If you're looking for help with making a world in Super Mario War, you've come to the right place.

In this topic, I'll explain to the best of my ability how to create world maps.

First off, you should take a look at the "SMW 1.8 Readme" file packed with your copy of Super Mario War. This file shows a list of the controls used in the world editor, along with many other useful bits of information you might find helpful.

So, without further ado, let's try making our first map, okay?

**Getting Started**Open your world editor and press N to start a new map. You will be asked to give the map a size and set it's size.

Now, we need to lay out the land for the world.

**The Lay of the Land**Press 2 to bring up the land options. You can change from page 1 to page 2 with the 1 and 2 keys.

Once you've selected a land type, simply left-click on the world to place land.

If you don't like how the land is layed out automatically around where you click, press A to disable the Auto Paint mode.

Now, let's place some visual details into the map.

**Placing Objects**First off, we need a starting point. Press T to bring up the Stages and Doors Selection. Choose your color of starting tile and place it where you want.

Now let's place some level tiles. Press 3 to bring them up. To change pages, press the 1 through 4 keys or the 6 key. Choose your level tiles and place them where you want. In addition to your level tiles, you can also place objects through the map to make the map look nicer.

Try not to overdo it with the objects though. Like maps, putting too much into a world can ruin the look of it.

Now, let's place some paths on the map so that players can get around.

**Making Paths**First, let's lay down some visual paths. Press 4 to bring up the choice of paths and choose the color you want.

You may want to disable Auto Paint here, since it tends to make your paths draw out a bit strangely. Also, be careful not to draw over any objects you placed earlier, as they paths are on the same layer.

Now, we'll make the actual paths that work with the visuals.

Press P to bring up a selection of paths, pick which one you want, and place them on your map. Be sure to place them over your level tiles and the starting tile as well. Auto Paint usually works quite well for this.

Next, I'll explain how to make warps.

**Adding Warp Pipes**To add warp pipes, press the W key to bring up a selection of warps.

Choose your warp selection and place them where you want. Warps are most commonly set on pipe objects, but can be set anywhere.

Next, I'll explain how to make vehicles.

**Placing Vehicles**To add a vehicle to your map, press V to bring up the vehicle selection.

Choose your vehicle and place it where you want.

**Other World Options**There are other things that can be done with the world editor, like changing water types or adding vehicle boundaries.

To change the water type, press 1 and choose your type of water. Lay it along the map where you want, just like you would with land.

To add vehicle boundaries, press B and choose your boundary. Then, simple place it on the map where you want.

That's about it for the world editor for now.

Be sure to press the S key to save your map before exiting.

Now, let's get into actually inserting the levels.

**TXT World Editing**Go into the worlds folder of your copy of Super Mario War and open the txt file of the map you'd just made.

Scroll down till you reach the section labeled #Stages.

Change the 0 to the number of stages you wish to have in your map.

Going by the txt file, list out your world stops.

For mode, use one of the following numbers.

`#Modes`

#0 = Classic

#1 = Frag

#2 = Time Limit

#3 = Jail

#4 = Coins

#5 = Stomp

#6 = Eggs

#7 = CTF

#8 = Chicken

#9 = Tag

#10 = Star

#11 = Domination

#12 = King of the Hill

#13 = Race

#14 = Owned

#15 = Frenzy

#16 = Survival

#17 = Greed

#18 = Health

#19 = Card Collection

#20 = Phanto Chase

#24 = Pipe Minigame

For Bonus List, use one of the following item codes.

For mode settings, go by the following code.

`#Mode Options`

#0 - Classic

#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing

#1 - Frag

#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing

#Scoring - 0 for all kills and 1 for push kills only

#2 - Time Limit

#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing

#Scoring - 0 for all kills and 1 for push kills only

#Percent Extra Time - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block

#3 - Jail

#Style - 0 for Classic, 1 for Owned and 2 for Free For All

#Free Timer - None = 1, all other numbers greater than 1 are number of frames the jail will last (example: 620 is about 10 seconds)

#Tag Free - 0 = Off, 1 = On

#Percent Jail Key - number between 0 and 100 indicating the percent chance that a jail key will appear from a powerup block

#4 - Coins

#Penalty - 0 = Off, 1 = On

#Quantity - any number greater than 0

#5 - Stomp

#Rate - Relates to the number of frames between spawns. The smaller the number, the faster the spawning (example: 30 is "Very fast" and 120 is "Slow")

#Goomba Weight - any positive number including 0, used in conjunction with the other weights below. If goomba rate is 2 and koopa and cheep cheep is 1, then there will be a 50% chance the next enemy will be a goomba (2 + 1 + 1 = 4, 2 / 4 = 50%)

#Koopa Weight - any positive number including 0

#Cheep Cheep Weight - any positive number including 0

#Red Koopa Weight - any positive number including 0

#Spiny - any positive number including 0

#Buzzy Beetle - any positive number including 0

#Paragoomba - any positive number including 0

#Parakoopa - any positive number including 0

#Red Parakoopa - any positive number including 0

#6 - Eggs

#Green Eggs - number of green eggs to play with

#Red Eggs - number of red eggs to play with

#Yellow Eggs - number of yellow eggs to play with

#Blue Eggs - number of blue eggs to play with

#Green Yoshis - number of green yoshis to play with

#Red Yoshis - number of red yoshis to play with

#Yellow Yoshis - number of yellow yoshis to play with

#Blue Yoshis - number of blue yoshis to play with

#Explosion Timer - number of seconds until eggs explode - 0 for off any positive number is the number of seconds (5 is 5 seconds until explosion)

#7 - CTF

#Speed - 0 = stationary, any number greater than 0 causes bases to move. The larger the number, the faster they go.

#Touch Return - 0 = Off, 1 = On

#Point Move - 0 = Off, 1 = On

#Auto Return - 0 = No auto return, any number greater than 0 is the number of frames before it returns (example: 620 is about 10 seconds)

#Need Home - 0 = Off, 1 = On

#Center Flag - 0 = Off, 1 = On

#8 - Chicken

#Show Target - 0 = Off, 1 = On

#Chicken Glide - 0 = Off, 1 = On

#9 - Tag

#Touch Tag - 0 = Off, 1 = On

#10 - Star

#Time - any number greater than 0, number of seconds between scores

#Star Type - 0 = Ztar, 1 = Shine, 2 = Multi Shine, 3 = Random

#Percent Extra Time - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block

#11 - Domination

#Quantity - 1 to 10 is that number of bases, 11 to 18 is #Players - 1 to #Players + 6, 19 on up is 2xPlayers - 3 on up

#Relocate - 0 = Never, all other numbers greater than 1 are number of frames until the bases relocate (example: 620 is about 10 seconds)

#Lose Bases on Death - 0 = Off, 1 = On

#Move Bases on Death - 0 = Off, 1 = On

#Steal Bases on Death - 0 = Off, 1 = On

#12 - King of the Hill

#Size - number greater than 1 (example: 3 for 3x3 base)

#Relocate - 0 = never, all other numbers greater than 0 are number of frames until the zone moves (example: 620 is about 10 seconds)

#Max Multiplier - 1 = no multiplier, all numbers 2 through 10 is the maximum multiplier that the player can achieve

#13 - Race

#Quantity - any number greater than 1

#Speed - 0 = stationary, any number greater than 0 causes bases to move. The larger the number, the faster they go. (2 is "Very Slow" and 6 is "Fast")

#Penalty - 0 = none, 1 = one goal, 2 = all goals

#14 - Owned - None

#15 - Frenzy

#Limit - 0 = single card (like old bob-omb mode), 1 to 5 = that number of cards, 6 on up = #players - 1 cards on up

#Rate - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)

#Store Shells - 0 = Off, 1 = On

#Bob-omb Powerup Weight - any positive number including 0, used in conjunction with the other weights below. If star powerup rate is 2 and flower is 3 and 1up is 1, then there will be a 33% chance the next powerup will be a star powerup (2 + 3 + 1 = 6, 2 / 6 = 33%)

#Fire Flower Powerup Weight - any positive number including 0

#Hammer Powerup Weight - any positive number including 0

#Feather Powerup Weight - any positive number including 0

#Boomerang Powerup Weight - any positive number including 0

#Ice Wand Powerup Weight - any positive number including 0

#Bomb Powerup Weight - any positive number including 0

#Leaf Powerup Weight - any positive number including 0

#P-Wings Powerup Weight - any positive number including 0

#Tanooki Powerup Weight - any positive number including 0

#POW Powerup Weight - any positive number including 0

#MOd Powerup Weight - any positive number including 0

#Bullet Bill Powerup Weight - any positive number including 0

#Podoboo Powerup Weight - any positive number including 0

#Green Shell Powerup Weight - any positive number including 0

#Red Shell Powerup Weight - any positive number including 0

#Spiked Shell Powerup Weight - any positive number including 0

#Buzzy Shell Powerup Weight - any positive number including 0

#Random Powerup Weight - any positive number including 0

#16 - Survival

#Thwomp Weight - any positive number including 0, used in conjunction with the other weights below. If thwomp rate is 2 and podoboo and bowser fire is 1, then there will be a 50% chance the next hazard will be a thwomp (2 + 1 + 1 = 4, 2 / 4 = 50%)

#Podoboo Weight - any positive number including 0

#Bowser Fire Weight - any positive number including 0

#Density - number relating how fast the hazards appear, the smaller the number the faster they come (10 is "High" and 40 is "Very Low")

#Speed - any number greater than 0. The larger the number, the faster they go. (2 is "Very Slow" and 8 is "Very Fast")

#Shield - 0 = Off, 1 = On

#17 - Greed

#Coin Life - time until coins disappear - number of frames until the bases relocate (example: 620 is about 10 seconds)

#Own Coins - 0 = player cannot collect his own coins, 1 = he can

#Multiplier = how many coins are released from players, 1 = 0.5x normal, 2 = normal amount, 4 = 2x, 6 = 3x, ect.

#18 - Health

#Start Life - Number of hearts each team starts with - number between 1 and 10

#Max Life - Number of hearts that a team can collect up to - number between 1 and 10

#Percent Extra Life - Percent chance a special heart powerup will spawn from a powerup block - number between 0 and 100

#19 - Card Collection

#Limit - 1 to 5 = that number of cards, 6 on up = #players - 1 cards on up

#Rate - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)

#Bank Time - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)

#Card Life - 0 = no cards released, any number greater than 0 is the amount of time in frames that a card lives for (example: 310 is about 5 seconds)

#20 - Phanto Chase

#Phanto Speed - Any positive number, the bigger the greater the speed (5 is normal, 2 is very slow and 7 is very fast for example)

#Yellow Phanto Quantity - Number of yellow phantos from 0 on up

#Red Phanto Quantity - Number of red phantos from 0 on up

#Green Phanto Quantity - Number of green phantos from 0 on up

#24 - Pipe Minigame

No Options

In the process of testing out the vehicle configurations, my world editor crashed and refuses to cooperate anymore. I apologize for the inconvenience, but the vehicle section of this tutorial will go unwritten for the time being.At the bottom of the txt, you can configure what items players begin with, if any. If you wish to disable starting items, simply put 0 here.

Be sure to follow the instructions in the coding above very carefully so that your world map doesn't cause any problems and make the world editor crash.

Now, we go back into the level editor to place your levels.

**Placing Your Levels**Once back in the world editor, press T to enter the level placement mode.

To place your level, simply choose the level number you want and place it on the map where you want it.

Continue this until you have all the levels set up on your world map how you want them.

Now is a good time to choose the music category for your world, so let's do that.

**Music Selection**To bring up the music category that plays for your world map, press the R key. To change it, simply press the R key until the category you want is selected. To exit the music category selection, simply press any key aside from the R key.

Now for the last step in the world making process.

**Finalization**Save your world map and exit out of the world editor.

Go into the txt file, scroll to the bottom, and set your starting items to the desired settings again, since working in the world editor resets this option.

Save, exit, and try out your new world map.

If you followed the instructions correctly, you should have a working world map to play through against computers or your friends!

I hope this tutorial helps anyone that was interested in making world maps!