Regulations

## General Rules

* Minimum age allowed to edit in this wiki is 13 years old, as stated in the Fandom policy.
* Disrespectful behavior would be tolerated, and will result in temporary/permanent ban.
* NSFW is strictly prohibited.
* Vandalizing/edit-warring pages in any way is not tolerated, and may result in a ban.
* Rigging votes and evading bans by the usage of alt accounts is not allowed.
* Causing drama/controversy strictly prohibited.

## Formatting

### Font formatting

* All headings will use the Lora font. (Automatic)
* All articles will use the IM Fell English font for its paragraphs. (Please manually insert <div style="font-family:IM Fell English;"> in your writing)

### Headers

* Level articles should include a description, entities, colonies/outposts, entrances/exits, and addendum if necessary.
* Entity articles should include a description, behavior, and discovery/biology if necessary.
* Object articles should include a description, usage, location, and origination.
* Group articles should include a description, political status, hierarchy, and outposts. One can also add history accomplishment sections if needed.
* Figures of interest articles should include a general description and one's influence.

## Writing Regulations

### What is Liminality?

By definition, liminality means a transition between two states or conditions. While some would write this definition as another meaning, and the online usage of it being another definition by itself, liminal spaces is the transitioning of a familiar environment into something mysterious and unknown. Liminal spaces evoke a sense of something being familiar and unfamiliar at the same time, tinged with a bit of uncertainty. Hence, liminality is the transition between two states or conditions both in environment and in one's nostalgic feelings.

Contrary to popular belief, liminality is not only limited to abandoned manmade environments desecrated into a post apocalyptic state. The feeling of liminality can be evoked in many different ways as long as the environment resembles a familiar place in the process of becoming something unfamiliar, alien, and eerie. Take the poolrooms for example, nothing is desecrated or abandoned, yet it still conveys the liminal feel. This is because the details of the environment, like the tiles and the water, makes us nostalgic and reminds us of our memories in swimming pools, yet the entire architectural design of the maze-like, labyrinthian environment is something we've never encountered before, giving off an eerie and mysterious feeling.

### Normal Levels

While understanding liminal spaces is important, liminal spaces do not entirely equal the backrooms. To be more specific, the backrooms is a fiction in the liminal space category, meaning that it will have its only rules to follow other than just being liminal. The original levels (level 0, Main 3, Main 9, the Main 13) had a set of cohesion and unwritten rules that it followed, this was before the community became oversaturated and deviated from liminality. Thus, levels done right should follow the set of rules laid down by their predecessors:

* A level should be a liminal space representing a singular theme; too much deviation is not allowed.
* A level should be seemingly infinite.
* A level should have labyrinthian/maze-like structures. (although nature-related themes are an exemption)
* The level's theme should be unique and stand out on its own. After its creation, milking similar themes is not allowed.

Levels should also not get too random, some levels in other wikis become so diverse that they started building their own universe/world, overlapping many different level themes/concepts. Their properties/environment became so randomized it is not even remotely backroom oriented. Getting too specific is not a good thing, remember that each level should represent an unimaginably large, if not infinite labyrinthian expanse of a liminal theme drastically different from one another. They are diverse in detail and usually have moderate variation. The vague/broad nature gives us more to explore and imagine. Most importantly, each level stood out. The repetition of each level ensures a focused, organized, cohesive canon while adding to the horror/liminal factor.

Slight overlapping, such as level 8 and level 37 containing large amounts of water, level 10 and level 12 being man-made living environments are allowed, as their theme/concept is drastically different, as only some properties/details are similar. Level 37 is an interior with the swimming pool designs slightly submerged in lukewarm water while level 7 is an endless sea. Level 10 focuses on the neighborhood while level 12 focuses on the city center. One can tell the difference between these levels and not mistake them as sub-levels, as the environment is inherently different from another.

### Anomalous Levels

Originally, Anomalous levels were special levels that impacted the backrooms as a whole, they stand out so much compared to the other levels that no one questioned them being special (such as the Hub, the Void, and the Hive). These levels should be the standard of what anomalous levels are, they should have a significant impact to the backrooms as a whole. The anomalous levels section can only have a maximum of six levels, as the more enigmatic levels there are, the less unique each becomes.

### Sub-Levels

Currently, the creation of Sub-levels are not allowed. However, this section may be available in the future. As normal levels are a collection of pocket dimensions that make up the backrooms, sub-levels should be unique spaces within the level. They can be accessed normally, or perhaps can only be accessed through no-clippage, but everything happens within said parent level.