Pikmin 2

War Path: Difference between revisions

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[[Image:War Path.png|right|thumb|Battle in the War Path]]
{{game icons|p2=y}}
The '''War Path''' is a 2-Player map. Unlike other maps, players start with only one of each spray type on this map, instead of the usual two.
[[File:WarPath.png|thumb|300px|Stage preview.]]
'''War Path''' is the second [[2-Player Battle]] stage in {{p2}}. Unlike other stages, players start with only one of each [[spray]] type on this map, instead of two.


The cave's design is very basic. The rooms are simple squares connected together with metal 'pipes' or short alleys. The floor is made out of sand or partially out of metal, such as the before mentioned pipe-like corridors.
The [[cave]] is designed around tightly knit corridors, placing players' bases in close proximity to each other. Each layout makes use of concrete rooms and pipe corridors, scattering [[Snow Bulborb]]s and [[Female Sheargrub]]s along the map. The first layout connects both bases with a concrete corridor, the second layout connects both bases with a trapezoid-shaped room and an independent corridor flank route, the third layout places both bases next to each other, and spaces yellow marbles along the corridors on the outskirts of the layout.
== Level information ==
*'''Theme''': Concrete
*'''Enemies''':
**{{icon|Female Sheargrub|y}}
**{{icon|Shearwig|y}} (under marbles)
**{{icon|Snow Bulborb|y}}
*'''Obstacles''':
**None
*'''Treasures''':
**None
*'''Plants and fungi''':
**{{icon|Pellet Posy|y}}
*'''Others''':
**None


The enemies in this level are [[Snow Bulborb]]s and [[Sheargrub]]s.
{{sublevel technical
|2p          = y
|cave        = vs_5_semai
|enemymax    = 45
|itemmax    = 0
|gatemax    = 0
|capmax      = 0
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|unitfile    = vs_5_conc.txt
|lightfile  = normal_light_cha.ini
|bg          =
|clog        = No
|hiddenfloor = 0
|units      =
{{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 1 (1/3 chance)
{{!}}-
{{sublevel units
|room_4x4a_4_conc|Room with 4 exits (× 2)
|room_vs_hitode3x3m_5_conc|Room with 4 exits and 2 walls (× 1)
}}
{{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 2 (1/3 chance)
{{!}}-
{{sublevel units
|room_4x4a_4_conc|Room with 4 exits (×2)
|room_4x4b_4_conc|Room with 4 exits (×1)
|item_cap_pipe|Dead end with item (×2)
|item_cap_conc|Dead end with item (×2)
|wayl_pipe|Turning corridor (×3)
|cap_conc|Dead end (×4)
}}
{{sublevel units
|way4_conc|Four-way crossing (×1)
}}
{{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 3 (1/3 chance)
{{!}}-
{{sublevel units
|room_4x4b_4_conc|Room with 4 exits (×2)
|item_cap_conc|Dead end with item (×2)
|wayl_pipe|Turning corridor (×4)
|way2_pipe|Corridor (×8)
}}
{{!}} colspan = 6 style = "text-align: center;" {{!}} Random units
{{!}}-
{{sublevel units
|cap_conc|Dead end
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|way2x2_conc|Straight corridor
|item_cap_pipe|Dead end with item
}}
{{sublevel units
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
|room_4x4a_4_conc|'''Room with 4 exits'''
|room_4x4b_4_conc|'''Room with 4 exits'''
|room_vs_hitode3x3m_5_conc|'''Room with 4 exits and 2 walls'''
}}
}}


If your playing on a configuration where your opponents base is very close to your own, make it more fun just trying to steal your opponents marble. However, it is wiser to keep track of your own marble as if you go hunting for yellow marbles, your opponent may sneak in an attack and capture your marble. Leaving a group of 25-40 [[Pikmin]] near your base may be helpful and will keep your enemies at bay. When you hear your Pikmin brawling, you know your opponent is attacking your base. Head back there and fend off the remaining enemy Pikmin.
== Strategies ==
This stage is good for quick battles. Try to lure your opponent away and steal their marble, or try your luck for a [[Pikmin Extinction]] with the roulette.


Many helpful cherries drop down from the unknown in your base if the battle takes too long. A lot of the roulette enemies such as the [[Withering Blowhog]] will keep your enemy busy, meaning you can go and hunt for yellow marbles, but only if you're willing to take a risk. Your opponent may attempt to steal your cherries whilst you're absent. Keep track of your cherries and more importantly your marble in order to keep the battle steady.
If you're playing on a configuration where your opponent's base is very close to your own, you can attempt to make it more enjoyable just trying to steal your opponents marble. However, it is wiser to keep track of your own marble as if you go hunting for yellow marbles, your opponent may sneak in an attack and capture your marble. Leaving a group of 25-40 [[Pikmin family|Pikmin]] near your base may be helpful and should keep your enemies at bay. When you hear your Pikmin brawling, you know your opponent is attacking your base. Head back there and fend off the remaining enemy Pikmin.


Not many enemies are seen here, possibly making it the easiest of the 2-player battle arenas.
==Gallery==
<gallery>
Image:War Path.png|Battle in the War Path.
</gallery>


Not a lot of the configurations have very many space between your opponent, and it is probably the smallest of the loctations in 2 player battle. [[Dim Labyrinth]] probably being the largest.
==Names in other languages==
{{Needs translation|French}}
{{Foreignname
|Jap  = せま〜いコース
|JapR  = Sema~i Kōsu
|JapM  = Narrow course
|Fra  = Voie Minée
|FraM  =
|Spa  = Senda Bélica
|SpaM  = War Path
|Ita  = Via di guerra
|ItaM  = Path of war
|ItaN  = A literal translation of the English ''War Path'' that doesn't sound very natural.
|Ger  = Kriegspfad
|GerM  = War Path
|notes = y
}}


Be aware of the ocassional boulder that may drop from the sky in certain areas, particularly near the locations of yellow marbles.
{{2PB}}
 
One strategy to win is to sneak through the pipes and grab their marble while they are away. Be careful though because they cannot carry the marble back through the pipe but through the connected squares and they will be very open to attack.
 
{{2P}}
[[Category:2-player locations]]
[[Category:Pikmin 2]]

Latest revision as of 23:48, November 10, 2024

Preview of the War Path stage.
Stage preview.

War Path is the second 2-Player Battle stage in Pikmin 2. Unlike other stages, players start with only one of each spray type on this map, instead of two.

The cave is designed around tightly knit corridors, placing players' bases in close proximity to each other. Each layout makes use of concrete rooms and pipe corridors, scattering Snow Bulborbs and Female Sheargrubs along the map. The first layout connects both bases with a concrete corridor, the second layout connects both bases with a trapezoid-shaped room and an independent corridor flank route, the third layout places both bases next to each other, and spaces yellow marbles along the corridors on the outskirts of the layout.

Level information[edit]

Technical sublevel information
Internal cave name vs_5_semai
"Main" object maximum (?) 45
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 3
Corridor-to-room ratio (?) 0
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) vs_5_conc.txt
Lighting file (?) normal_light_cha.ini
Background (?) None
Cave units (?)
Layout 1 (1/3 chance)
room_4x4a_4_conc
room_vs_hitode3x3m_5_conc
Room with 4 exits (× 2) Room with 4 exits and 2 walls (× 1)
Layout 2 (1/3 chance)
room_4x4a_4_conc
room_4x4b_4_conc
item_cap_pipe
item_cap_conc
wayl_pipe
cap_conc
Room with 4 exits (×2) Room with 4 exits (×1) Dead end with item (×2) Dead end with item (×2) Turning corridor (×3) Dead end (×4)
way4_conc
Four-way crossing (×1)
Layout 3 (1/3 chance)
room_4x4b_4_conc
item_cap_conc
wayl_pipe
way2_pipe
Room with 4 exits (×2) Dead end with item (×2) Turning corridor (×4) Corridor (×8)
Random units
cap_conc
item_cap_conc
way3_conc
way4_conc
way2x2_conc
item_cap_pipe
Dead end Dead end with item Three-way crossing Four-way crossing Straight corridor Dead end with item
wayl_pipe
way2_pipe
room_4x4a_4_conc
room_4x4b_4_conc
room_vs_hitode3x3m_5_conc
Turning corridor Corridor Room with 4 exits Room with 4 exits Room with 4 exits and 2 walls

Strategies[edit]

This stage is good for quick battles. Try to lure your opponent away and steal their marble, or try your luck for a Pikmin Extinction with the roulette.

If you're playing on a configuration where your opponent's base is very close to your own, you can attempt to make it more enjoyable just trying to steal your opponents marble. However, it is wiser to keep track of your own marble as if you go hunting for yellow marbles, your opponent may sneak in an attack and capture your marble. Leaving a group of 25-40 Pikmin near your base may be helpful and should keep your enemies at bay. When you hear your Pikmin brawling, you know your opponent is attacking your base. Head back there and fend off the remaining enemy Pikmin.

Gallery[edit]

Names in other languages[edit]

The following article or section needs help from someone who can translate French text.

Language Name Meaning Notes
Flag of Japan Japanese せま〜いコース?
Sema~i Kōsu
Narrow course
Flag of France French Voie Minée
Flag of Germany German Kriegspfad War Path
Flag of Italy Italian Via di guerra Path of war A literal translation of the English War Path that doesn't sound very natural.
Flag of Spain Spanish Senda Bélica War Path