From DoomWiki.org
Contents
- 1 Final Doom (PlayStation)
- 2 Style
- 3 Friendly feedback
- 4 Reversion of Sony PlayStation
- 5 Autocatting templates
- 6 Article layout
- 7 Screenshots
- 8 PlayStation shots
- 9 Console levels
- 10 Exchanging a page and a redirect
- 11 Article top navboxes heads-up
- 12 Hell's Gate
- 13 Screenshots
- 14 Map thumb captions
- 15 Soundtrack sections
Final Doom (PlayStation)[edit]
Please link to Final Doom (PlayStation) when referring to that port specifically. --Quasar (talk) 07:48, 8 April 2015 (UTC)
Style[edit]
Please be sure to review the style guidelines; a couple of edits you made recently have some issues, in particular:
- https://doomwiki.org/w/index.php?title=Doom_2D&diff=101250&oldid=100374
- https://doomwiki.org/w/index.php?title=MAP32:_Bad_Dream_-_teeth.wad_%28Master_Levels%29&diff=prev&oldid=101249
"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[edit]
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)
- 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?
- 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[edit]
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 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)
- 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)
Autocatting templates[edit]
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[edit]
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[edit]
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[edit]
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)
Console levels[edit]
For Jaguar, 3DO, GBA, and PlayStation DOOM levels shared in common, we are going to have a single article. Any minor differences can be explained in the single article about them. I will change the links you already added. --Quasar (talk) 13:52, 16 February 2016 (CST)
- What about Super Nintendo and Sega32X versions? Since the map convertions of the former port are based on PC versions, I guess they need to have separate articles. --MtErebus (talk) 07:08, 17 February 2016 (CST)
- I meant to include 32X. Super Nintendo is different however. Most of the maps are nearly identical to the PC versions with only minor tweaks. I do not feel there's going to be enough info on them to justify entire articles. We might make them subsections of the Console Doom articles, but I don't know how that'll turn out yet. --Quasar (talk) 10:22, 17 February 2016 (CST)
Exchanging a page and a redirect[edit]
The proper way to do this is to delete the redirect, and then move the page over the deleted redirect. Hand-swapping the articles like you did causes the revision history of the main article to be disassociated, which is a soft violation of the CC BY-SA license and makes it difficult to track history or make attributions. --Quasar (talk) 14:09, 29 February 2016 (CST)
[edit]
We are talking about the various issues that console articles have due to the multiple article-top navboxes competing for space and I tried something experimental in my user space but it looks like even that's not going to do it for some people. Hold off on creating or editing these any further for the time being, if you would, as we have an idea that would swap the existing ones down to be bottom navboxes, and put something else more relevant and shorter in their place at the top. We're not totally sure what that'll look like yet, I'll be working on it later. --Quasar (talk) 17:26, 29 February 2016 (CST)
- If you mean to hold off creating navboxes, they're all created. Or if maps, may they simply lack the navboxes for now? --MtErebus (talk) 07:38, 1 March 2016 (CST)
Hell's Gate[edit]
Just a quick note that the canonical name of the 3rd episode of Lost Episodes of Doom is "Hell's Gate - The Red Spot of Jupiter". You should include the full name where practical, thanks. --Quasar (talk) 14:22, 18 April 2016 (CDT)
- Thanks! Moved the template leaving a redirection page. I'm going to refer to the actual template with the canonical name instead, this includes the already created levels as I will edit there something (things chart etc.). --MtErebus (talk) 13:14, 19 April 2016 (CDT)
Screenshots[edit]
Please turn off screen border and gamma correction when taking screenshots. --Quasar (talk) 16:56, 21 April 2016 (CDT)
- What's wrong with the screen border (the ability of the game)? Withouth the game correction the screens appear too dark. And what kind of status bar should be? --MtErebus (talk) 00:12, 22 April 2016 (CDT)
- There is no reason for the screen border to be visible, as it is only intended to speed up the game on slow systems, and none of the other shots on this page have one present, so it creates a jarring inconsistency. Uncorrected images are not too dark on any of the displays that I use. With gamma correction, the colors appear washed out. The status bar is fine. It is neither required nor encouraged (ie., you can take screenshots in the maximum screen size (fullscreen) or with status bar up - the only rule is that, for vanilla PWADs, there should not be a custom source port HUD visible). --Quasar (talk) 10:18, 22 April 2016 (CDT)
[edit]
In a few recent edits, you changed the map thumb caption from MAP## to Name. While I don't consider that a bad idea as such, in recent months I spent a lot of effort on making the map pages for the stock IWADs (Doom, Doom2, both Final Doom's) consistent. So right now, four use a name caption, and 4*32-4 = 124 use a number caption. Would you have any thoughts on resolving that? --Xymph (talk) 03:30, 14 July 2016 (CDT)
- I don't know the standards of formatting this but I think the displaying the level's unique name (though, there are some maps with one name) in a thumb is more preferable than the slot. --MtErebus (talk) 04:34, 14 July 2016 (CDT)
- I suspect you meant 'more than' "one name" there. Anyway, while that's not a bad principle, I would ask for input from others before concluding that this should be a new formatting standard. And if agreed upon, are you then going to apply the 124 edits to make all those IWADs' map pages consistent again? ;) --Xymph (talk) 06:20, 14 July 2016 (CDT)
- In this case why not to keep both captions as a consistency before new standarts take place. When someone goes to edit an article (e.g. to fix errors in walkthrough like I did in these four edits) the captions may be rewritten (if an editor wishes), instead of editing the hundred.--MtErebus (talk) 08:36, 14 July 2016 (CDT)
- I suspect you meant 'more than' "one name" there. Anyway, while that's not a bad principle, I would ask for input from others before concluding that this should be a new formatting standard. And if agreed upon, are you then going to apply the 124 edits to make all those IWADs' map pages consistent again? ;) --Xymph (talk) 06:20, 14 July 2016 (CDT)
- I am in favor of a natural language caption myself and previously changed many map articles to use them. "Map of MAP09" sounds ridiculous to me, whereas "Map of Some Level Name" is exactly what I would expect to find there. --SpiderMastermind (talk) 10:16, 14 July 2016 (CDT)
- Alright, I guess I'm still a little surprised that things like these haven't been agreed upon and defined in guidelines long ago. But rather than wait (a long time) for all pertaining pages to be updated via sporadic edits (possibly by contributors not knowing of the changed convention), this sounds like a job for QueryBot. Seems like a simple two-step process per page: extract the name from page title or introduction ('''MAP##: <name>''' is...), and replace "|Map of MAP##]]" with "|Map of <name>]]". Perhaps Quasar can assist with this? --Xymph (talk) 02:29, 28 July 2016 (CDT)
- Since more input was solicited: in retrospect I agree with SpiderMastermind on readability. I'll note however that the slot form was here when we moved in [1] and is lexicographically correct, in the sense that unadorned "MAP09" always means the original MAP09.
- things like these haven't been agreed upon and defined in guidelines This would have surprised me years ago, but no longer. People come to the Doom community to have fun, not to read 10 screens of instructions. As I've said, it's worthwhile and constructive to standardize OEM maps as a test case, but (at the risk of sounding hypocritical [2]) sitewide revisions must occur in such a way that non-hardcore contributors still feel welcome. Ryan W (usually gone) 10:44, 22 July 2016 (CDT)
- Captions for stock levels (and some two dozen megawads) have now been standardized on "Map of <Level Name>" using a script and my bot account (and a few manual edits). More mega/pwads to follow as time permits. --Xymph (talk) 06:55, 6 November 2016 (CST)
- Good! We can now follow these standardized captions on the next PWADs. --MtErebus (talk) 07:01, 6 November 2016 (CST)
- Captions for stock levels (and some two dozen megawads) have now been standardized on "Map of <Level Name>" using a script and my bot account (and a few manual edits). More mega/pwads to follow as time permits. --Xymph (talk) 06:55, 6 November 2016 (CST)
Soundtrack sections[edit]
Hey there, just for your future reference, SLADE 3 will display track data of a MIDI file when you select one in a WAD - this can help a lot with filling out these soundtrack sections, and I found several MIDIs in 1994TU soundtrack with the relevant information. Unfortunately, in a general case, not all MIDIs will have these, and MIDIs converted to MUS format will be stripped of their data completely so there's no point even checking those. --Eris Falling (talk) 08:29, 12 March 2017 (CDT)
- Hi, Eris! Thanks for advicing me this (apologies for a long-time answering). --MtErebus (talk) 15:13, 17 March 2017 (CDT)