Cave unit: Difference between revisions
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[[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, | 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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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 <code>/user/Abe/vs</code>. | 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 <code>/user/Abe/vs</code>. | ||
== | ==Regular units== | ||
The following is a list of all existing units in ''Pikmin 2'', used and [[Unused content|unused]]. | The following is a list of all existing units in ''Pikmin 2'', used and [[Unused content|unused]], and sorted by theme. The theme is judge based on the common word in the units' names. | ||
===Concrete=== | ===Concrete=== | ||
Units in the concrete theme have the word "conc" in their name, which is short for {{j|コンクリート|konkurīto|concrete|f=tp}}. The theme is named as such due to the concrete walls that these units have. | |||
<gallery> | <gallery> | ||
File:P2CU_cap_conc.jpg|'''cap_conc''': Dead end. | File:P2CU_cap_conc.jpg|'''cap_conc''': Dead end. | ||
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===Garden=== | ===Garden=== | ||
Units in the garden theme have the word "kusachi" ({{j|草地|kusachi|meadow}}) in their names. | |||
<gallery> | <gallery> | ||
File:P2CU_cap_kusachi.jpg|'''cap_kusachi''': Dead end. | File:P2CU_cap_kusachi.jpg|'''cap_kusachi''': Dead end. | ||
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===Metal=== | ===Metal=== | ||
Units in the metal theme have the word "metal" in their names. | |||
<gallery> | <gallery> | ||
File:P2CU_cap_metal.jpg|'''cap_metal''': Dead end. | File:P2CU_cap_metal.jpg|'''cap_metal''': Dead end. | ||
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===Snow=== | ===Snow=== | ||
Units in the snow theme have the words "snow" or "renga" ({{j|レンガ|renga|brick}}) in their names. Units in this theme have a snowy floor and brick walls. | |||
<gallery> | <gallery> | ||
File:P2CU_cap_snow.jpg|'''cap_snow''': Dead end. | File:P2CU_cap_snow.jpg|'''cap_snow''': Dead end. | ||
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===Soil=== | ===Soil=== | ||
Units in the soil theme have the word "tsuchi" ({{j|つち|tsuchi|soil}}) in their names. | |||
<gallery> | <gallery> | ||
File:P2CU_cap_tsuchi.jpg|'''cap_tsuchi''': Dead end. | File:P2CU_cap_tsuchi.jpg|'''cap_tsuchi''': Dead end. | ||
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===Toybox=== | ===Toybox=== | ||
Units in the toybox theme have the word "toy" in their names. | |||
<gallery> | <gallery> | ||
File:P2CU_cap_toy.jpg|'''cap_toy''': Dead end. | File:P2CU_cap_toy.jpg|'''cap_toy''': Dead end. | ||
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===Tiles=== | ===Tiles=== | ||
Units in the tiles theme have the words "pipe" or "tile" in their names. | |||
<gallery> | <gallery> | ||
File:P2CU_cap_pipe.jpg|'''cap_pipe''': Dead end. | File:P2CU_cap_pipe.jpg|'''cap_pipe''': Dead end. | ||
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</gallery> | </gallery> | ||
==Others== | |||
===Pathways with items=== | |||
The following units are copies of the regular pathway units, but presumed to have items (normally [[egg]]s) in them, judging by the names. All of these are unused. | The following units are copies of the regular pathway units, but presumed to have items (normally [[egg]]s) in them, judging by the names. All of these are unused. | ||
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</gallery> | </gallery> | ||
===Near duplicates=== | |||
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. | 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. | ||
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</gallery> | </gallery> | ||
===2-Player variants=== | |||
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. | 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. | ||
Revision as of 08:46, May 8, 2015
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
The following is a list of all existing units in Pikmin 2, used and unused, and sorted by theme. The theme is judge based on the common word in the units' names.
Concrete
Units in the concrete theme have the word "conc" in their name, which is short for コンクリート? (lit.: "concrete"). The theme is named as such due to the concrete walls that these units have.
room_16x17r_conc: Large unit with a circular room, a roughly plus-shaped room and a corridor with a stream of water, connected by pipes. It only appears on the Hidden Garden and sublevel 4 of the Shower Room, being the only unit in both.
room_4x4g_water_4_conc: 4x4 room with 2 extra walls, one in the middle, and water. Only used on sublevel 1 of the Submerged Castle.
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.
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.
room_manh7x7q_8_conc: 7x7 room similar to the previous one, but the center of the room has a sandpit. Snagrets are commonly fought here.
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.
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.
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.
room_spiral_1_conc: A small maze of concrete walls on sand, with the center spiraling. Only used on sublevel 8 of the Dream Den.
Garden
Units in the garden theme have the word "kusachi" (草地?, lit.: "meadow") in their names.
room_big2_kusachi: Like the bucket room, except without the bucket, shovel, or sand. Used only on sublevel 1 of the Breeding Ground and sublevel 1 of the Hole of Heroes.
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.
Metal
Units in the metal theme have the word "metal" in their names.
room_hitode3x3_5_metal: Room with a raised platform in the corner, with a blue metal circle, sometimes housing an Armored Cannon Beetle Larva.
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.
room_hitode4x4_tower_3_metal: Like the circular room with a raised platform that normally houses Armored Cannon Beetle Larvae, but with a tower in the center instead. Used only on sublevel 7 of Subterranean Complex and sublevel 1 of the Rusty Gulch.
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' arenas.
room_houdai_1_metal: Circular room with a spiderweb-like formation on the ground. This is one of the Man-at-Legs' arenas.
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.
Snow
Units in the snow theme have the words "snow" or "renga" (レンガ?, lit.: "brick") in their names. Units in this theme have a snowy floor and brick walls.
room_purple14x14_snow: A snowy room and a large circular room, with light shining in, connected by a corridor. This is where Purple Pikmin are first discovered. It's the only unit with a bit of the ceiling modeled.
Soil
Units in the soil theme have the word "tsuchi" (つち?, lit.: "soil") in their names.
room_boss_1_tsuchi: Room with 2 subrooms, one with white splatters, the other with a discarded Empress Bulblax skin. It's used on sublevel 5 of the Hole of Beasts.
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.
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.
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.
room_kingchap_b_tsuchi: Room with a ledge that can be reached by throwing Pikmin through one side or from a path through the pond. This is where the Forged Courage is found.
room_kingchp_tsuchi: Room with a tree's roots, and several ponds. Emperor Bulblaxes can be found here.
room_queen_b_tsuchi: From the starting point, there's a double-S-shaped corridor. After this is the main room, squareish in shape. Finally, there's a room connected with a corridor afterwards. The Empress Bulblax on the Frontier Cavern is fought here.
room_queen_c_tsuchi: Like the first Empress Bulblax room, but without the small alcoves and without the discarded skin. The creature is fought here on sublevel 11 of the Hole of Heroes and sublevel 4 of the Emperor's Realm.
Toybox
Units in the toybox theme have the word "toy" in their names.
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.
room_mid_tower2_8_toy: Room with a tower in the middle, and some walls scattered around to provide protection from the Gatling Groinks commonly found atop the tower. Used only on sublevel 1 of Three Color Training.
room_opan_toy: Huge room enclosed by walls, with building block scattered about and 3 large plates on top of a picnic cloth. This is where the Giant Breadbug is fought.
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.
Tiles
Units in the tiles theme have the words "pipe" or "tile" in their names.
room_bunki7x7_8_tile: A large 7x7 room. It's the main room of the Subterranean Lair and sublevel 7 of the Hole of Heroes.
room_dangomushi_tile: One large square room connected to two smaller subrooms. This is where the Segmented Crawbster is fought.
room_oootakara_tile: Large square sink, with no drain, and scattered pieces of tiles around. Home of the Titan Dweevil.
Others
Pathways with items
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
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.
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.
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.
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.
room_hitode4x4_tekiF_3_metal: Near duplicate of room_hitode4x4_3_metal (metal room with raised platform with Armored Cannon Beetle Larvae), differing only on layout.txt. Used only on sublevel 3 of the Subterranean Complex and sublevel 1 of the Brawny Abyss.
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.
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.
room_manh_boss_conc: Near duplicate of room_manh_2_conc (large circular concrete room with a partial stone floor), differing only on layout.txt and route.txt. Used only on sublevel 5 of the Submerged Castle.
room_north2x2_1_tekiF_tile: Near duplicate of room_north2x2_1_tile (square tile room with one exit), differing only on layout.txt. Used only on sublevel 1 of The Giant's Bath and sublevel 2 of Hazard Training.
room_north_tutorial_1_snow: Near duplicate of room_north_1_snow, differing only on layout.txt and route.txt. Used only on sublevel 1 of the Emergence Cave.
room_north_1_hiba_tsuchi: Near duplicate of room_north_1_tsuchi (circular soil room with one exit), differing only on layout.txt and route.txt. Used only on sublevel 3 of the Hole of Beasts and sublevel 2 of Emperor's Realm.
room_north_1_mat_tsuchi: Same as the previous one. All three of these units differ in the same files. This one is used in sublevels 1 and 5 of the Cryptic Cavern.
room_Oashi8x9_s_conc: Near duplicate of room_Oashi8x9_conc (large circular room with partial stone floor and light shining in), differing only on layout.txt. Used only on the Cavernous Abyss.
room_tako2x2_8_tekiF_tile: Near duplicate of room_tako2x2_8_tile (square tile room with 4 exits), differing only on layout.txt. Used only on the Bully Den.
2-Player variants
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.