User talk:MtErebus

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)
 * http://doomwiki.org/w/index.php?title=Doom_2D&diff=101250&oldid=100374
 * http://doomwiki.org/w/index.php?title=MAP32:_Bad_Dream_-_teeth.wad_%28Master_Levels%29&diff=prev&oldid=101249

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)

Screenshots
Thanks for your initiative, but the screenshots you uploaded display the Boom HUD, which is, as outlined in the image policies, not what we are looking for when documenting the original games. Please make sure to take screenshots meant for such articles using either fullscreen or the normal status bar. --Quasar (talk) 11:12, 27 September 2015 (CDT)
 * Thanks, reuploaded --MtErebus (talk) 12:13, 27 September 2015 (CDT)


 * Thanks but, why did you upload the same image 3 times in a row in some cases? Make sure you always refresh the page after uploading. Your browser will have the previous images cached and they will not refresh automatically. The uploads are not failing. Every time an image is uploaded like this, a permanent copy is created on the server that wastes disk space indefinitely. --Quasar (talk) 14:34, 27 September 2015 (CDT)


 * While uploading the new shots (the ones without that Boom HUD) I refreshed pages many times but for some reason old ones were placed to the history (even the thumbnails showed, as if I uploaded the same images two or more times). That's good that you have removed the unneeded images. --MtErebus (talk) 07:44, 28 September 2015 (CDT)


 * Turns out this isn't as big a deal as I thought and there's a way to clean it up on the backend, so, no worries ;) The caching is very glitchy when uploading new versions of pictures, it's unfortunate. Sometimes you may need to go as far as purging your browser's cache, or doing a shift+reload at the least, in order to get it to update. --Quasar (talk) 09:35, 28 September 2015 (CDT)


 * This is weird about the cache, as I used Privacy mode when uploaded them. Now I've noticed a new message on Upload page after that "bad" case:) --MtErebus (talk) 10:29, 28 September 2015 (CDT)

PlayStation shots
I don't mind you uploading these but please do not attach them to the vanilla version's map article. This is not in keeping with our roadplan to have separate articles for the console versions of maps and will require significant reversions in the future. --Quasar (talk) 17:12, 11 February 2016 (CST)