Talk:Unused content in Pikmin 2

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Revision as of 11:19, May 30, 2021 by Beady Long Bramble Grates Legs (talk | contribs) (Created page with "==Regarding the room units== The edit I made that was recently undone wasn't stating that the cave units aren't connected with anything. I was trying to say that the cave unit...")
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Regarding the room units

The edit I made that was recently undone wasn't stating that the cave units aren't connected with anything. I was trying to say that the cave units are set up in a way that they would be connected or capped with other units, but they never are: take a look at 1_units_houdai_metal.txt, the only layout file that can be seen ingame that uses the Man-at-Leg's arena. It has only one type of room and only one type of dead end. The cave can only generate with one type of room and one type of unit. There's no reason why there should be an exit on that exact arena if it only connects to one type of dead end. I am aware that the developers would have created the cave unit combined together if they really were going to only use the cave unit in one layout only; if this weren't the case, wouldn't exitless cave units like room_white14x12_metal, room_boss_1_tsuchi, and room_DKumo16x10t_conc be cut up into two separate units respectively?

The layout that uses the Titan Dweevil's arena actually has two different types of dead ends, so that was a mistake on my part. However, that still is very interesting, since that cave unit is only seen at the very bottom of one of the hardest caves in the game, so the player wouldn't have seen that randomization unless they reset the floor, and even then, it's a 50-50% chance and any normal player probably wouldn't have focused on such an minor detail when they'd rather be focusing on defeating the final boss and carrying back the treasures to the ship pod.

This issue actually appears on room_houdai2_1_metal (the other Man-at-Legs arena), room_kingchp_tsuchi (the swamp area with the bulblaxes), and room_ike4_5_tsuchi (the swamp with trunks with the cool music) and multiple toy and soil units (room_hitode6x6_3_toy, room_large_7_toy, room_mid_tower2_8_toy, room_mid_tower_8_toy, room_big2_kusachi) too. The layouts that use those cave units have only one type of dead-end and the corridor-to-room ratio set to zero, making the exits useless in terms of randomization.

Beady Long Bramble Grates Legs (talk) 12:19, May 30, 2021 (EDT)