Mario Kart Wii: a battle arena
Build a Mario Kart Wii battle arena step by step, for Balloon Battle and Coin Runners.
Before you start
A battle arena is built like a race track (do the custom track tutorial first), with different course data. It's still one .szs holding course_model.brres, course.kcl, course.kmp, map_model.brres, vrcorn_model.brres and itembox.brres (copied from your disc when you place item boxes).
What every retail arena has, and yours needs:
- 12 start points, one per player, numbered 0 to 11 (a race track has one).
- 4 battle respawn points (MSPT).
- Respawn points (JGPT), usually 12.
- A CPU network of enemy points, many small linked paths.
- No checkpoints and no item paths.
- Item boxes, and for Coin Runners, coins (72 to 134 on retail arenas).
1. Model, collision, minimap and sky
- Open a folder, export your arena as
course_model.objand buildcourse_model.brreswith Make .brres, exactly as in the track tutorial. - Make
course.kclwith File > New > Collision (KCL) from Model.... Arenas are enclosed: make the outer walls walls, and anything you can fall into a fall boundary. - Make the minimap with Mario Kart Wii > Minimap Editor... and the sky with File > New > Skybox.
- Optionally bake shadows with Mario Kart Wii > Create Shadow Map... on the track model.
2. Battle course data
- Choose File > New > Battle Arena Course Data (KMP)..., save it as
course.kmpand open it. It starts with the 12 starts, 4 battle respawns, 12 respawns and a CPU loop a working arena needs. - Load your track model and collision behind the canvas with Auto-Detect.
- Drag the 12 start points round the arena, spread out and facing inwards. Keep each one's player number; the inspector shows it.
- Place the 4 Battle Respawn Points (MSPT) in safe open spots. Right-click a point for Duplicate, Snap to Ground and Delete.
- Draw the CPU network with the pen tool: several short enemy paths that link up so CPU racers can roam the whole arena. Right-click points to add more before or after them.
- Add item boxes as Object (GOBJ) points, and coins (object 0x73) if you want Coin Runners to work. Duplicate on the right-click menu places them quickly.
- Select everything and Snap to Ground.
- Check the editor's header says Battle Arena: that means the course data is recognised as an arena, so Tools > Make Testable and Verify Archive use the battle rules. Run Make Testable to fill in anything missing (start numbering, battle respawns, respawns).
3. Pack and play
- Put the six files in a folder (or an
.szsmade with File > New > SZS Archive...) and press Verify Archive with the type set to Custom Battle Arena. - Right-click it and choose Mark for Hot Swap > Mario Kart Wii > Battle Maps, then the arena to replace (Block Plaza is a good first choice).
- Press Run. The checks before Dolphin starts won't let an arena run on a race track's slot, or a race track on an arena's slot, and list anything else likely to crash.
- Start a Balloon Battle or Coin Runners on the arena you replaced.
More in Testing your mod and Mario Kart Wii tracks.
If it crashes
- Make sure there are exactly 12 start points numbered 0 to 11, and 4 battle respawns. Make Testable fixes both.
- An arena has no checkpoints. Add one and its course data is treated as a race track's, and the checks before playing will stop it running on an arena slot.
- Every arena needs
itembox.brresin the archive, and Coin Runners needscoin.brrestoo. The missing-files banner copies them from your disc.