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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. | ||