Spelunky 2/Unused Level Data
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.
Contents
- 1 Testing Area
- 2 Unused Rooms & Chunks
- 3 Unused Spawn Chances
- 4 Unused Tile Codes
- 5 Room & Chunk Templates
- 5.1 entrance
- 5.2 exit
- 5.3 side
- 5.4 ushabti_room
- 5.5 setroom0-0
- 5.6 setroom1-0
- 5.7 Empty Setrooms
- 5.8 machine_bigroom_path
- 5.9 machine_tallroom_path
- 5.10 machine_wideroom_path
- 5.11 machine_bigroom_side
- 5.12 machine_tallroom_side
- 5.13 machine_wideroom_side
- 5.14 machine_keyroom
- 5.15 machine_rewardroom
- 5.16 chunk_ground
- 5.17 generic.lvl Templates
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.
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 |
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 |
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 |
A very similar treasure room could be seen at the playable demo at TwitchCon 2018.
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.
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 ========== |
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 ========== ========== |
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.
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 |
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 |
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.
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 |
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.
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
This needs some investigation. Discuss ideas and findings on the talk page. Specifically:
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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