Super Smash Bros. War Stage Builder (New Features)
Universe- You can select a universe for your level from any of the games, It affects the backgrounds, graphic style, and bonus templates and textures.
Generation- After selecting a universe you select a game from the series if needed. Example: if you select Universe as The Legend of Zelda you can select either normal or Toon.
Background- After selecting a generation you select a background. Backgrounds consist of real areas of the game. Example: Universe= Legend of Zelda, Generation= normal. Backgrounds available would be Hyrule castle courtyard, Gerudo desert, Twilight Realm, Kakariko Village, Ordon Forest, Death mountain, Snowpeak, Zora river, Lake Hylia, etc.
Foreground- Choose what is an actual part of your level’s design, but not actually accessible by players. For example: on SSBM Princess Peaches Castle you could see the Moat and Bridge in the front of the castle. However, you couldn’t go in front of the castle.
Level- Choose the height of your. Example: Background is the Gerudo Desert you make the level anywhere from the dunes on the sand to up in the sky.
Carver- Carve holes into the ground to place water or make gaps. Also used to bump, slope, or raise terrain. it helps the levels look natural and allows for putting water in them.
Water- Add water to the levels as you see fit. In order to have water it must be contained in either within the level, on the ground as On Delfino, or between blocks. You can change the depth of the water to make it deep enough to drown in or shallow enough to fight in.
Weather- Wind, rain, snow, etc. Choose the weather type and or pattern of intensity. Heavy rain causes slip affect, heavy snow increases freeze duration, strong winds increase knockback and jump time and height as well as item throw distance.
Textures- Add texture to your levels as well as filling in any part of your stage. sand, dirt, grass, stone, gravel, plants, tile, wood, metal, etc. Can be used on floors walls and ceilings.
Battleground- The area that the characters fight on. Platforms, blocks, slopes, stairs, ladders, limits, spawn points, crown/flag locations, hill spawns, structures, buildings, scale, transportation objects, etc.
Hazards- Choose environmental hazards to occur every set amount of time or randomly. Examples from SSBB include King Bulbin charging across the bridge, a giant man eating fish coming out of the water to eat swimming players, or cannons firing at random parts of the level. The possibilities are determined by your selected Universe and generation.
Destructibility- Choose if the level is destructible, invulnerable, or partially destructible. Examples of a partially destructible level would be Skyworld or Luigi’s Mansion. An invulnerable level would be like Hyrule Temple or Mario Circuit.
Special Objects- Objects that are particular to a specific universe. These make random appearances if turned on. An example in the LoZ universe would be Redead or octorocs, etc. While the Mario Universe would contain Goombas or Koopas.
Detail- Select specific details about items or structures to make them fit in with the chosen Universe or setting. If you have a level located in the Temple of Time ruin from Twilight Princess you wouldn’t want to have shiny new stone pillars. Detail lets you adjust age as well as size and designs of structures.
Spacing- Objects no longer take up block space on a grid. instead they can simply be placed until the space limit is met. The amount of space can depends on the size of the map.
Time Passage- Choose whether or not time passes on your level. You can also choose to set your level to Dawn, Dusk, Night, Midday, Afternoon, or Morning. If time passes you can adjust how quickly it passes.
Warp Points- Certain Spots(anywhere chosen) teleport you from one area to another. Examples would include the warp tunnels in the original SSB. Warp points depend on universe for type. A LoZ level may have a Twilight Portal while a Starfox level would have a warp space gate. You can select where a warp point leads to, how many times it leads to which point, and what order it leads in.
Perma Items- Have certain items that are always in place such as bumpers or pitfalls.
Types of Levels
Special Stages- Levels that are affected by their background and weather effects. An example would be the Great Sea when the cyclones lift and throw the ship into the sky. It changes the gravity but the stage itself basically remains the same. An example of weather effects would be the flooding of Distant Planet.
Transforming- Levels that keep the same background but change level and battleground while remaining the same size. An example would be either of the Pokemon Stadiums.
Flipping- Levels that can be designed topside and underside. At random or set times the level will instantly flip upside down after a warning sound. An example would be the Frigate Orpheon.
Warping- Levels that change background but the battleground remains the same. Examples would be the Lylat Cruise or Final Destination.
Mobile- Choose whether or not you have a mobile level such as Battleship Halberd or Big Blue. You can adjust the speed at which the level moves and also create the stopping destinations for each lap. The stopping points must be of the same universe unless the SSB universe is selected which allows for multi universed laps.
Scrolling- Choose if your level scrolls sideways or up or even around a track like area. Adjust the scroll speed as well as the reset location. Examples being Rumble Falls or Rainbow Cruise.
Shifting- Create 3 different levels that will automatically be switched throughout the battle. An example would be Castle Siege.
Other New Features to Stage Builder
Test Character Choice- No longer are you forced to test your stages with Mario. This helps to make levels that are designed for specific characters.
Test Play- Starts a quick match with a random lvl CPU opponent to see how an actual fight would work on your stage. This saves time instead of having to save and go to Multiplayer to fight.
Creation Music- Choose what music you listen to as you create the level. This way level creation never gets dull.
Item Choice- Allows you to decide what items will spawn on your level without going to item switch to turn things off.
Item Spawning- Allows you to spawn items during a test session as you would in training. It allows you to see how items work on your level.
Copy/Paste/Rotate- Lets you copy sections at a time for quick building. You can also flip any held or copied sections horizontally or vertically for symmetric ease. Items held can be rotated similar to a wheel to allow for better angles.