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Level documentation

7 replies [Last post]
Mon, 04/11/2011 - 11:55
Saphykun's picture
Saphykun

So instead of making individual pages about individual levels, I put in a list of possible combinations in the Gate section. The colors of the background and icons are done. Now we just need to elaborate on the icon itself.

To clarify: The type of levels that Knights will play! The majority of the levels have been documented, but they lack a lot of things. See Clockwork Tunnels for an example.

And I saw Maget uploading gate icons and now I feel bad because I picked the worst timing to suggest this D:

Sun, 04/17/2011 - 17:07
#1
dizzyknight
Legacy Username
Heh, you beat me to it. I

Heh, you beat me to it. I started to single-handedly work on this just yesterday, and posted my suggestion in the Gate Construction Formula thread :)

Sun, 04/17/2011 - 17:21
#2
Saphykun's picture
Saphykun
Naw, I just necrobumped an

Naw, I just necrobumped an old idea from someone else :) We're still figuring out how to make the level pages consistent, especially when you compare the Battle Arena to the Wolver Den pages. Very confusing. Go ahead and add stuff to it!

Sat, 04/23/2011 - 11:55
#3
dizzyknight
Legacy Username
Level Documentation Update

I think I might be on to something in regards to how many layouts any individual dungeon may have. I tested my theory on the dungeon Power Complex [Wild Path], and spent an entire day's worth of energy re-entering the dungeon 10 different times. Here's what I discovered:

1. I was able to find a total of 7 different layouts for the dungeon, on attempts 1-7. On attempts 8, 9, and 10, I was redirected to a previous layout. This may mean that are only 7 different layouts PER dungeon, but with another day of experimenting, I will test this theory again.

2. The monsters and obstacles on any given layout may be randomly generated. On attempts 8, 9, and 10, when redirected to a previous layout, I encountered different monsters and patterns of breakable objects. This still falls within the confines of what the dungeon icon represents.

3. Once, when redirected to a previous layout, the same switch that opened a nearby gate changed from a pressure switch to a contact switch (one that you had to attack). The layout itself remained unchanged, so I believe this correlates with entry #2.

The one variable that I'm afraid might alter my data is whether or not the ENTIRE layout remained the same throughout. I only tested this theory using the first room/point of entry as a frame of reference, so on another day after my energy recharges, I'll test this theory again when I have more time on my hands. You can expect results within a week.

Also, collecting data would be a lot easier if I had a full party :) Would anyone like to assist? I'm on server time if you're interested.

Wed, 04/27/2011 - 04:34
#4
Trias's picture
Trias
I dunno, I have the strong

I dunno, I have the strong impression that the clockworks levels consist of a number of basic elements that are more or less randomly generated and then connected. (And randomly filled with monsters and objects.) If you want to "map out" the clockworks level, I suggest you start by cataloging the different elements/ rooms that may appear.

Fri, 04/29/2011 - 10:32
#5
Amalric
I am very intrigued by the

I am very intrigued by the morphology of the Clockworks and I would like to help expanding the level documentation.

Although I agree with Saphykun about the pointlessness of posting pages about individual levels, I believe we can't prevent the users from creating them. We already have: Beastly Brawl, Briar Bone Barrage and Spiral Court II, for instance.
I think we should try to find a standard layout instead and clarify the difference between areas and levels.
I am using the term 'area' to indicate a zone that encompasses more consecutive levels (Royal Jelly Palace) or that can be found in different themes (Clockwork Tunnels) or layouts (Aurora Isles).

In my opinion, Briar Bone Barrage is a good start. The table on the right should be turned into a template.
I would remove the description, since it is not the description of that specific level, but it concerns the whole area (Concrete Jungle).
Note that the author (Levonis) has chosen the term 'set' for what I called before 'area'.

As for the areas, I have made an attempt myself with Concrete Jungle.
In the table, I have removed the information about the set and added 'location'. In fact, while this is negligible for the example I brought (I think the CJ can randomly spawn at any depth), it is very important for places such as The Royal Jelly Palace and the Firestorm Citadel.

Thoughts?

Sun, 05/01/2011 - 10:38
#6
Saphykun's picture
Saphykun
Oooh

Ooh, very nice! I like how you put the sub-levels into the Area template. I just wonder if it's necessary to linkify the Blight Boulevard and Totem Trouble levels anymore, since both sub-themes are similar (though each sub-level has their own map!), anyway. I've been wondering the same, especially with the Clockwork levels since there are so many combinations. I don't mean that we should just forget about them, but those should be low priority now (I admit to being guilty of making individual pages - I was testing something and then I gave up xD).

For the Area template, I propose another cell dedicated for the elements. This would be useful for the Clockworks and Arena levels since they have elemental varieties as well as monster varieties :) I think this way, we would be able to standardize the template and page style across all level pages.

I agree with the location bit. It's definitely something notable for the Wiki. Also - I haven't seen Briar Bone Barrage or any similar level above t3. The location part will be useful for the mini-boss fights if this is the case ^^

Sun, 05/01/2011 - 23:47
#7
Amalric
Ooh, very nice! I like how

Ooh, very nice! I like how you put the sub-levels into the Area template. I just wonder if it's necessary to linkify the Blight Boulevard and Totem Trouble levels anymore, since both sub-themes are similar (though each sub-level has their own map!), anyway.

Good point. We could create only one page and a redirect for the second version. The link could be in this form: 'Blight Bouleverd I - II'.

I've been wondering the same, especially with the Clockwork levels since there are so many combinations.

Well, I have studied the Clockworks very well and I noticed that although their levels have the same names (Slimeway, Wild Path, etc.), these levels belong to different areas. I believe we can't include the Blast Furnace (fire theme + monsters) into the Clockwork Tunnels (neutral theme + monsters), the game itself calls them differently. So basically we only have 6 combination (of monster themes) for each area, since we have a unique area name for each status condition theme. On the contrary, the Deconstruction Zone levels has fixed monster theme (Gremlin and Construct) and a variable status theme.

I don't mean that we should just forget about them, but those should be low priority now (I admit to being guilty of making individual pages - I was testing something and then I gave up xD).

Another solution could be creating redirect pages for individual levels, but we have an issue. Read below, where we talk about Briar Bone Barrage.

For the Area template, I propose another cell dedicated for the elements. This would be useful for the Clockworks and Arena levels since they have elemental varieties as well as monster varieties :) I think this way, we would be able to standardize the template and page style across all level pages.

I agree. I'll work on it.

I agree with the location bit. It's definitely something notable for the Wiki. Also - I haven't seen Briar Bone Barrage or any similar level above t3. The location part will be useful for the mini-boss fights if this is the case ^^

Here is the issue I was talking about. While you might right about BBB, I'm positive that Concrete Jungle spawns also in T1. So we have areas that include levels that can spawn anywhere and levels that belong to specific tiers. How are we supposed to present such information? This should go into the level page, hence the necessity of creating them too.

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