User:Xane123

This troper was previously a troper on TV Tropes; he mainly looked at the Video Game Tropes, So Bad It's Horrible, and Nightmare Fuel's subtropes while he was there.

Once, he saw All the Tropes in a Google search and saw it had the same tropes as TV Tropes and thought it was just a wiki copying TV Tropes to trick people. He soon learned while reading a Tumblr blog that TV Tropes had done some controversial things that, due to his limited viewing of TV Tropes, hadn't run into. It wasn't long before the blog referenced "ATT".

He thought that was AT&T, an unrelated company, but soon saw ATT meant "All the Tropes" and found out the real story behind it.

Since then, this troper has migrated to All the Tropes and hasn't gone back to TV Tropes since.

Tropes applying to Xane himself

 * Berserk Button: Cussing, specifically the f-word and more serious words. It doesn't take may of them before Xane's angry himself.

Tropes applying to Xane's hacks
Do note that World of Kirbycraft has a page on All the Tropes here! * Convection, Schmonvection: This trope is in full effect in World of Kirbycraft; Being in the same room as or standing near lava will not hurt you...unless you start "swimming" in it! ** Averted in World of Kirbycraft, where there are no invisible walls, but attempting to go out of bounds results in instant death. *The Wiki Rule: World of Kirbycraft has one on Miraheze!
 * Blue Orange Contrast: Doom II: The Monster Invasion's first level; It starts in a very orange-saturated outdoor area, then transitions into a blue-colored cave section; After this, it's another outdoors section followed by an indoor section, oth of which are saturated with those same two colors! No colors but the main color of each area can be seen except for sprites like monsters and weapons.
 * The second level continues the trend with a very blue night area.
 * Invisible Wall: Used to make Doom II: The Monster Invasion's levels very linear; Attempting to move even slightly off the path will result in the Doom space marine walking into one!
 * Invisible walls are at the end of each level, but normally disappear when the warning message appears; Play in co-op and have one player go to the end of the level and they'll be stopped by an invisible wall; This is done to keep one player from speeding ahead to the end of every level, making this justified.
 * Direct Continuous Levels: Xane's newer Doom hacks try to have "near-seamless" levels, but due to Doom's limitations it may not be obvious. Each level usually ends in a corrior that goes around a corner and right before your each the corner, the next level begins and starts you there.
 * This extends to one of Xane's Portal levels too; After an outdoor area, you enter a small hallway and right before you reach the door, "LOADING..." appears as expected for games powered by the Source engine.