War Path: Difference between revisions

1,009 bytes added ,  3 months ago
no edit summary
m (s/2-Player Mode/2-Player Battle.)
No edit summary
 
(20 intermediate revisions by 8 users not shown)
Line 1: Line 1:
[[Image:War Path.png|right|thumb|Battle in the War Path]]
{{game icons|p2=y}}
The '''War Path''' is a [[2-Player Battle]] map. Unlike other maps, players start with only one of each [[spray]] type on this map, instead of the usual two.
[[File:WarPath.png|thumb|300px|Stage preview.]]
The '''War Path''' is the second [[2-Player Battle]] map in {{p2}}. Unlike other maps, players start with only one of each [[spray]] type on this map, instead of two.


== Level information ==
== Level information ==
*'''Theme''': Concrete
*'''Theme''': Concrete
*'''Enemies''':
*'''Enemies''':
**[[Snow Bulborb]]s
**{{icon|Female Sheargrub|y}}
**[[Female Sheargrub]]s
**{{icon|Shearwig|y}} (under marbles)
**[[Shearwig]]s (under marbles)
**{{icon|Snow Bulborb|y}}
*'''Hazards''':
*'''Obstacles''':
**None
**None
*'''Treasures''':
*'''Treasures''':
**None
**None
*'''Plants''':
*'''Plants and fungi''':
**{{icon|Pellet Posy|y}}
*'''Others''':
**None
**None
*'''Others''':
**12 [[Pellet Posies]]


{{sublevel technical
{{sublevel technical
Line 25: Line 26:
|capmax      = 0
|capmax      = 0
|rooms      = 3
|rooms      = 3
|ctrratio    = 0
|geyser      = No
|geyser      = No
|unitfile    = vs_5_conc.txt
|unitfile    = vs_5_conc.txt
|lightfile  = normal_light_cha.ini
|lightfile  = normal_light_cha.ini
|bg          = None
|bg          =  
|clog        = No
|clog        = No
|hiddenfloor = 0
|hiddenfloor = 0
|units      =  
|units      =  
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 1
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 1 (1/3 chance)
  {{!}}-
  {{!}}-
  {{sublevel units
  {{sublevel units
  |room_4x4a_4_conc|Room with 4 exits (x2)
  |room_4x4a_4_conc|Room with 4 exits (× 2)
  |room_vs_hitode3x3m_5_conc|Room with 4 exits and 2 walls (x1)
  |room_vs_hitode3x3m_5_conc|Room with 4 exits and 2 walls (× 1)
  }}
  }}
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 2
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 2 (1/3 chance)
  {{!}}-
  {{!}}-
  {{sublevel units
  {{sublevel units
  |room_4x4a_4_conc|Room with 4 exits (x2)
  |room_4x4a_4_conc|Room with 4 exits (×2)
  |room_4x4b_4_conc|Room with 4 exits (x1)
  |room_4x4b_4_conc|Room with 4 exits (×1)
  |item_cap_pipe|Dead end with item (x2)
  |item_cap_pipe|Dead end with item (×2)
  |item_cap_conc|Dead end with item (x2)
  |item_cap_conc|Dead end with item (×2)
  |wayl_pipe|Turning corridor (x3)
  |wayl_pipe|Turning corridor (×3)
  |cap_conc|Dead end (x4)
  |cap_conc|Dead end (×4)
  }}
  }}
  {{sublevel units
  {{sublevel units
  |way4_conc|Four-way crossing (x1)
  |way4_conc|Four-way crossing (×1)
  }}
  }}
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Pattern 3
  {{!}} colspan = 6 style = "text-align: center;" {{!}} Layout 3 (1/3 chance)
  {{!}}-
  {{!}}-
  {{sublevel units
  {{sublevel units
  |room_4x4b_4_conc|Room with 4 exits (x2)
  |room_4x4b_4_conc|Room with 4 exits (×2)
  |item_cap_conc|Dead end with item (x2)
  |item_cap_conc|Dead end with item (×2)
  |wayl_pipe|Turning corridor (x4)
  |wayl_pipe|Turning corridor (×4)
  |way2_pipe|Corridor (x8)
  |way2_pipe|Corridor (×8)
}}
{{!}} colspan = 6 style = "text-align: center;" {{!}} Random units
{{!}}-
{{sublevel units
|cap_conc|Dead end
|item_cap_conc|Dead end with item
|way3_conc|Three-way crossing
|way4_conc|Four-way crossing
|way2x2_conc|Straight corridor
|item_cap_pipe|Dead end with item
}}
{{sublevel units
|wayl_pipe|Turning corridor
|way2_pipe|Corridor
|room_4x4a_4_conc|'''Room with 4 exits'''
|room_4x4b_4_conc|'''Room with 4 exits'''
|room_vs_hitode3x3m_5_conc|'''Room with 4 exits and 2 walls'''
  }}
  }}
}}
}}


The [[cave]]'s design is very basic. The rooms are simple squares connected together with metal 'pipes' or short alleys. The floor is made out of sand or partially out of metal, such as the before mentioned pipe-like corridors.
The [[cave]]'s design is very basic. The rooms are simple squares connected together with metal 'pipes' or short alleys. The floor is made out of sand or partially out of metal, such as the before mentioned pipe-like corridors.
If you're playing on a configuration where your opponent's base is very close to your own, you can attempt to make it more enjoyable just trying to steal your opponents marble. However, it is wiser to keep track of your own marble as if you go hunting for yellow marbles, your opponent may sneak in an attack and capture your marble. Leaving a group of 25-40 [[Pikmin family|Pikmin]] near your base may be helpful and should keep your enemies at bay. When you hear your Pikmin brawling, you know your opponent is attacking your base. Head back there and fend off the remaining enemy Pikmin.


Many helpful cherries drop down from the unknown into your base if the battle takes too long. A lot of the roulette enemies such as the [[Withering Blowhog]] will keep your enemy busy, meaning you can go and hunt for yellow marbles, but only if you're willing to take a risk. Your opponent may attempt to steal your cherries whilst you're absent. Keep track of your cherries and more importantly your marble in order to keep the battle steady.
Many helpful cherries drop down from the unknown into your base if the battle takes too long. A lot of the roulette enemies such as the [[Withering Blowhog]] will keep your enemy busy, meaning you can go and hunt for yellow marbles, but only if you're willing to take a risk. Your opponent may attempt to steal your cherries whilst you're absent. Keep track of your cherries and more importantly your marble in order to keep the battle steady.
Line 78: Line 95:
This stage is good for quick battles. Try to lure your opponent away and steal their marble, or try your luck for a [[Pikmin Extinction]] with the roulette.
This stage is good for quick battles. Try to lure your opponent away and steal their marble, or try your luck for a [[Pikmin Extinction]] with the roulette.


{{2P}}
If you're playing on a configuration where your opponent's base is very close to your own, you can attempt to make it more enjoyable just trying to steal your opponents marble. However, it is wiser to keep track of your own marble as if you go hunting for yellow marbles, your opponent may sneak in an attack and capture your marble. Leaving a group of 25-40 [[Pikmin family|Pikmin]] near your base may be helpful and should keep your enemies at bay. When you hear your Pikmin brawling, you know your opponent is attacking your base. Head back there and fend off the remaining enemy Pikmin.
 
==Gallery==
<gallery>
Image:War Path.png|Battle in the War Path.
</gallery>
 
==Names in other languages==
{{foreignname
|notes=y
|SpaA=Senda Bélica
|SpaAM=War Path
|Ger=Kriegspfad
|GerM=War Path
|Ita=Via di guerra
|ItaM=Path of war
|ItaN=A literal translation of the English ''War Path'' that doesn't sound very natural.
}}
{{2PB}}
74

edits