Tile Lands: Difference between revisions

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  {{!}}-
  {{!}}-
  {{sublevel units
  {{sublevel units
  |room_vs_drypool5x5_5_tile|Room with waterless pool (x1)
  |room_vs_drypool5x5_5_tile|Room with waterless pool (×1)
  |room_tako2x2_8_tile|Square room with 4 exits (x2)
  |room_tako2x2_8_tile|Square room with 4 exits (×2)
  |room_vs_north2x2_1_tile|Square room with 1 exit (x2)
  |room_vs_north2x2_1_tile|Square room with 1 exit (×2)
  |item_cap_pipe|Dead end with item (x5)
  |item_cap_pipe|Dead end with item (×5)
  |wayl_pipe|Turning corridor (x2)
  |wayl_pipe|Turning corridor (×2)
  |way2x2_pipe|Long corridor (x3)
  |way2x2_pipe|Long corridor (×3)
  }}
  }}
  {{sublevel units
  {{sublevel units
  |way2_pipe|Corridor (x1)
  |way2_pipe|Corridor (×1)
  }}
  }}
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 2
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 2
  {{!}}-
  {{!}}-
  {{sublevel units
  {{sublevel units
  |room_vs_drypool5x5_5_tile|Room with waterless pool (x2)
  |room_vs_drypool5x5_5_tile|Room with waterless pool (×2)
  |room_vs_yukoana1_5x3_2_tile|Corridor with 6 pipes (x2)
  |room_vs_yukoana1_5x3_2_tile|Corridor with 6 pipes (×2)
  |wayl_pipe|Turning corridor (x6)
  |wayl_pipe|Turning corridor (×6)
  |way2x2_pipe|Long corridor (x2)
  |way2x2_pipe|Long corridor (×2)
  |item_cap_pipe|Dead end with item (x6)
  |item_cap_pipe|Dead end with item (×6)
  }}
  }}
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 3
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 3
  {{!}}-
  {{!}}-
  {{sublevel units
  {{sublevel units
  |room_tako2x2_8_tile|Square room with 4 exits (x8)
  |room_tako2x2_8_tile|Square room with 4 exits (×8)
  |room_vs_north2x2_1_tile|Square room with 1 exit (x2)
  |room_vs_north2x2_1_tile|Square room with 1 exit (×2)
  |item_cap_pipe|Dead end with item (x4)
  |item_cap_pipe|Dead end with item (×4)
  |way2x2_pipe|Long corridor (x4)
  |way2x2_pipe|Long corridor (×4)
  |wayl_pipe|Turning corridor (x4)
  |wayl_pipe|Turning corridor (×4)
  }}
  }}
}}
}}

Revision as of 08:05, November 3, 2014

Preview image of Tile Lands.
Stage preview.

Tile Lands is a 2-Player Battle arena in Pikmin 2. As the name suggests, most of the floor is tiled. Although many sublevels that have a similar style to this arena have large pools of water in the indents, in this 2-player arena they are dry, so the blue team doesn't have an unfair advantage.

Level information

Technical sublevel information
Internal cave name vs_10_tile
"Main" object maximum (?) 40
"Treasure" object maximum (?) 0
"Gate" object maximum (?) 0
Dead end unit probability (?) 0
Number of rooms (?) 4
Corridor-to-room ratio (?) {{{ctrratio}}}
Escape geyser (?) No
Clogged hole (?) No
Cave units file (?) vs_10_test_tile.txt
Lighting file (?) vs_10_light.ini
Background (?) None
Cave units (?)
Pattern 1
room_vs_drypool5x5_5_tile
room_tako2x2_8_tile
room_vs_north2x2_1_tile
item_cap_pipe
wayl_pipe
way2x2_pipe
Room with waterless pool (×1) Square room with 4 exits (×2) Square room with 1 exit (×2) Dead end with item (×5) Turning corridor (×2) Long corridor (×3)
way2_pipe
Corridor (×1)
Pattern 2
room_vs_drypool5x5_5_tile
room_vs_yukoana1_5x3_2_tile
wayl_pipe
way2x2_pipe
item_cap_pipe
Room with waterless pool (×2) Corridor with 6 pipes (×2) Turning corridor (×6) Long corridor (×2) Dead end with item (×6)
Pattern 3
room_tako2x2_8_tile
room_vs_north2x2_1_tile
item_cap_pipe
way2x2_pipe
wayl_pipe
Square room with 4 exits (×8) Square room with 1 exit (×2) Dead end with item (×4) Long corridor (×4) Turning corridor (×4)

Tips

Above are the majority of the enemies which appear in this arena. Be careful not to get cornered by a Wollywog or a roulette Volatile Dweevil on the wrong edge of one of the large square shaped indents that can be found in the floor. Skitter Leaves are great for multiplying your Pikmin squad.

In some layouts there is a metal corridor leading directly to your opponent's Onion. These are usually abundant in both Yellow Marbles and cherries. If going for the Yellow Marbles, start with the ones closer to your opponent's onion and work back. The corridor works well for surprise attacks, but your Pikmin will always take the opponent's marble back the long way, making them susceptible to attacks from both enemies and opponents.

A wider but shorter corridor can also be found in a certain layout. This also leads directly to the opponent's Onion and contains yellow marbles. Cherries will occasionally fall from the sky here. This corridor also works well to surprise attack your opponent's Onion. Be warned, though, this is also abundant in Snow Bulborbs. The creatures can be defeated before a surprise assault, or they may optionally used for cover if an Ultra-Spicy Spray is used on your Pikmin force prior to the raid.

Several layouts, if not all, include a small room to the side of the square shaped indent filled with Water Dumples and with a single Yellow Marble in the center. Your Pikmin squad can easily be depleted if they are not managed carefully in here. Water Dumples can be lured out of the room and possibly into the indent and defeated individually, or roulette hazards can be used to your advantage to defeat several at once.

Gallery