Pikmin 2

Cave unit: Difference between revisions

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{{game icons|2=y}}
{{game icons|p2=y}}


[[Cave]]s in ''[[Pikmin 2]]'' are made out of [[Randomness|random]]ly placed '''units'''. There are units that represent dead ends, corridors, crossings, and rooms. Every cave's [[sublevel]] has a list of units that can be used by the game to create it; the latter is then responsible to randomly align the units in order to create a level with no unconnected exits.
[[Cave]]s in ''[[Pikmin 2]]'' are made out of [[Randomness|random]]ly placed '''units'''. There are units that represent dead ends, corridors, crossings, and rooms. Every cave's sublevel has a list of units that can be used by the game to create it; the latter is then responsible to randomly align the units in order to create a level with no unconnected exits.


There are three types of units, as defined by the "room type" property, declared in the [[sublevel]] unit definition text files:
There are three types of units, as defined by the "room type" property, declared in the sublevel unit definition text files:
*Dead ends/alcoves: These close off pathways and exits of rooms. Internally, these are called "caps", and their "room type" is 0.
*Dead ends/alcoves: These close off pathways and exits of rooms. Internally, these are called "caps", and their "room type" is 0.
*Corridors: pathways and corridors that normally don't have any special features; their walls decide the path or paths the player can take. Their "room type" is 2.
*Corridors: pathways and corridors that normally don't have any special features; their walls decide the path or paths the player can take. Their "room type" is 2.
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==Regular units==
==Regular units==
The following is a list of all existing units in ''Pikmin 2'', used and [[Unused content in Pikmin 2|unused]], and sorted by theme. The theme is judge based on the common word in the units' names.
The following is a list of all existing units in ''Pikmin 2'', used and [[Unused content in Pikmin 2|unused]], and sorted by theme. The themes are named based on the common word in the units' names.


===Concrete===
===Concrete===
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File:P2CU_room_dan4x4h_2_conc.jpg|'''room_dan4x4h_2_conc''': 4x4 room with the southwestern portion rising up. "dan" means {{j|段|dan|step|f=tp}}.
File:P2CU_room_dan4x4h_2_conc.jpg|'''room_dan4x4h_2_conc''': 4x4 room with the southwestern portion rising up. "dan" means {{j|段|dan|step|f=tp}}.
File:P2CU_room_dan4x4i_3_conc.jpg|'''room_dan4x4i_3_conc''': 4x4 room with some rising portions, a stony floor, and a sub-room at the north. "dan" means {{j|段|dan|step|f=tp}}.
File:P2CU_room_dan4x4i_3_conc.jpg|'''room_dan4x4i_3_conc''': 4x4 room with some rising portions, a stony floor, and a sub-room at the north. "dan" means {{j|段|dan|step|f=tp}}.
File:P2CU_room_DKumo16x10t_conc.jpg|'''room_DKumo16x10t_conc''': Circular room, two roughly square rooms and a smaller circular room, connected by brief corridors. This is where the [[Beady Long Legs]] is first fought. "DKumo" refers to the boss, {{j|ダマグモ|Dama Gumo|Ball Spider|f=tp}}.
File:P2CU_room_DKumo16x10t_conc.jpg|'''room_DKumo16x10t_conc''': Circular room, two roughly square rooms and a smaller circular room, connected by brief corridors. This is where the [[Beady Long Legs]] is first fought. "DKumo" refers to the boss, {{j|ダマグモ|Dama Gumo|Orb Spider|f=tp}}.
File:P2CU_room_hitode3x3m_5_conc.jpg|'''room_hitode3x3m_5_conc''': 3x3 room with a wall partially separating the north and south, and a partial and thick central wall on the south. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode3x3m_5_conc.jpg|'''room_hitode3x3m_5_conc''': 3x3 room with a wall partially separating the north and south, and a partial and thick central wall on the south. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_manh7x7p_9_conc.jpg|'''room_manh7x7p_9_conc''': 7x7 circular room in the center, with 8 openings (and 9 exits) scattered around. It's the main room in the [[Dweevil Nest]]. "manh" could refer to "manhole".
File:P2CU_room_manh7x7p_9_conc.jpg|'''room_manh7x7p_9_conc''': 7x7 circular room in the center, with 8 openings (and 9 exits) scattered around. It's the main room in the [[Dweevil Nest]]. "manh" could refer to "manhole".
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File:P2CU_room_manh_2_conc.jpg|'''room_manh_2_conc''': Large circular room with a partially stoned floor. "manh" could refer to "manhole".
File:P2CU_room_manh_2_conc.jpg|'''room_manh_2_conc''': Large circular room with a partially stoned floor. "manh" could refer to "manhole".
File:P2CU_room_north4x4j_1_conc.jpg|'''room_north4x4j_1_conc''': 4x4 room with some rocky terrain, a wall, and a tube.
File:P2CU_room_north4x4j_1_conc.jpg|'''room_north4x4j_1_conc''': 4x4 room with some rocky terrain, a wall, and a tube.
File:P2CU_room_north4x4k_1_bomb_conc.jpg|'''room_north4x4k_1_bomb_conc''': 4x4 room with a rusty open pipe and a crevice. Unused.
File:P2CU_room_north4x4k_1_bomb_conc.jpg|'''room_north4x4k_1_bomb_conc''': 4x4 room with a rusty open pipe and a crevice. "bomb" refers to the fact that this sublevel was used in a unused sublevel as part of a puzzle involving [[bomb rock]]s. Unused.
File:P2CU_room_north4x4k_1_conc.jpg|'''room_north4x4k_1_conc''': The same as the previous room, except portion of the tube is underground. Sublevel 2 of the [[Submerged Castle]] always ends with this.
File:P2CU_room_north4x4k_1_conc.jpg|'''room_north4x4k_1_conc''': The same as the previous room, except portion of the tube is underground. Sublevel 2 of the [[Submerged Castle]] always ends with this.
File:P2CU_room_north4x4l_1_conc.jpg|'''room_north4x4l_1_conc''': Corridor that leads to a dead end, after a U-turn.
File:P2CU_room_north4x4l_1_conc.jpg|'''room_north4x4l_1_conc''': Corridor that leads to a dead end, after a U-turn.
File:P2CU_room_Oashi8x9_conc.jpg|'''room_Oashi8x9_conc''': Large circular room with a partially stoned floor, and light shining from above. It's only used on sublevel 15 of the [[Hole of Heroes]], where the [[Raging Long Legs]] is fought. "Oashi" is part of the boss' name, {{j|ゾウノアシ|Zounoashi|Elephant Feet|f=tp}}.
File:P2CU_room_Oashi8x9_conc.jpg|'''room_Oashi8x9_conc''': Large circular room with a partially stoned floor, and light shining from above. It's only used on sublevel 15 of the [[Hole of Heroes]], where the [[Raging Long Legs]] is fought. "Oashi" refers to the boss's big feet.
File:P2CU_room_pype10x18s_conc.jpg|'''room_pype10x18s_conc''': 10x18 room with a a central room, connected to a small circular room by a small tube, and a huge tube with flowing water spanning all-throughout. It's the main part of sublevel 2 of the [[Submerged Castle]]. "pype" means "pipe".
File:P2CU_room_pype10x18s_conc.jpg|'''room_pype10x18s_conc''': 10x18 room with a central room, connected to a small circular room by a small tube, and a huge tube with flowing water spanning all-throughout. It's the main part of sublevel 2 of the [[Submerged Castle]]. "pype" means "pipe".
File:P2CU_room_pype3x4n_2_conc.jpg|'''room_pype3x4n_2_conc''': 3x4 room with a pipe that opens on the top and east, as well as a rusted opening. "pype" means "pipe".
File:P2CU_room_pype3x4n_2_conc.jpg|'''room_pype3x4n_2_conc''': 3x4 room with a pipe that opens on the top and east, as well as a rusted opening. "pype" means "pipe".
File:P2CU_room_pype4x4o_3_conc.jpg|'''room_pype4x4o_3_conc''': 4x4 room with a pipe similar to the one in the previous unit, but on the center. "pype" means "pipe".
File:P2CU_room_pype4x4o_3_conc.jpg|'''room_pype4x4o_3_conc''': 4x4 room with a pipe similar to the one in the previous unit, but on the center. "pype" means "pipe".
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File:P2CU_room_ike_kusachi.jpg|'''room_ike_kusachi''': Like the large three-way crossing room, but with a pond in the middle; it can be crossed with some small wooden boards placed on top. "ike" means {{j|池|ike|pond|f=tp}}.
File:P2CU_room_ike_kusachi.jpg|'''room_ike_kusachi''': Like the large three-way crossing room, but with a pond in the middle; it can be crossed with some small wooden boards placed on top. "ike" means {{j|池|ike|pond|f=tp}}.
File:P2CU_room_mid_kusachi.jpg|'''room_mid_kusachi''': Large three-way crossing.
File:P2CU_room_mid_kusachi.jpg|'''room_mid_kusachi''': Large three-way crossing.
File:P2CU_room_torigoya_kusachi.jpg|'''room_torigoya_kusachi''': Small circular rooms with roots, connected by a crossing corridor, and a pathway to an attic with light shining through the window. Exclusive to sublevel 1 of the [[Snagret Hole]]. "torigoya" means {{j|鳥小屋|torigoya|aviary|f=tp}}.
File:P2CU_room_torigoya_kusachi.jpg|'''room_torigoya_kusachi''': Small circular rooms with roots, connected by a crossing corridor, and a pathway to a birdhouse with light shining through the window. Exclusive to sublevel 1 of the [[Snagret Hole]]. "torigoya" means {{j|鳥小屋|torigoya|aviary|f=tp}}.
File:P2CU_way2x2_kusachi.jpg|'''way2x2_kusachi''': Straight corridor, 1x2.
File:P2CU_way2x2_kusachi.jpg|'''way2x2_kusachi''': Straight corridor, 1x2.
File:P2CU_way2_kusachi.jpg|'''way2_kusachi''': Straight corridor.
File:P2CU_way2_kusachi.jpg|'''way2_kusachi''': Straight corridor.
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File:P2CU_room_hitode2x2_4_metal.jpg|'''room_hitode2x2_4_metal''': Room with a very rusted metal board, with two tubes sticking up. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode2x2_4_metal.jpg|'''room_hitode2x2_4_metal''': Room with a very rusted metal board, with two tubes sticking up. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode2x3_5_metal.jpg|'''room_hitode2x3_5_metal''': Large four-way crossing, in an X shape. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode2x3_5_metal.jpg|'''room_hitode2x3_5_metal''': Large four-way crossing, in an X shape. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode3x3_5_metal.jpg|'''room_hitode3x3_5_metal''': Room with a raised platform in the corner, with a blue metal circle, sometimes housing an [[Armored Cannon Beetle Larva]]. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode3x3_5_metal.jpg|'''room_hitode3x3_5_metal''': Room with a raised platform in the corner, with a blue metal circle, sometimes housing an [[Armored Cannon Larva|Armored Cannon Beetle Larva]]. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode3x4_4_metal.jpg|'''room_hitode3x4_4_metal''': Room with 4 exits. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode3x4_4_metal.jpg|'''room_hitode3x4_4_metal''': Room with 4 exits. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode4x4_3_metal.jpg|'''room_hitode4x4_3_metal''': Circular room with a raised platform in the corner, with dark and blue metal, commonly housing an [[Armored Cannon Beetle Larva]]. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode4x4_3_metal.jpg|'''room_hitode4x4_3_metal''': Circular room with a raised platform in the corner, with dark and blue metal, commonly housing an [[Armored Cannon Larva|Armored Cannon Beetle Larva]]. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode4x4_6_metal.jpg|'''room_hitode4x4_6_metal''': Room with a permanently-closed small rusty hatch. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode4x4_6_metal.jpg|'''room_hitode4x4_6_metal''': Room with a permanently-closed small rusty hatch. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode4x4_7_metal.jpg|'''room_hitode4x4_7_metal''': Room with a large blue metal circle near the center, as well as a smaller one on a raised platform. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode4x4_7_metal.jpg|'''room_hitode4x4_7_metal''': Room with a large blue metal circle near the center, as well as a smaller one on a raised platform. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode4x4_tower_3_metal.jpg|'''room_hitode4x4_tower_3_metal''': Like the circular room with a raised platform that normally houses [[Armored Cannon Beetle Larva]]e, but with a tower in the center instead. Used only on sublevel 7 of [[Subterranean Complex]] and sublevel 1 of the [[Rusty Gulch]]. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode4x4_tower_3_metal.jpg|'''room_hitode4x4_tower_3_metal''': Like the circular room with a raised platform that normally houses [[Armored Cannon Larva|Armored Cannon Beetle Larva]]e, but with a tower in the center instead. Used only on sublevel 7 of [[Subterranean Complex]] and sublevel 1 of the [[Rusty Gulch]]. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_houdai2_1_metal.jpg|'''room_houdai2_1_metal''': Room with several walls, and a pond with a white circle in the center. This is one of the [[Man-at-Legs]]'s arenas. "houdai" is the boss' internal name.
File:P2CU_room_houdai2_1_metal.jpg|'''room_houdai2_1_metal''': Room with several walls, and a pond with a white circle in the center. This is one of the [[Man-at-Legs]]'s arenas. "houdai" is the boss' internal name.
File:P2CU_room_houdai_1_metal.jpg|'''room_houdai_1_metal''': Circular room with a spiderweb-like formation on the ground. This is one of the [[Man-at-Legs]]'s arenas. "houdai" is the boss' internal name.
File:P2CU_room_houdai_1_metal.jpg|'''room_houdai_1_metal''': Circular room with a spiderweb-like formation on the ground. This is one of the [[Man-at-Legs]]'s arenas. "houdai" is the boss' internal name.
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File:P2CU_room_north2x2_1_metal.jpg|'''room_north2x2_1_metal''': T-shaped room with only one exit.
File:P2CU_room_north2x2_1_metal.jpg|'''room_north2x2_1_metal''': T-shaped room with only one exit.
File:P2CU_room_north_1_metal.jpg|'''room_north_1_metal''': Circular room with only one exit.
File:P2CU_room_north_1_metal.jpg|'''room_north_1_metal''': Circular room with only one exit.
File:P2CU_room_white14x12_metal.jpg|'''room_white14x12_metal''': Soil room with shine lighting through the ceiling, connected to a metal room and a small circular room by corridors. This is where [[White Pikmin]] are found, and is only used on sublevel 3 of the [[White Flower Garden]].
File:P2CU_room_white14x12_metal.jpg|'''room_white14x12_metal''': Soil room with shine lighting through the ceiling, connected to a metal room and a small circular room by corridors. It is exclusive to sublevel 3 of the [[White Flower Garden]], where [[White Pikmin]] are discovered.
File:P2CU_way2x2_metal.jpg|'''way2x2_metal''': Straight corridor, 1x2.
File:P2CU_way2x2_metal.jpg|'''way2x2_metal''': Straight corridor, 1x2.
File:P2CU_way2_metal.jpg|'''way2_metal''': Straight corridor.
File:P2CU_way2_metal.jpg|'''way2_metal''': Straight corridor.
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</gallery>
</gallery>


===Snow===
===Snow & Brick===
Units in the snow theme have their names end with "snow" or "renga" ({{j|レンガ|renga|brick}}), due to the brick walls they have.
Units in the snow theme have their names end with "snow" or "renga" ({{j|レンガ|renga|brick}}), due to the brick walls they have.


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===Soil===
===Soil===
Units in the soil theme have their names end with "tsuchi" ({{j|つち|tsuchi|soil}}).
Units in the soil theme have their names end with "tsuchi" ({{j||tsuchi|soil}}).


<gallery>
<gallery>
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File:P2CU_room_cent3_4_tsuchi.jpg|'''room_cent3_4_tsuchi''': Same as the previous room, but with a large patch of grass and scattered petals in the middle, bathed in sunlight. "cent" could mean "center".
File:P2CU_room_cent3_4_tsuchi.jpg|'''room_cent3_4_tsuchi''': Same as the previous room, but with a large patch of grass and scattered petals in the middle, bathed in sunlight. "cent" could mean "center".
File:P2CU_room_cent_4_tsuchi.jpg|'''room_cent_4_tsuchi''': Circular room with 4 evenly spread and long exits. "cent" could mean "center".
File:P2CU_room_cent_4_tsuchi.jpg|'''room_cent_4_tsuchi''': Circular room with 4 evenly spread and long exits. "cent" could mean "center".
File:P2CU_room_hebi12x12_1_tsuchi.jpg|'''room_hebi12x12_1_tsuchi''': Circular room with a spiral design on the floor, and some corridors attached. Used in sublevel 5 of the [[White Flower Garden]]. "hebi" is part of the [[Burrowing Snagret]]'s name, {{j|ヘビガラス|Hebigarasu|Grass Snake|f=tp}}).
File:P2CU_room_hebi12x12_1_tsuchi.jpg|'''room_hebi12x12_1_tsuchi''': Circular room with a spiral design on the floor, and some corridors attached. Used in sublevel 5 of the [[White Flower Garden]]. "hebi" is part of the [[Burrowing Snagret]]'s name, {{j|ヘビガラス|Hebigarasu|Snake Crow|f=tp}}).
File:P2CU_room_hitode1_5_tsuchi.jpg|'''room_hitode1_5_tsuchi''': Room with 5 exits and two stalagmites. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode1_5_tsuchi.jpg|'''room_hitode1_5_tsuchi''': Room with 5 exits and two stalagmites. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode2_5_tsuchi.jpg|'''room_hitode2_5_tsuchi''': Room with 5 exits. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode2_5_tsuchi.jpg|'''room_hitode2_5_tsuchi''': Room with 5 exits. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
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File:P2CU_room_ike4_5_tsuchi.jpg|'''room_ike4_5_tsuchi''': Large room with a lot of water and several tree trunks above water. It's the main room in sublevel 6 of the [[Hole of Heroes]]. "ike" means {{j|池|ike|pond|f=tp}}.
File:P2CU_room_ike4_5_tsuchi.jpg|'''room_ike4_5_tsuchi''': Large room with a lot of water and several tree trunks above water. It's the main room in sublevel 6 of the [[Hole of Heroes]]. "ike" means {{j|池|ike|pond|f=tp}}.
File:P2CU_room_kingchap_a_tsuchi.jpg|'''room_kingchap_a_tsuchi''': Two spherical rooms connected by a crossing corridor. Only used on sublevel 7 of the [[Bulblax Kingdom]] and sublevel 2 of the [[Emperor's Realm]]. "kingchap" is short for "kingchappy", the [[Emperor Bulblax]]'s internal name.
File:P2CU_room_kingchap_a_tsuchi.jpg|'''room_kingchap_a_tsuchi''': Two spherical rooms connected by a crossing corridor. Only used on sublevel 7 of the [[Bulblax Kingdom]] and sublevel 2 of the [[Emperor's Realm]]. "kingchap" is short for "kingchappy", the [[Emperor Bulblax]]'s internal name.
File:P2CU_room_kingchap_b_tsuchi.jpg|'''room_kingchap_b_tsuchi''': Room with a ledge that can be reached by [[throw]]ing Pikmin through one side or from a path through the pond. This is where the [[Forged Courage]] is found. "kingchap" is short for "kingchappy", the [[Emperor Bulblax]]'s internal name.
File:P2CU_room_kingchap_b_tsuchi.jpg|'''room_kingchap_b_tsuchi''': Room with a ledge that can be reached by [[throw]]ing Pikmin through one side or from a path through the pond. This is where the [[Gyroid Bust]] is found. "kingchap" is short for "kingchappy", the [[Emperor Bulblax]]'s internal name.
File:P2CU_room_kingchp_tsuchi.jpg|'''room_kingchp_tsuchi''': Room with a tree's roots, and several ponds. [[Emperor Bulblax]]es can be found here. "kingchap" is short for "kingchappy", the Emperor Bulblax's internal name.
File:P2CU_room_kingchp_tsuchi.jpg|'''room_kingchp_tsuchi''': Room with a tree's roots, and several ponds. [[Emperor Bulblax]]es can be found here. "kingchap" is short for "kingchappy", the Emperor Bulblax's internal name.
File:P2CU_room_mid1_6_tsuchi.jpg|'''room_mid1_6_tsuchi''': Large room with 6 exits. "mid" means "middle (sized)".
File:P2CU_room_mid1_6_tsuchi.jpg|'''room_mid1_6_tsuchi''': Large room with 6 exits. "mid" means "middle (sized)".
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File:P2CU_item_cap_toy.jpg|'''item_cap_toy''': Dead end (that presumably contains an item).
File:P2CU_item_cap_toy.jpg|'''item_cap_toy''': Dead end (that presumably contains an item).
File:P2CU_room_hitode4x7_3_toy.jpg|'''room_hitode4x7_3_toy''': Large three-way crossing with building blocks making up some walls. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode4x7_3_toy.jpg|'''room_hitode4x7_3_toy''': Large three-way crossing with building blocks making up some walls. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode6x6_3_toy.jpg|'''room_hitode6x6_3_toy''': Room with some walls and a box with some crayons and building blocks. This version is only used on sublevel 1 of the [[Lost Toy Box]]. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode6x6_3_toy.jpg|'''room_hitode6x6_3_toy''': Room with some walls and a box with some unsharpened pencils and building blocks. This version is only used on sublevel 1 of the [[Lost Toy Box]]. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode6x7_4_toy.jpg|'''room_hitode6x7_4_toy''': Large four-way crossing. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_hitode6x7_4_toy.jpg|'''room_hitode6x7_4_toy''': Large four-way crossing. "hitode" means {{j|人出|hitode|turnout|f=tp}}.
File:P2CU_room_large_7_toy.jpg|'''room_large_7_toy''': Room with a toy train track and some houses serving as walls.
File:P2CU_room_large_7_toy.jpg|'''room_large_7_toy''': Room with a toy train track and some houses serving as walls.
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File:P2CU_way2_toy.jpg|'''way2_toy''': Corridor.
File:P2CU_way2_toy.jpg|'''way2_toy''': Corridor.
File:P2CU_way3_toy.jpg|'''way3_toy''': Three-way crossing.
File:P2CU_way3_toy.jpg|'''way3_toy''': Three-way crossing.
File:P2CU_way4_toy.jpg|'''way4_toy''': Four-way crossing. Features four polls connected by an X-shaped wire. Rare, but can be seen on sublevel 3 of the [[Glutton's Kitchen]].
File:P2CU_way4_toy.jpg|'''way4_toy''': Four-way crossing. Features four poles connected by an X-shaped wire. Rare, but can be seen on sublevel 3 of the [[Glutton's Kitchen]]. It is also in the cave unit list files for [[Carpet Plain]], but can only be seen if the "random forcer" is used in [[New Play Control! Pikmin 2]].
File:P2CU_wayl_toy.jpg|'''wayl_toy''': Turning corridor.
File:P2CU_wayl_toy.jpg|'''wayl_toy''': Turning corridor.
</gallery>
</gallery>


===Tiles===
===Tile & Pipe===
Units in the tiles theme have their names end with "pipe" or "tile".
Units in the tile theme have their names end with "tile". The tile theme does not actually have corridors attached to it; instead, there is a different "pipe" theme that is used exclusively for the tile theme's corridors.


<gallery>
<gallery>
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File:P2CU_room_dangomushi_tile.jpg|'''room_dangomushi_tile''': One large square room connected to two smaller subrooms. This is where the [[Segmented Crawbster]] is fought. "dangomushi" is the boss' internal name.
File:P2CU_room_dangomushi_tile.jpg|'''room_dangomushi_tile''': One large square room connected to two smaller subrooms. This is where the [[Segmented Crawbster]] is fought. "dangomushi" is the boss' internal name.
File:P2CU_room_drypool5x5_5_tile.jpg|'''room_drypool5x5_5_tile''': Same as the pool room, but without the water.
File:P2CU_room_drypool5x5_5_tile.jpg|'''room_drypool5x5_5_tile''': Same as the pool room, but without the water.
File:P2CU_room_north2x2_1_tile.jpg|'''room_north2x2_1_tile''': T-shaped room with only one exit.
File:P2CU_room_north2x2_1_tile.jpg|'''room_north2x2_1_tile''': 2x2 square room with only one exit.
File:P2CU_room_north4x4l_1_tile.jpg|'''room_north4x4l_1_tile''': Corridor that leads to a dead end, after a U-turn.|alt=room_north4x4l_1
File:P2CU_room_north4x4l_1_tile.jpg|'''room_north4x4l_1_tile''': Corridor that leads to a dead end, after a U-turn.|alt=room_north4x4l_1
File:P2CU_room_oootakara_tile.jpg|'''room_oootakara_tile''': Large square sink, with no drain, and scattered pieces of tiles around. Home of the [[Titan Dweevil]]. "oootakara" is the boss' internal name on some files.
File:P2CU_room_oootakara_tile.jpg|'''room_oootakara_tile''': Large square sink, with no drain, and scattered pieces of tiles around. Home of the [[Titan Dweevil]]. "oootakara" is the boss' internal name on some files.
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File:P2CU_way2x2_pipe.jpg|'''way2x2_pipe''': Straight corridor, 1x2.
File:P2CU_way2x2_pipe.jpg|'''way2x2_pipe''': Straight corridor, 1x2.
File:P2CU_way2_pipe.jpg|'''way2_pipe''': Straight corridor.
File:P2CU_way2_pipe.jpg|'''way2_pipe''': Straight corridor.
File:P2CU_way3_pipe.jpg|'''way3_pipe''': Three-way crossing.
File:P2CU_way3_pipe.jpg|'''way3_pipe''': Three-way crossing. This unit has a hole visible in the back wall that cannot be moved through, even though it is at ground level and just the same size as a captain.
File:P2CU_way4_pipe.jpg|'''way4_pipe''': Four-way crossing.
File:P2CU_way4_pipe.jpg|'''way4_pipe''': Four-way crossing.
File:P2CU_wayl_pipe.jpg|'''wayl_pipe''': Turning corridor.
File:P2CU_wayl_pipe.jpg|'''wayl_pipe''': Turning corridor.
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<gallery>
<gallery>
File:P2CU_room_5x5a_2_kusachi.jpg|'''room_5x5a_2_tekiF_kusachi''': Near duplicate of '''room_5x5a_2_kusachi''' (garden two way split, 2 exits), differing only on '''layout.txt'''. Used only on the [[Sniper Room]]. "tekiF" refers to the "f" version of an enemy; in this case, the stationary [[Armored Cannon Beetle Larva]].
File:P2CU_room_5x5a_2_kusachi.jpg|'''room_5x5a_2_tekiF_kusachi''': Near duplicate of '''room_5x5a_2_kusachi''' (garden two way split, 2 exits), differing only on '''layout.txt'''. Used only on the [[Sniper Room]]. "tekiF" refers to the "f" version of an enemy; in this case, the stationary [[Armored Cannon Larva|Armored Cannon Beetle Larva]].
File:P2CU_room_big_kusachi.jpg|'''room_big_tekiF_kusachi''': Near duplicate of '''room_big_kusachi''' (garden room with an upside-down bucket), differing only on '''grid.bin''' and '''layout.txt'''. Used only on the Sniper Room. "tekiF" refers to the "f" version of an enemy; in this case, the stationary [[Gatling Groink]].
File:P2CU_room_big_kusachi.jpg|'''room_big_tekiF_kusachi''': Near duplicate of '''room_big_kusachi''' (garden room with an upside-down bucket), differing only on '''grid.bin''' and '''layout.txt'''. Used only on the Sniper Room. "tekiF" refers to the "f" version of an enemy; in this case, the stationary [[Gatling Groink]].
File:P2CU_room_block1_3_tsuchi.jpg|'''room_block1_3_hiba_tsuchi''': Near duplicate of '''room_block1_3_tsuchi''' (soil room with a wall with a rectangular hole), differing only on '''layout.txt'''. Used only on sublevel 3 of the [[Hole of Beasts]] and sublevel 1 of the [[Emperor's Realm]]. "hiba" is the internal name for the [[fire geyser]]s.
File:P2CU_room_block1_3_tsuchi.jpg|'''room_block1_3_hiba_tsuchi''': Near duplicate of '''room_block1_3_tsuchi''' (soil room with a wall with a rectangular hole), differing only on '''layout.txt'''. Used only on sublevel 3 of the [[Hole of Beasts]] and sublevel 1 of the [[Emperor's Realm]]. "hiba" is the internal name for the [[fire geyser]]s.
File:P2CU_room_cent_4_metal.jpg|'''room_cent2_4_metal''': Near duplicate of '''room_cent_4_metal''' (large metal four-way crossing with purple center), differing only on '''layout.txt'''. Used only on sublevel 1 of the [[White Flower Garden]] and sublevel 12 of the [[Hole of Heroes]].
File:P2CU_room_cent_4_metal.jpg|'''room_cent2_4_metal''': Near duplicate of '''room_cent_4_metal''' (large metal four-way crossing with purple center), differing only on '''layout.txt'''. Used only on sublevel 1 of the [[White Flower Garden]] and sublevel 12 of the [[Hole of Heroes]].
File:P2CU_room_cent_4_tsuchi.jpg|'''room_cent_4_mat_tsuchi''': Near duplicate of '''room_cent_4_tsuchi''' (circular soil room with 4 long exits), differing only on '''layout.txt'''. Unused.
File:P2CU_room_cent_4_tsuchi.jpg|'''room_cent_4_mat_tsuchi''': Near duplicate of '''room_cent_4_tsuchi''' (circular soil room with 4 long exits), differing only on '''layout.txt'''. Unused.
File:P2CU_room_hitode4x4_3_metal.jpg|'''room_hitode4x4_tekiF_3_metal''': Near duplicate of '''room_hitode4x4_3_metal''' (metal room with raised platform with [[Armored Cannon Beetle Larva]]e), differing only on '''layout.txt'''. Used only on sublevel 3 of the [[Subterranean Complex]] and sublevel 1 of the [[Brawny Abyss]]. "tekiF" refers to the "f" version of an enemy; in this case, the stationary Armored Cannon Beetle Larva.
File:P2CU_room_hitode4x4_3_metal.jpg|'''room_hitode4x4_tekiF_3_metal''': Near duplicate of '''room_hitode4x4_3_metal''' (metal room with raised platform with [[Armored Cannon Larva|Armored Cannon Beetle Larva]]e), differing only on '''layout.txt'''. Used only on sublevel 3 of the [[Subterranean Complex]] and sublevel 1 of the [[Brawny Abyss]]. "tekiF" refers to the "f" version of an enemy; in this case, the stationary Armored Cannon Beetle Larva.
File:P2CU_room_hitode6x6_3_toy.jpg|'''room_hitode6x6_yakushima_3_toy''': Near duplicate of '''room_hitode6x6_3_toy''' (toybox room with a box containing crayons and building blocks), differing only on '''layout.txt'''. Used only on sublevel 1 of the [[Glutton's Kitchen]].
File:P2CU_room_hitode6x6_3_toy.jpg|'''room_hitode6x6_yakushima_3_toy''': Near duplicate of '''room_hitode6x6_3_toy''' (toybox room with a box containing crayons and building blocks), differing only on '''layout.txt'''. Used only on sublevel 1 of the [[Glutton's Kitchen]].
File:P2CU_room_manh7x7p_9_conc.jpg|'''room_manh7x7p_boss_conc''': Near duplicate of '''room_manh7x7p_9_conc''' (large circular room with 8 exits), differing only on '''layout.txt'''. Used only on the [[Angle Maze]] ([[Raging Long Legs]]) and sublevel 7 of the [[Snagret Hole]].
File:P2CU_room_manh7x7p_9_conc.jpg|'''room_manh7x7p_boss_conc''': Near duplicate of '''room_manh7x7p_9_conc''' (large circular room with 8 exits), differing only on '''layout.txt'''. Used only on the [[Angle Maze]] ([[Raging Long Legs]]) and sublevel 7 of the [[Snagret Hole]].
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File:P2CU_room_hitode2x3_5_metal.jpg|'''room_vs_hitode2x3_5_metal''': Variant of '''room_hitode2x3_5_metal''' (large four-way metal crossing).
File:P2CU_room_hitode2x3_5_metal.jpg|'''room_vs_hitode2x3_5_metal''': Variant of '''room_hitode2x3_5_metal''' (large four-way metal crossing).
File:P2CU_room_hitode3x3m_5_conc.jpg|'''room_vs_hitode3x3m_5_conc''': Variant of '''room_hitode3x3m_5_conc''' (concrete room with 2 walls in the way).
File:P2CU_room_hitode3x3m_5_conc.jpg|'''room_vs_hitode3x3m_5_conc''': Variant of '''room_hitode3x3m_5_conc''' (concrete room with 2 walls in the way).
File:P2CU_room_hitode4x4_6_metal.jpg|'''room_vs_hitode4x4_6_metal''': Variant of '''room_hitode4x4_6_metal''' (room with a rusty closed hatch ).
File:P2CU_room_hitode4x4_6_metal.jpg|'''room_vs_hitode4x4_6_metal''': Variant of '''room_hitode4x4_6_metal''' (room with a rusty closed hatch).
File:P2CU_room_hitode6x7_4_toy.jpg|'''room_vs_hitode6x7_4_toy''': Variant of '''room_hitode6x7_4_toy''' (garden room with 4 exits).
File:P2CU_room_hitode6x7_4_toy.jpg|'''room_vs_hitode6x7_4_toy''': Variant of '''room_hitode6x7_4_toy''' (garden room with 4 exits). Unused.
File:P2CU_room_ike3_2_snow.jpg|'''room_vs_ike3_2_snow''': Variant of '''room_ike3_2_snow''' (snow room with a ramp leading to the top of a wall in the middle).
File:P2CU_room_ike3_2_snow.jpg|'''room_vs_ike3_2_snow''': Variant of '''room_ike3_2_snow''' (snow room with a ramp leading to the top of a wall in the middle).
File:P2CU_room_mid1_6_tsuchi.jpg|'''room_vs_mid1_6_tsuchi''': Variant of '''room_mid1_6_tsuchi''' (soil room with 6 exits).
File:P2CU_room_mid1_6_tsuchi.jpg|'''room_vs_mid1_6_tsuchi''': Variant of '''room_mid1_6_tsuchi''' (soil room with 6 exits).
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File:P2CU_room_yukoana1_5x3_2_tile.jpg|'''room_vs_yukoana1_5x3_2_tile''': Variant of '''room_yukoana1_5x3_2_tile''' (tile corridor with 6 pipes).
File:P2CU_room_yukoana1_5x3_2_tile.jpg|'''room_vs_yukoana1_5x3_2_tile''': Variant of '''room_yukoana1_5x3_2_tile''' (tile corridor with 6 pipes).
</gallery>
</gallery>
== See also ==
* [[Cave]]
* [[Pikmin 2 cave generation|''Pikmin 2'' cave generation]]


[[Category:Caves| ]]
[[Category:Caves| ]]
[[Category:Technical]]
[[Category:Technical]]

Latest revision as of 17:35, August 13, 2024

Caves in Pikmin 2 are made out of randomly placed units. There are units that represent dead ends, corridors, crossings, and rooms. Every cave's sublevel has a list of units that can be used by the game to create it; the latter is then responsible to randomly align the units in order to create a level with no unconnected exits.

There are three types of units, as defined by the "room type" property, declared in the sublevel unit definition text files:

  • Dead ends/alcoves: These close off pathways and exits of rooms. Internally, these are called "caps", and their "room type" is 0.
  • Corridors: pathways and corridors that normally don't have any special features; their walls decide the path or paths the player can take. Their "room type" is 2.
  • Rooms: decorated and often large rooms, featuring walls and objects organized in a certain fashion. Their "room type" is 1.

In 2-Player Battle, for all caves excluding the Dim Labyrinth, there is a static list of units to use, as well as their position and rotation. Instead of the game generating a cave using the available units, it only has to pick one of the available static layouts. These static layouts can be found in /user/Abe/vs.

Regular units[edit]

The following is a list of all existing units in Pikmin 2, used and unused, and sorted by theme. The themes are named based on the common word in the units' names.

Concrete[edit]

Units in the concrete theme have their names end with "conc", which is likely short for コンクリート? (lit.: "concrete"); this word comes from the concrete walls that these units have.

Garden[edit]

Units in the garden theme have have their names end with "kusachi" (草地?, lit.: "meadow").

Metal[edit]

Units in the metal theme have their names end with "metal".

Snow & Brick[edit]

Units in the snow theme have their names end with "snow" or "renga" (レンガ?, lit.: "brick"), due to the brick walls they have.

Soil[edit]

Units in the soil theme have their names end with "tsuchi" (?, lit.: "soil").

Toybox[edit]

Units in the toybox theme have their names end with "toy".

Tile & Pipe[edit]

Units in the tile theme have their names end with "tile". The tile theme does not actually have corridors attached to it; instead, there is a different "pipe" theme that is used exclusively for the tile theme's corridors.

Others[edit]

Pathways with items[edit]

The following units are copies of the regular pathway units, but presumed to have items (normally eggs) in them, judging by the names. All of these are unused.

Near duplicates[edit]

These units are near duplicates of existing units, differing only on certain internal files. These duplicates could exist for a variety of reasons, but most of the time, it's to change the general layout of an existing unit, for the purposes of the cave or the objects within.

2-Player variants[edit]

As with the previous section, these units are near duplicates of existing units, but with layout.txt changed to fit the 2-Player Battle arenas.

See also[edit]