Thread:Vorknkx/@comment-3547390-20120421171650/@comment-3547390-20120426184717

I have already mentioned my plans, but here it is a lot more in depth. I think I will add this to my page as well.

1. Modify walkthroughs to add the two new things.

2. Finish up Deathmatch, not that it really got started before besides a basic template.

3. Play some port of Quake, perhaps Nintendo or Saturn. Record any differences, especially add-on levels.

4. Get working on Armagon if you haven't finished all the walkthroughs by this time. I will check everything a lot more for the game and see if it needs improvement.

5. Same for Dissolution.

6. Add all the pages for the other commercial add-ons, there are a lot!

7. When all this is done get to doing important mods for Quake.

8. A focus on less important mods that were missed in step 7, walkthroughs for any singleplayer/multiplayer maps. This will require a lot of organization, but I think it can work.

9. Walkthroughs for speed maps and the really obscure maps, anything that is on the internet.

By the time we get far into this be expectant for a lot of pages (mods especially) but at the same time all it needs is an organization system that works. Ironically I have thought out the last few more than I have Deathmatch, and have quite a few rules on the organization of it. As you aren't doing them at this time (best to get everything done for the original games first), and Raadec doesn't play them, than for now the rules are unessissary to be shared. I believe by the end we can have a better organized wikia than Doom wikia or something like that (I played with it a day or two, I don't like it due to a lack of disorganziation, such as rules being set but never checked to be certain they are followed.).

This wikia hopefully can become powerful, we just need to stand by what we have created and expand on it instead of having varied form of quality. The way I did things was slow for one big reason, in case of adding things to walkthroughs it is easier with less levels. The bigger our walkthroughs get the more we have to change. Before we ever get to the bottom stuff I want a perfectly understood walkthrough with no ideas for improvement, for otherwise it will be awfully difficult to fix up everything.

The list I wrote and what I typed is kinda long term, just thought I finally would share what I have kinda known for months (yes, even 1, I just never knew how I was going to go about making pages for it). By this point in the walkthroughs, there is absolutely nothing that is missing, every object you can see is linked in the walkthrough besides lights and stuff like that, which is instead described as part of the actual theme; I have nothing more to add for level pages. Now Armagon on the other hand... that needs some stuff, but your style is different from mine in some aspects, and it is fine as long as you follow the rules that have been set up. These often came in rennovations, and that is why I am glad I didn't go too fast at the walkthroughs just yet.