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m (Tip on autocats in templates)
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== Autocatting templates ==
 
== Autocatting templates ==
 
Watch out for automatically added categories when creating new templates via copy-paste - if the mod in question doesn't have its own categories, removing them will suffice. --[[User:Quasar|Quasar]] ([[User talk:Quasar|talk]]) 12:13, 22 June 2015 (CDT)
 
Watch out for automatically added categories when creating new templates via copy-paste - if the mod in question doesn't have its own categories, removing them will suffice. --[[User:Quasar|Quasar]] ([[User talk:Quasar|talk]]) 12:13, 22 June 2015 (CDT)
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== Article layout ==
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Please avoid overlapping right-floating templates with other page components, and utilize the preview feature before saving. I had to reject your Classic Episode edit because it destroyed the article layout. --[[User:Quasar|Quasar]] ([[User talk:Quasar|talk]]) 14:40, 28 August 2015 (CDT)

Revision as of 14:40, 28 August 2015

Final Doom (PlayStation)

Please link to Final Doom (PlayStation) when referring to that port specifically. --Quasar (talk) 07:48, 8 April 2015 (UTC)

Style

Please be sure to review the style guidelines; a couple of edits you made recently have some issues, in particular:

"Doom" should always be capitalized, as well as "Hell," including when referring to the Hell knight. Cyberdemon and spiderdemon should not be capitalized, unless they are at the start of a sentence. These are minor issues but they pile up fast and we don't seem to have a lot of people checking for article quality issues any more. Don't take this the wrong way as overall your edits have been high quality and much appreciated; I just wanted to point out these issues. --Quasar (talk) 00:40, 11 May 2015 (UTC)

Friendly feedback

Hey, thanks for your contributions on the Master Levels' map articles. You've made good work, but I'd like to advise on a few things. While it is not written anywhere, the thing tables only include the amounts of single-player mode things. To maintain consistency, please exclude all multiplayer-flagged things from now on.

The second thing is the problem I found with a few of the thing count values here. When I examine CANYON.WAD in a level editor (DeePsea), I get the following information about shotgun shells (thing type 2008) and boxes of shotgun shells (type 2049):

I don't know what your source was, or if Master Levels have different versions, but could you re-check if you get similar information about the two thing types above?

Finally, I simplified the first essential note of the linked edit because I just didn't get what was meant there when I played the level. If you wish to explain here in deeper detail, I'm willing to hear. Thank you. --Jartapran (talk) 07:04, 21 May 2015 (CDT)

You're welcome:) The thing number differs from that you have counted because I also counted items that present on the multiplayer mode. Thus, there are, as sample, two rocket launchers in total. Now about the essentials section. When I wrote "Get to the south portion either by lift or walking on the ground" I meant that you can get to the south of the outside area using either a lift or walk on the grounds but the lift is much faster. MtErebus 18:56, 21 May 2015 (UTC)
You misunderstood now – multiplayer things did explain the weapon appearance numbers, which I fixed already. But there are no multiplayer things for shotgun shells and boxes of shells. Still, you wrote that there would be 17 shotgun shell things on difficulty levels 1 and 2, while I got 12. Similarly, I got two boxes of shells on difficulties 1-5, while you got one. Those are the differences I can't understand and am trying to solve. Did you write those numbers by mistake, or do you still get 17 shotgun shells on 1-2 and one box of shells on 1-5?
Well, seems that I overlooked. Cannot remember what have I smoked while writing this table:P I recheked it all. I also think that Master levels weren't released under various versions MtErebus 20:20, 21 May 2015 (UTC)
I can't get at all why the brown lift would offer a much faster way. You start on one of four columns and the fastest way would be to run onto the column that you face in the beginning and proceed from there towards the south portion. You don't need to use the lift at all for that. --Jartapran (talk) 12:06, 21 May 2015 (CDT)

Reversion of Sony PlayStation

Just giving fair notice that I've reverted an edit of yours to Sony PlayStation because it seemed to demonstrate failure to grasp what is being said already - "The original Doom levels are based on the Jaguar version, and therefore, as with all ports based on this version," - the "this" is referring to the Atari Jaguar port, and "all ports" is referring to, collectively, Sega 32X, 3DO, Doom for Game Boy Advance, and, via its inheritance from the PSX, Sega Saturn. The Super Nintendo port is not being included here because it is *not* based on the Jaguar version, in any form or fashion. Neither in code nor in levels. Thus there is no need to add a word "almost" here to exclude it. --Quasar (talk) 17:16, 26 May 2015 (CDT)

Alright! But you have rejected the last chart (where there are "Bitmask", "Effect" and "Use"). Do separate articles about these levels should exist? --MtErebus (talk) 00:50, 27 May 2015 (CDT)
I actually didn't notice that part; however, those were originally red linked because I have a long range plan to add articles for the various console versions of maps where they exist. The eventual goal would be that each Doom II map with a PlayStation version would have a corresponding "Console" article with comparative map shots, explanation of changes made to a fine degree of detail, etc. For the Doom 1 maps, I intend to start from Jaguar and show all versions, along with the SNES versions where they are different from the PC maps. When these articles finally get created, these redlinks would start pointing at the appropriate place. Unfortunately I've had this project on the planning backburner for nearly half a year now and things keep happening that put it off. --Quasar (talk) 23:13, 28 May 2015 (CDT)

Autocatting templates

Watch out for automatically added categories when creating new templates via copy-paste - if the mod in question doesn't have its own categories, removing them will suffice. --Quasar (talk) 12:13, 22 June 2015 (CDT)

Article layout

Please avoid overlapping right-floating templates with other page components, and utilize the preview feature before saving. I had to reject your Classic Episode edit because it destroyed the article layout. --Quasar (talk) 14:40, 28 August 2015 (CDT)