Editing Unused content in Pikmin 2
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===Pointless cave unit exits=== | ===Pointless cave unit exits=== | ||
Caves are made out of multiple [[cave unit]]s | Caves are made out of multiple [[cave unit]]s that are connected together with exit points located on the edges of each unit to form sublevels. Some of these cave units have exit points that go useless in sublevel generation because they can only connect to a single type of dead-end in-game, showing no randomization. In addition, there is a corridor-to-room ratio that allows for the ratio of corridors to rooms to be changed, with 0 resulting in no corridors and only dead-end units spawning and 1 being lots of corridors connecting exit points. This ratio is set to zero for these cave units, so corridors cannot generate, resulting in only dead-ends of the same type spawning. This is functionally identical to a sublevel using a single cave unit with the dead-ends already connected on the model during sublevel generation. Shown below are the cave units where this issue arises: | ||
<gallery> | <gallery> | ||
P2CU_room_houdai2_1_metal.jpg|'''room_houdai2_1_metal''': 6 exit points. | P2CU_room_houdai2_1_metal.jpg|'''room_houdai2_1_metal''': 6 exit points. | ||
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</gallery> | </gallery> | ||
Of special note is the last sublevel of the [[Dream Den]], which can | Of special note is the last sublevel of the [[Dream Den]], which can show randomization in the sublevel visuals as there are two different dead-end units that can be used, but all of the player's attention typically gets diverted to defeating the [[Titan Dweevil]], carrying back the treasures, exiting the cave and not the type of dead-end unit used when the sublevel was generated. | ||
===Cave unit name oddities=== | ===Cave unit name oddities=== |