.
 
:Reason: not worth editor time, people can just learn that the lists are hiccupped with recolors when it comes to DoR, or future editors can "fix" this OCD issue.
 +
 +
*Add animation (ifexist) to image tags for convenience? Only after we get most/all of these uploaded.
 +
:Reason: bleh!
 
}}
 
}}
  

Revision as of 02:12, 16 May 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.

Map-Clockwork Tunnels-T-1A.png No official description for this area. Clockwork Tunnels T Notes:

This example was found in: Clockwork Tunnels: Infernal Passage (Depth 24).

A turret spawns on each of the corners of a hole in the center. Monsters spawn in divided sections. Loot such as Treasure Boxes can appear in these sections.

Monsters can be trapped in the respawning block areas.

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

This example was found in: Clockwork Tunnels: Infernal Passage (Depth 24).

Two shankles patrol a T intersection.

Map-Core-Start-1A.png No official description for this area. Core Start Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

Players start in a large area safer than the rest of the level with an Arsenal Station available.

Map-Core-Start-2A.png No official description for this area. Core Start Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

Players start in a small area safer than the rest of the level with an Arsenal Station available.

Map-Core-T-1A.png No official description for this area. Core T Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

Three paths meet and separate in a puzzling spiral.

Map-Core-+-1A.png No official description for this area. Core + Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

Four paths meet and separate in a puzzling spiral.

Map-Core-L-1A.png No official description for this area. Core L Notes:

This example was found in: Dreams and Nightmares: A Step Beyond

The path takes a turn through angled terrain.

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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