Thread:Deathstalker666/@comment-1496755-20180827202615/@comment-3547390-20181112204634

Nods, we can hope indeed, it would be nice to see him having more free time. It would be nice for you to stop being so busy as well. What is it about everyone but me being busy? :P

Nods, and there could of course be DLC so you could exit the game, otherwise you need to kill the entire process.

That is very true. Not only were there symbols, but there was only one right symbol and you had to see it their way. They would prompt you, stating how "coconuts is a theme for homosexuality" and you need to explain that. Made me feel more like a lawyer, trying to explain something I didn't even believe in.

Nods, reading old things in general results in a lot of curious stuff like that, due to it being a product of a different time. Women were seen as worthless besides being the motivational force behind a man, the government was always right and you must follow it to the letter, and everyone wore hats. Hats were a symbolism of avoiding aliens, which were symbols for xenopobia which was a symbol for the only good communist being a dead commie.

You know, you are right there. The site looks much the same as it has for nearly a decade, which is logical when we have no reason to make such massive changes. It was really good that we decided to base the theme on Quake 1, since that means it is essentially timeless. If we had taken that person's design with Quake 4, we would have had to redo it all for Quake Champions, and none of us even bother with it. Quake 1 makes sense, it is the one that has the most content (not just on the Wikia, it was one of the most modded games of all time), was the starting point, and is (outside of possibly Quake 3) the least controversial one to use.

Personally, I feel the first title should be used as the theme on any Wikia unless it wasn't that significant and the later was more groundbreaking. It just is a sense of foundation, a timeless classic, and usually a lot better than jumping from trend to trend. It helps that while other games have come along bearing the name Quake, none really have replicated what made the first game Quake.

While the gun was fired and a lot of content has been added, resulting in a lot of rethinking and retooling, this really has been the product of all those foundations set a decade ago. The mindset used on the walkthroughs is the one I started using when I first started writing them for E1M1 and Introduction. Obviously I am far more experienced with it now, my word choices weren't the best and formatting was a mess due to my methods, but it was a learning experience for me that is still in use on new pages. And the same can be said for a lot of them, the monster pages haven't changed much over the years and are what we base custom content pages on.

The scary thing is that what you just described somehow manages to describe the entire Elder Scrolls series. Only real difference is that my modded version of Skyrim has it so that people prefer to attack you and steal your stuff. They need help and will tell you their problems, but you pretty much will be worthless to ever do anything. Then again, I am not really sure Ricky was that useful, he just was good at blundering into things.

I have a feeling I will be hearing those words a lot more before we are fully done with X-Wing.

I am amazed at our inability to beat the game in one session, though perhaps a lot had to do with you being handicapped and me mostly just standing around and taking resources while letting you explode on backpacks. One day we can do it and we can be driven insane until that point!

In other news, yes, The Twillits SpikeWall from The QuakeLab includes the word "Twillits", which probably refers to Tim Willits. Of course, the problem is that E1M6 is a level made by American McGee...