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Spelunky 2/Unused Level Data

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This is a sub-page of Spelunky 2.

In Spelunky 2, levels are randomly generated from a series of premade templates organized into many different groups. Levels are stored as a file per area, so Dwelling's level data can be found in dwellingarea.lvl for an example. These level files can be opened in a text editor like notepad to see area rules, spawn chances, and the room and chunk templates that the game makes into terrain. Rooms and chunks are stored as a block of text made of different text characters. Every individual text character in a room is defined as a tile code at the beginning of the level file, which controls what the game generates at that spot.

Testing Area

A completely unused level file, testingarea.lvl, exists. It is a level 2x2 rooms big with a one tile thick border made of wood tiles. The entrance is in the bottom-left room and the exit is in the bottom-right room. The level is made up of four setrooms that always generate the same. Using mods, you can replace 1-4's level generation file, cavebossarea.lvl, with testingarea.lvl to see it in-game. Replacing cavebossarea.lvl with testingarea.lvl causes the exit to lead to Volcana and spawns three of Volcana's snail critters that would not spawn otherwise.

Level Data In-Game
==========
=000000000
=000000000
=000000000
=000000000
=000000000
=000000000
=000000000
==========
000000000=
000000000=
000000000=
000000000=
000000000=
000000000=
000000000=
=000000000
=000000000
=000000000
=000000000
=000000000
=000000000
=00E000000
==========
000000000=
000000000=
000000000=
000000000=
000000000=
000000000=
000000e00=
==========
Spelunky2 testingarea.png

Unused Rooms & Chunks

Dwelling

Dwelling has a coffin_unlockable room, where unlockable characters are found. Dwelling's unlockable character is found in 1-4, which uses a different level file and room. This room was likely a template that was edited to match the theme of other areas. The coffin rooms that have other players in multiplayer use a different room. If this naturally generated, the right of the room would be connected to the path. If it generated to the right of a path room (so that the left is connected to the path), the room will horizontally flip to let that side be what connects it to the path.

Level Data In-Game
==========
=00000000=
=L00000g0=
=P========
0L00000000
0L00000000
1111111111
1111111111
Spelunky2 dwellingarea coffin unlockable.png

Volcana

Volcana has this very interesting alternate coffin_unlockable room that is tagged with !ignore. It features a small platforming challenge to get to the coffin. In the level data, the 2 tile code next to the lava represents floor that has a 50% chance to generate. If this naturally generated, the right of the room would be connected to the path. If it generated to the right of a path room (so that the left is connected to the path), the room will horizontally flip to let that side be what connects it to the path. This would mean that the platforming challenge would be required to reach the coffin from the path. Interestingly, in Spelunky HD, some unlockable character coffins were found in small challenge rooms, which is similar to the idea of this room.

Level Data In-Game
\!ignore
C000000000
0g00000000
011F000000
0110000000
01200F0000
0120000000
011wwww111
0111111111
Spelunky2 volcanoarea coffin unlockable alt.png

In Vlad's Castle, the right half of the treasure room has a second room tagged with !ignore. This room has one less arrow trap and no actual treasure room in the center. The in-game image replaced the right half of the treasure room while leaving the left half vanilla.

Level Data In-Game (Right Half Replaced)
\!ignore
vvvv0vvvvv
0000000vvv
000v000v00
0000000000
0000000000
0000000zvv
0000000vvv
vvvv0vvvvv
Spelunky2 vladscastle used and unused treasure room.png

A very similar treasure room could be seen at the playable demo at TwitchCon 2018.

(Source: meowmixmixGames)

Tide Pool

Tide Pool has a machine_bigroom_side room tagged with !ignore that is slightly different compared to one of the used machine_bigroom_side rooms. The unused version has some different terrain at the left and bottom-right. The unused version also has a template backlayer. The !flip template allows for rooms to generate horizontally flipped to create more level variety.

Used Unused
Spelunky2 tidepoolarea used machine bigroom side.png Spelunky2 tidepoolarea unused machine bigroom side.png
\!flip
00000000000000000000
00000000000000000000
00020000000000002000
000200002==200002000
000002========200000
00000==========000==
000000000000000000==
000000000ww000000p==
000=====pppp====0===
000=============0===
0p0011==========0=11
1==00000000021==0000
11100000000002==0000
0000ppppppppp1==0000
10000000000111==B001
11111111111111====11
\!ignore
\!dual
00000000000000000000 11111111111111111111
00000000000000000000 10000000000000000001
00020000000000002000 10000000000000000001
000200002==200002000 10000000000000000001
000002========200000 10000000000000000001
10000==========000== 10000000000000000001
100000000000000000== 10000000000000000001
100000000ww000000p== 10000000000000000001
100=====pppp====0=== 10000000000000000001
100=============0=== 10000000000000000001
1p0011==========0=11 10000000000000000001
1==00000000021==0021 10000000000000000001
11100000000002==0000 10000000000000000001
0000ppppppppp1==0000 10000000000000000001
10000000000111==B001 10000000000000000001
11111111111111====11 11111111111111111111

Duat

Duat has a coffin_unlockable room, but no unlockable characters are found in Duat. The coffin rooms that have other players in multiplayer use a different room.

Level Data In-Game
==========
0=000000=0
0000g00000
000====000
000=ff=000
0=0ffff0=0
0==ffff==0
==========
Spelunky2 duat coffin unlockable.png

Duat also has an idol room, but the idol_room_chance is set to a 0/1 chance which makes it never appear. It has no threats and was likely copied from a different area as a template. What makes the room even more questionable is that idols cannot be cashed in at portals, so this idol is worthless.

Level Data In-Game
0000000000
0000000000
0000000000
0000000000
000=00=000
00==I0==00
==========
==========
Spelunky2 duat idol.png

Strangely, Duat has a commented-out, slightly different copy of one of Dwelling's idol_top rooms which feature the log trap. The main difference is that Duat's version has less 50% floor tile codes (the 2 tide code) next to the log.

Dwelling (Used) Duat (Unused)
Spelunky2 dwellingarea idol top.png Spelunky2 duat idol top.png
111CCCC111
111CT0C111
111C00C111
0000000000
0000000000
0022002200
0022002200
1111001111
111CCCC111
111CT0C111
111C00C111
0000000000
0000000000
0000000000
0022002200
1111001111

Finally, Duat has two rows of setrooms that are not tagged with !ignore and do not generate at all. These two rows would generate under the empty rooms at the top of Duat. If these rooms would generate and Osiris and Anubis II spawned lower to compensate, Anubis II's coffin spawns would take longer to fall to where the boss fight happens. The setrooms in the bottom corners place some Duat brick at the left and right edges of the level. The !onlyflip template forces rooms to generate horizontally flipped.

Level Data
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
=000000000
==00000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
\!onlyflip
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
=000000000
==00000000

Neo Babylon

Neo Babylon has a single unused chunk. Interestingly, almost every area has an empty chunk tagged with !ignore. In Neo Babylon, the empty chunk is not ignored, but the one after (the unused one below) is ignored.

Level Data In-Game
\!ignore
=====
=0000
00000
Spelunky2 babylonarea chunk ground.png

Hundun's Hideaway

In areas that have inverted level generation (exit at top instead of bottom), the names of the path rooms are flipped. An entrance_drop room in Sunken City has an open top instead of open bottom for an example.

Hundun's Hideaway features an entrance_drop room that never generates even if the path goes up from the entrance. The !flip template allows for rooms to generate horizontally flipped to create more level variety.

Level Data In-Game
\!flip
0000000000
000rrr0000
00rrrr0900
0=11rr1===
0==11====0
0==1011==0
0==0001110
0000000000
Spelunky2 hundun entrance drop.png

Hundun's Hideaway also features an exit_notop room that never generates due to the structure of the level. Compared to Sunken City's exit_notop room, it is slightly different from two extra tiles existing at the bottom.

Sunken City (Used) Hundun's Hideaway (Unused)
Spelunky2 sunkencityarea exit notop.png Spelunky2 hundun exit notop.png
1111111111
0080000000
0000000000
0000000000
0r======r0
0r000000r0
rr=0000=rr
11=0000=11
1111111111
0080000000
0000000000
0000000000
0r======r0
0r000000r0
rr=0000=rr
11==00==11

Finally, Hundun's Hideaway features a unique path_normal room that is tagged with !ignore that makes use of inverted liquid gravity and spikes.

Level Data In-Game
\!ignore
\!liquid
==========
=wwwwwwww=
=wwwwwwww=
0000000000
0000000000
=10000001=
11^^^^^^11
1111111111
Spelunky2 hundun path normal.png

Unseen Level Data

Surface

The area of the surface which can be accessed with a ladder that appears after 16 total characters are unlocked and deepest area is Neo Babylon has two states: before and after the ladder appears. A small amount of the state where the ladder does not exist can be seen in the game's intro, but the rest of it cannot be seen. In the pre-ladder state, the gym and Pilot's room do not exist yet. The telescope also does not exist yet, but it missing can be seen in the intro.

Spelunky2 surface unseen area.png

Unused Spawn Chances

In order for levels to randomly spawn enemies and traps, the spawn chances need to be defined in the level file. To further customize the spawnrates, multiple numbers separated by commas and spaces to make unique spawnrates per level. The first number is for level X-1, second number is for level X-2, and so on. The numbers inputted are interpreted as a 1/N chance to spawn at a valid space, with N being the number inputted in the level file.

Unseen Spawn Chances

Some level files have spawn chances defined that go unseen or unused. Spawn chances are hardcoded to only work in certain areas. Using them outside of their intended areas will spawn nothing.

Non-functioning Chances

Level Spawn Chance (1/N) Notes
The City of Gold crusher_trap_chance 30 Crush Trap chance. Giant Crush Traps appear here, but not normal Crush Traps.
Duat crocman 40, 40, 40, 40 Crocman chance. Crocman do not appear in Duat at all.

Overwritten Chances

Some areas have spawn chances defined, but another level file is loaded in place of one of the levels in the world making one of the unique level chances unseen.

Level Spawn Chance (1/N) Overwriting Level Overwriting Chance Notes
Dwelling snake 40, 45, 50, 50 1-4 (cavebossarea.lvl) 120
hornedlizard 110, 70, 60, 40 30
mole 140, 85, 75, 75 N/A The Mole spawn chance is not in cavebossarea, so no Moles spawn in 1-4.
Neo Babylon lasertrap_chance 35, 35, 25, 25 Tiamat's Throne N/A Tiamat's Throne is 6-4, making all spawn chance definitions for Neo Babylon 6-4 unseen.
sparktrap_chance 35, 35, 25, 25 N/A
olmite 30, 25, 20, 25 N/A
ufo 30, 50, 80, 100 N/A UFO spawn chances decrease throughout Neo Babylon.

Hardcoded Spawn Chance Exceptions

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:
  • There is likely more exceptions. Check all level files and all spawn chances.
  • Monkeys can spawn in Dwelling if the spawn chance is added and vines are added.
  • Most spawn chances that are in areas which are not present in their Cosmic Ocean versions can be added and functions correctly.
  • Adding Leprechauns to CO Jungle/Volcana/Tide Pool/Temple can sometimes spawn two Leprechauns and two pots of gold.

Spawn chances are hardcoded to only function in their intended areas. Strangely, the Cobra spawn chance can be added to Dwelling and Cosmic Ocean Dwelling and functions perfectly. In Spelunky HD, Cobras could randomly spawn in the Mines, so maybe Dwelling was going to have more similarities to the Mines.

Unused Tile Codes

Rooms and chunks are composed of text characters that are defined as tile codes. A level file needs to define a tile code for it to be usable in rooms. Most of the unused tile codes are of enemies, but the game instead uses level chances and monster chances to randomly spawn enemies and traps. Almost all of the unused tile codes are actually in the tile code list for certain areas, but they are either commented out and undefined (undefined meaning that it never got a text character associated with it), or just commented out and did get a defined text character.

Tile Code Description Notes
cat Does nothing. It is not even programmed into the game. Is commented out and undefined in cityofgold. Likely an early catmummy tile code.
catmummy Does nothing. Is commented out and undefined in cosmicocean_temple and templearea.
caveman Spawns a Caveman. Is commented out and undefined in cavebossarea, cosmicocean_dwelling, cosmicocean_jungle, dwellingarea, and junglearea.
cobra Spawns a Cobra. Is commented out and undefined in cityofgold, cosmicocean_temple, and templearea.
crocman Spawns a Crocman. Is commented out and undefined in cityofgold, cosmicocean_temple, and templearea.
empty_mech Spawns an empty mech mount. Is commented out and undefined in babylonarea, cosmicocean_babylon, cosmicocean_icecavesarea, and icecavesarea.
fountain_head Spawns a fountain graphic and a drain three tiles below. Only works for lava. Is defined but unused in lakeoffire (Tide Pool 4-3). Is an otherwise unused object.
Was likely planned to be used somewhere in the Lake of Fire.
giant_spider Spawns a Giant Spider and two webs under the tiles where it spawns. Is commented out in junglearea.
goldbars Spawns a stack of three gold bars. Is commented out in basecamp.
Was likely planned to be placed in the tutorial area of the camp.
hermitcrab Spawns a Hermit Crab with an object on their back. Is commented out and undefined in cosmicocean_tidepool and tidepoolarea.
honey_downwards Spawns honey stuck to the bottom of a tile. Is commented out in beehive.
Honey is randomly spawned in beehives instead of manually spawned through tile codes.
honey_upwards Spawns honey stuck to the top of a tile. Is commented out in beehive.
imp Spawns an Imp carrying a lava pot. Is commented out and undefined in cosmicocean_volcano and volcanoarea.
jiangshi Spawns a Jiangshi. Is commented out and undefined in cosmicocean_tidepool and tidepoolarea.
landmine Spawns a Landmine. Is commented out and undefined in cosmicocean_icecavesarea and icecavesarea.
It is defined in the Ice Caves Arena maps (dm6-1 through dm6-5), but is never placed in any rooms.
lavamander Spawns a Lavamander. Is commented out and undefined in volcanoarea.
leprechaun Does nothing. Is never mentioned in any level files.
mantrap Spawns a Mantrap. Is commented out and undefined in cosmicocean_jungle and junglearea.
mosquito Spawns a Mosquito. Is commented out and undefined in cosmicocean_jungle and junglearea.
nonreplaceable_floor Spawns a floor tile that cannot be replaced by other level features like traps. Is never mentioned in any level files.
octopus Spawns an Octopi. Is commented out and undefined in cosmicocean_tidepool and tidepoolarea.
olmite Spawns an Olmite stack ranging from 1-4 Olmites.
If one Olmite spawns, they can either have a helmet or body armor.
Is commented out and undefined in babylonarea and cosmicocean_babylon.
robot Spawns a Robot. Is commented out and undefined in cosmicocean_volcano and volcanoarea.
snake Spawns a Snake. Is commented out and undefined in cavebossarea, cosmicocean_dwelling, and dwellingarea.
snap_trap Spawns a Bear Trap with a small gold nugget on top as bait. Is never mentioned in any level files.
sorceress Spawns a Sorceress. Is commented out and undefined in cityofgold, cosmicocean_temple, and templearea.
tikiman Spawns a Tikiman holding a boomerang.
If the level is dark, they will be holding a lit torch instead.
Is commented out and undefined in cosmicocean_jungle and junglearea.
ufo Spawns a UFO. Is commented out and undefined in cosmicocean_icecavesarea and icecavesarea.
witchdoctor Spawns a Witch Doctor. Is commented out and undefined in cosmicocean_jungle and junglearea.
yeti Spawns a Yeti. Is commented out and undefined in cosmicocean_icecavesarea and icecavesarea.

Room & Chunk Templates

Almost every level file has a room or chunk with the !ignore template. The !ignore template has this comment in every level file: "Ignore the following template. This is to make building rooms easier.". Room and chunk templates were likely copied and pasted into level files to have a base to start making levels. Because of the very uninteresting nature of these templates, only the raw level data and not in-game renders will be provided.

In these level templates, 0 represents empty, 1 represents the area's normal floor (Dwelling's brown floor, Jungle's grassy floor, Volcana's dark purple floor, Tide Pool's light blue floor, Temple of Anubis' sand which is also used in The City of Gold and Duat, Ice Cave's blue floor, Neo Babylon's cyan floor, Sunken City's green floor, and Eggplant World's eggplant floor), = represents the area's styled floor (Wood in Dwelling, Jungle, Volcana, and Ice Caves. Pagoda in Tide Pool and Eggplant World. Temple of Anubis bricks in Temple of Anubis. Gold bricks in The City of Gold. Black bricks in Duat. Purple bricks in Neo Babylon. Gray stone in Sunken City.), and X is the unbreakable bordertiles found in all areas except Duat (where dustwalls are found instead) and Cosmic Ocean.

If there are two rooms presented, one left and one right, the left room is the frontlayer and the right room is the backlayer.

entrance

A room with floor at the top and bottom.

1111111111
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
1111111111

Can be found in duat, cityofgold, cavebossarea, cosmicocean_icecavesarea, cosmicocean_temple, cosmicocean_tidepool, cosmicocean_volcano, dwellingarea, eggplantarea, icecavesarea, templearea, tidepoolarea, and volcanoarea.

A room with styled floor at the top and bottom.

==========
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
==========

Can be found in babylonarea and cosmicocean_babylon.

exit

A room with styled floor at the top and bottom.

==========
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
==========

Can be found in babylonarea.

side

An empty room.

0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000

Can be found in cosmicocean_babylon, cosmicocean_icecavesarea, cosmicocean_jungle, cosmicocean_temple, icecavesarea, and junglearea.

A room with floor at the top and bottom.

1111111111
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
1111111111

Can be found in cosmicocean_tidepool, cosmicocean_volcano, eggplantarea, tidepoolarea, and volcanoarea.

ushabti_room

A room with six styled floor at the center top and bottom of the room. This was used as a template for the rooms found in Neo Babylon 6-2's backlayer: the Hall of Ushabti.

00======00
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
00======00

Can be found in hallofushabti.

setroom0-0

A room with floor at the top and bottom.

1111111111
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
1111111111

Can be found in cavebossarea.

setroom1-0

A room where the top half is empty and the bottom half is stone bricks.

0000000000
0000000000
0000000000
0000000000
----------
----------
----------
----------

Can be found in olmecarea. Interestingly, this placement in olmecarea is where the shortcut level entrance is located.

Empty Setrooms

An empty room.

0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000

Can be found in olmecarea (setroom0-4).

An empty dual room.

0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000

Can be found in icecavesarea (setroom4-0).

machine_bigroom_path

A dual bigroom with floor at all four sides in both layers.

11111111111111111111 11111111111111111111
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
11111111111111111111 11111111111111111111

Can be found in babylonarea, dwellingarea, templearea, and tidepoolarea.

A dual bigroom with an empty frontlayer and a backlayer with bordertiles at all four sides. The Z tilecode here generates bordertiles if it does not connect to an adjacent room or generates empty if it does connect to a room.

00000000000000000000 XXXXZZXXXXXXXZZXXXXX
00000000000000000000 X000000000000000000X
00000000000000000000 X000000000000000000X
00000000000000000000 Z000000000000000000Z
00000000000000000000 X000000000000000000X
00000000000000000000 X000000000000000000X
00000000000000000000 X000000000000000000X
00000000000000000000 X000000000000000000X
00000000000000000000 X000000000000000000X
00000000000000000000 X000000000000000000X
00000000000000000000 X000000000000000000X
00000000000000000000 X000000000000000000X
00000000000000000000 Z000000000000000000Z
00000000000000000000 X000000000000000000X
00000000000000000000 X000000000000000000X
00000000000000000000 XXXXZZXXXXXXXXZZXXXX

Can be found in volcanoarea.

machine_tallroom_path

A dual tallroom with floor at the top and bottom in both layers.

1111111111 1111111111
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
1111111111 1111111111

Can be found in babylonarea, dwellingarea, sunkencityarea, templearea, and tidepoolarea.

A tallroom with floor at the top and bottom.

1111111111
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
1111111111

Can be found in babylonarea, dwellingarea, sunkencityarea, templearea, and tidepoolarea.

A dual tallroom with an empty frontlayer and a backlayer made entirely of bordertiles.

0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX

Can be found in volcanoarea.

machine_wideroom_path

A dual wideroom with floor at the top and bottom of the frontlayer and a backlayer with floor at all four sides.

11111111111111111111 11111111111111111111
00000000000000000000 10000000000000000001
00000000000000000000 10000000000000000001
00000000000000000000 10000000000000000001
00000000000000000000 10000000000000000001
00000000000000000000 10000000000000000001
00000000000000000000 10000000000000000001
11111111111111111111 11111111111111111111

Can be found in dwellingarea and templearea.

A wideroom with floor at the top and bottom.

11111111111111111111
00000000000000000000
00000000000000000000
00000000000000000000
00000000000000000000
00000000000000000000
00000000000000000000
11111111111111111111

Can be found in dwellingarea and templearea.

A dual wideroom with an empty frontlayer and a backlayer made entirely of bordertiles.

00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX

Can be found in sunkencityarea (x2) and volcanoarea.

machine_bigroom_side

A dual bigroom with floor at all four sides in both layers.

11111111111111111111 11111111111111111111
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
10000000000000000001 10000000000000000001
11111111111111111111 11111111111111111111

Can be found in dwellingarea, templearea, and tidepoolarea.

machine_tallroom_side

A dual tallroom with floor at the top and bottom in both layers.

1111111111 1111111111
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
0000000000 0000000000
1111111111 1111111111

Can be found in babylonarea, dwellingarea, sunkencityarea, templearea, and tidepoolarea.

A tallroom with floor at the top and bottom.

1111111111
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
1111111111

Can be found in tidepoolarea.

A dual tallroom with an empty frontlayer and a backlayer made entirely of bordertiles.

0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX
0000000000 XXXXXXXXXX

Can be found in volcanoarea.

machine_wideroom_side

A dual wideroom with an empty frontlayer and a backlayer made entirely of bordertiles.

00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX
00000000000000000000 XXXXXXXXXXXXXXXXXXXX

Can be found in sunkencityarea.

machine_keyroom

A dual keyroom with an empty frontlayer and a backlayer with floor at all four sides.

0000000000 1111111111
0000000000 1000000001
0000000000 1000000001
0000000000 1000000001
0000000000 1000000001
0000000000 1000000001
0000000000 1000000001
0000000000 1111111111

can be found in dwellingarea, junglearea, tidepoolarea, and volcanoarea.

A room with floor at the top and bottom.

1111111111
0000000000
0000000000
0000000000
0000000000
0000000000
0000000000
1111111111

Can be found in dwellingarea, junglearea, tidepoolarea, and volcanoarea.

machine_rewardroom

A dual rewardroom with an empty frontlayer and a backlayer with floor at all four sides.

0000000000 1111111111
0000000000 1000000001
0000000000 1000000001
0000000000 1000000001
0000000000 1000000001
0000000000 1000000001
0000000000 1000000001
0000000000 1111111111

Can be found in dwellingarea, junglearea, and tidepoolarea.

chunk_ground

An empty chunk.

00000
00000
00000

Can be found in duat, cavebossarea, cityofgold, cavebossarea, cosmicocean_jungle, cosmicocean_sunkencity, cosmicocean_temple, cosmicocean_tidepool, cosmicocean_volcano, dwellingarea, eggplantarea, hundun, junglearea, sunkencityarea, templearea, tidepoolarea, and volcanoarea.

generic.lvl Templates

These level templates are found in the generic level file.

feeling_tomb

A template for the tomb rooms found in levels with the Dead are Restless level feeling. A dual room where the top of the frontlayer room is open with floor around the bottom edges and gaps to let the room connect to other path rooms. The backlayer has bordertiles at all four sides of the room. The Z tilecode here generates bordertiles if it does not connect to an adjacent room or generates empty if it does connect to a room.

00000000000000000000 XXXXZZXXXXXXXXZZXXXX
00000000000000000000 X000000000000000000X
00000000000000000000 X000000000000000000X
00000000000000000000 Z000000000000000000Z
00000000000000000000 X000000000000000000X
10000000000000000001 X000000000000000000X
10000000000000000001 X000000000000000000X
10000000000000000001 X000000000000000000X
10000000000000000001 X000000000000000000X
10000000000000000001 X000000000000000000X
10000000000000000001 X000000000000000000X
10000000000000000001 X000000000000000000X
10000000000000000001 Z000000000000000000Z
00000000000000000000 X000000000000000000X
00000000000000000000 X000000000000000000X
11110011111111001111 XXXXXXXXXXXXXXXXXXXX

room2

A template for the backlayer rooms you can enter from the frontlayer through secret layer doors. The Z tilecode here generates bordertiles if it does not connect to an adjacent room or generates empty if it does connect to a room.

XXXXZZXXXX
XXZZZZZZXX
XZ000000ZX
ZZ000000ZZ
ZZ000000ZZ
XZ000000ZX
XXZZZZZZXX
XXXXZZXXXX

passage_horz

A template for the backlayer passages that connects two rooms horizontally.

XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
0000000000
0000000000
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX

passage_vert

A template for the backlayer passages that connects two rooms vertically.

XXXX00XXXX
XXXX00XXXX
XXXX00XXXX
XXXX00XXXX
XXXX00XXXX
XXXX00XXXX
XXXX00XXXX
XXXX00XXXX

passage_turn

A template for the backlayer passages that connects two rooms.

XXXX00XXXX
XXXX00XXXX
XXXX00XXXX
0000000000
0000000000
XXXX00XXXX
XXXX00XXXX
XXXX00XXXX