Tile Lands: Difference between revisions
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{{!}}- | {{!}}- | ||
{{sublevel units | {{sublevel units | ||
|room_vs_drypool5x5_5_tile|Room with waterless pool ( | |room_vs_drypool5x5_5_tile|Room with waterless pool (×1) | ||
|room_tako2x2_8_tile|Square room with 4 exits ( | |room_tako2x2_8_tile|Square room with 4 exits (×2) | ||
|room_vs_north2x2_1_tile|Square room with 1 exit ( | |room_vs_north2x2_1_tile|Square room with 1 exit (×2) | ||
|item_cap_pipe|Dead end with item ( | |item_cap_pipe|Dead end with item (×5) | ||
|wayl_pipe|Turning corridor ( | |wayl_pipe|Turning corridor (×2) | ||
|way2x2_pipe|Long corridor ( | |way2x2_pipe|Long corridor (×3) | ||
}} | }} | ||
{{sublevel units | {{sublevel units | ||
|way2_pipe|Corridor ( | |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 ( | |room_vs_drypool5x5_5_tile|Room with waterless pool (×2) | ||
|room_vs_yukoana1_5x3_2_tile|Corridor with 6 pipes ( | |room_vs_yukoana1_5x3_2_tile|Corridor with 6 pipes (×2) | ||
|wayl_pipe|Turning corridor ( | |wayl_pipe|Turning corridor (×6) | ||
|way2x2_pipe|Long corridor ( | |way2x2_pipe|Long corridor (×2) | ||
|item_cap_pipe|Dead end with item ( | |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 ( | |room_tako2x2_8_tile|Square room with 4 exits (×8) | ||
|room_vs_north2x2_1_tile|Square room with 1 exit ( | |room_vs_north2x2_1_tile|Square room with 1 exit (×2) | ||
|item_cap_pipe|Dead end with item ( | |item_cap_pipe|Dead end with item (×4) | ||
|way2x2_pipe|Long corridor ( | |way2x2_pipe|Long corridor (×4) | ||
|wayl_pipe|Turning corridor ( | |wayl_pipe|Turning corridor (×4) | ||
}} | }} | ||
}} | }} |
Revision as of 08:05, November 3, 2014
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
- Theme: Tiles
- Enemies:
- Water Dumples
- Yellow Wollywogs
- Snow Bulborbs
- Skitter Leaves
- Shearwigs (under marbles)
- Hazards:
- None
- Treasures:
- None
- Plants:
- None
- Others:
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 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) |
Corridor (×1) | |||||
Pattern 2 | |||||
Room with waterless pool (×2) | Corridor with 6 pipes (×2) | Turning corridor (×6) | Long corridor (×2) | Dead end with item (×6) | |
Pattern 3 | |||||
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
2-Player Battle stages | ||||
---|---|---|---|---|
Battle Field |
War Path |
Carpet Plain |
Angle Maze |
Colosseum |
Rusty Gulch |
Brawl Yard |
Tile Lands |
Dim Labyrinth |
Hostile Territory |