Hi, I played through another new level with your instructions. Everything else was fine and well-described, but it seemed to me that you bypassed one section near the beginning. This -
Enter it, then turn right and follow to a fork. Head up the stairs to the left, going past the yellow door to the balcony back outside to find a switch. Press it and return to where you entered the building to find a lift that is lowered with a hell knight or a baron of hell depending on your difficulty setting.
- should be something like this:
Enter it, then turn right and follow to a fork. Head up the stairs to the left, going past the yellow door to the balcony back outside to find a switch. Press it and return to the fork. Go up the stairs to a chainsaw and enter the door. Kill the demons and press the switch. Now return to where you entered the building to find a lift that is lowered with a hell knight or a baron of hell depending on your difficulty setting.
Could you check if this is true on your version too?
I'll let the elevator words be although many of them are still technically lifts. I don't want to make it an issue. The only concern I have is that new editors would later link the word to elevator when lift would be the right article for the effect in question. It could be that I'm just overly sensitive about this. Anyway, good job with the walkthrough. --Jartapran (talk) 01:45, 8 February 2015 (UTC)
Sectors in DB2
Secrets lists in sector order
During your edit series to add secret descriptions, I've sometimes wondered whether you intentionally kept them in sector order, or the level simply happened to present its secrets in numeric order during natural play progression. But not knowing the WADs I couldn't tell, and for many with just a few secrets it wouldn't matter much anyway. However, for this new list it appears to be the former. I feel the reader/player would benefit from reordering the entries for all such levels in the sequence they are encountered – what do you think? After all, the numeric order is simply tool-generated, and it's not mandatory to preserve it. --Xymph (talk) 02:31, 25 July 2017 (CDT)
- I have actually been intentionally keeping them in numerical sector order when it comes to editing the info for secrets. Most of the time, the levels themselves do not seem to have the secret sector numbers in order when I find them. If it ends up being an issue like with the map mentioned (or any other one that would have more than six secrets for example), then yes, I can possibly reorder the numbers in accordance to level progression. --Getsu Fune 10:21, 25 July 2017 (CDT)
- I agree it's not often an issue, but in the aforementioned case a re-order would be, uhm, in order, IMO. :) Having secrets 17 through 23 in particular refer to entries much further back seems more confusing than necessary. After all, the player normally has no knowledge of sector numbers. --Xymph (talk) 13:03, 25 July 2017 (CDT)
- Hello, Getsu Fune! I'm new here. I have experience of editing wikis. What is this wiki about? I'm interested in doing anti-vandalism work. My general goal here is to become an administrator. BlingBling (talk) 02:20, 31 March 2019 (CDT)
Hi, since you originally wrote the secret descriptions for Eviternity, could you review these two edits and, hopefully, clear those pages off the pending changes list? Thanks. --Xymph (talk) 02:15, 25 May 2020 (CDT)
Hell in Hell secrets
The skeletons were generated from the idgames WAD linked on the overview article, and in SLADE3 the same rows in the MAP09/MAP15 sector lumps have special=9 as reported by DMMPST. How/where are you seeing different ones? --Xymph (talk) 03:15, 24 April 2021 (CDT)
- I saw different ones when examining the wads in Doom Builder 2 and Doom Builder X. For some reason they have differing sector numbers for the wads in question, but after looking at the wad files in DEU2 (at least I think the author originally used DEU2, since the textfile did not mention what editor he used and DEU2 was the only one around at the time), the sector numbers are correct so they've been reverted. This seems to be similar to the "Sectors in DB2" issue I found out about in this discussion. --Getsu Fune (talk) 08:30, 24 April 2021 (CDT)
The solution is very simple: if someone familiar with the mod (you?) first compiles the things mapping table, I will generate the things tables, and you can use that as a base for the secret descriptions. I keep laboring this point every now and again because there's so little progress in this area, but it would really be the logical order of improving/expanding the map articles. --Xymph (talk) 15:47, 22 December 2021 (CST)
Link anchor caps
Section anchors in links are case-sensitive, listDeadAnchors flags a bunch of dead links lately. Please use the exact casing so I don't have to keep fixing them. Thanks. --Xymph (talk) 02:53, 23 February 2022 (CST)
- Oops it's a lowercase "i" not a capital "I". I keep making this mistake. Will not bother putting in anchors anymore, especially since the WAD page has nothing on the custom stuff yet. --Getsu Fune (talk) 11:26, 26 February 2022 (CST)