Cave unit: Difference between revisions

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m (Espyo moved page Cave units to Cave unit over redirect: Policy.)
(Some more info.)
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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, defined in the [[sublevel]] unit definition text files:
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>.


==List of units==
==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===
==Others==
====Pathways with items====
===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====
===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====
===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 09:46, 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.

Garden

Units in the garden theme have the word "kusachi" (草地?, lit.: "meadow") in their names.

Metal

Units in the metal theme have the word "metal" in their names.

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.

Soil

Units in the soil theme have the word "tsuchi" (つち?, lit.: "soil") in their names.

Toybox

Units in the toybox theme have the word "toy" in their names.

Tiles

Units in the tiles theme have the words "pipe" or "tile" in their names.

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.

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.