Talk:Floor

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Latest comment: 18 March by Anemoia in topic Pink floor

Floor Objectives

I think it may be a good idea to note which floors can have which objective types. For example, I do know that there's a couple of floors early in the run that look like they're designed to be ∞-Ball levels, and the mountain ascending one I've only seen as a "Destroy the Portals" level. -- LatiusAuro (talk) 10:31, 26 February 2024 (UTC)Reply[reply]

Floor Terms = Enemy Types

Maybe there should be a section that shows which kind of prefix/term in the floor's name means different enemy types like "Open-Season" meaning Nobilmentes/Snipers will spawn and Bombardment will spawn the Arpeggios and Spawners. Argus (talk) 23:35, 26 February 2024 (UTC)Reply[reply]

Floor Categorization by Spire Thirds?

I've noticed the floors I roll for each third of the spire don't tend to overlap very much. A Rigorous like Coverage(Between-Crosshairs) seems to only spawn on floors 1-9, while an Easy like Danger-Magnet_Covered only seems to appear on floors 21-29. Could present a more useful means to categorize the floors than the current megalist. DevNode (talk) 06:44, 3 March 2024 (UTC)Reply[reply]

While collecting data for this on the side during hackless runs, I seem to have noticed that the same floor configurations have the same consistent base Membux reward. So far I've gotten 115 twice on a Normal Pursuit Bowl.Floor and 130 three times on a Normal Pursuit Careful-Aim.Floor. I've also noticed different Difficulty/Objective combinations with the same floor name, notably at least four different High-Tower.Floor configurations: an Easy Portal with a 35m reward, an Easy Ball with a 25m reward, a Normal Portal with a 105m reward, and a Normal Tower with a 130m reward. DevNode (talk) 08:09, 3 March 2024 (UTC)Reply[reply]
I think you might be onto something there. The base floor doesn't by itself determine the Mems gained, but the modifiers - that being the objective, difficulty and add-ons - does. LatiusAuro (talk) 10:18, 3 March 2024 (UTC)Reply[reply]
I wouldn't necessarily take a "modifiers" approach since at the end of the day they're all bespoke courses with handplaced level elements, not generated from a set of random parameters but created and balanced to offer different experiences with the same base geometry as the skeleton. The level names are ultimately there for flavor and to aid in identifying for the user what sort of hazards they're to expect next, and they're formatted like file names rather than traditional level titles to reinforce the fantasy of Side Order being an in-universe VR computer program. DevNode (talk) 21:28, 3 March 2024 (UTC)Reply[reply]
True, but some levels have the same basic level layout, just with bits edited to fit the theme. Like for example, all the Pyramid ones has the same basic layout, but what is added to it depends on the modifiers and objective type. LatiusAuro (talk) 08:06, 4 March 2024 (UTC)Reply[reply]
That assumes the modifiers came first, and not the level designs themselves. What we do see is that every configuration is its own consistent level down to the pickups found in each crate, and that there are a finite number of recurring configurations that can appear in the Spire, each with a predefined cash reward. There are "modifiers" in that levels which use the same geometry have different placements of elements like inkrails and enemy portals, but neither these nor the naming schemes are a dynamic system, they are separate levels made by a human designer with specific intent as to what options the player has and how gameplay will play out, some just so happen to use the same base geometry because that saves time and effort and allows the designer to tap into the geometry's creative potential in multiple different ways. It's not a matter of "we used base floor X and arrangement Y so our reward for this floor should be Z", and the idea that a configuration "depends" on the information you are given about it in the screen before rather than the other way around is silly, because the level was already made one or three or nine months ago with its name and difficulty and reward already decided and now sits dormant in the game's data until the next time it's called upon for a Spire run. DevNode (talk) 17:50, 4 March 2024 (UTC)Reply[reply]

Danger Floors

Putting this here because I have just seen proof, on the Discord server, that the same floor can have different Danger effects. So if anyone tries to edit it to say that no, the danger effect is per floor, the images on this Discord post, made by Wafer can be used to disprove it.

On a side note, it would be great to get the icons for the six main Danger types to use for the Danger effects if at all possible. LatiusAuro (talk) 11:05, 15 March 2024 (UTC)Reply[reply]

Pink floor

I have been seeing clips of a floor being entirely pink. I don't know much about it but it has happened to me as well. Maybe it would be good to include this somewhere even if we don't have much information on it. Molo2ov (talk) 12:17, 18 March 2024 (UTC)Reply[reply]

It would be great if we could have more information about this pink floor. Do you have a link to a video or something. Gray13 (talk) 23:26, 18 March 2024 (UTC)Reply[reply]
It's a glitch, people on the Discord server have been discussing it a little. Anemoia Anemoia Sig.png [Talk!] 23:27, 18 March 2024 (UTC)Reply[reply]