Worms World Party Mission Editor

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WORMS WORLD PARTY

MISSION EDITOR
Worms World Party, WWP, WWP Mission Editor
Copyright © 2015 Team17 Digital Ltd
All rights reserved

The Worms World Party Mission Editor is an UNSUPPORTED FREEWARE RELEASE. The code, concept and design however are
still copyright Team17 Digital Ltd. There is no distribution restrictions other than the program must ONLY include the files contained in
the full release. Please refer to the WWP web site directly for complete download program content.

All Trademarks / Registered Trademarks comprised within this document are fully acknowledged

Contents
1 Introduction ........................................................................................................................................................2
2 How missions work .........................................................................................................................................2
Where to start? .................................................................................................................................................3
3 Main Menu ............................................................................................................................................................5
Mission Details ..................................................................................................................................................5
Terrain ...............................................................................................................................................................6
Options ..............................................................................................................................................................7
Teams ................................................................................................................................................................8
Events .............................................................................................................................................................. 10
Event Details Window .............................................................................................................................. 11
Sequences ..................................................................................................................................................... 13
Sequenced Event Details Window .................................................................................................... 14
Export Mission ............................................................................................................................................. 16
4 Mission Tutorials ............................................................................................................................................ 16
Beginner.............................................................................................................................................................. 16
Intermediate ................................................................................................................................................. 18
Advanced ........................................................................................................................................................ 19
Training tutorial with sequences ...................................................................................................... 20
Complex: Falling mines........................................................................................................................... 20
How does it work? ..................................................................................................................................... 22
Tweaking; Missions improve with tweaking! .............................................................................. 22
Complex: Automated guns .................................................................................................................... 22
Notes on the guns...................................................................................................................................... 23
Tweaking ........................................................................................................................................................ 24
5 Where to go from here? .............................................................................................................................. 25
6 Frequently Asked Questions .................................................................................................................... 25

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1 Introduction
Welcome to the Worms World Party Editor! Using this versatile tool you’ll be able to create your own
missions, training, time attacks and more!

So what is it exactly?
The Worms World Party Mission Editor is a cool program to allow Worms World Party users to create their
own missions. Not only that but once you have created your missions you can distribute the files to other
Worms World Party players alike to show them your creations!

What do I need to run it?


You need an installed official version of Worms World Party.

The editor itself has a familiar and easy to use Windows format. While it is relatively easy to set up a basic
one on one mission, there are many other options and tricks that will take a little longer to learn. We’ve
written this document to help you get the most out of the Worms World Party Editor and its functions. There
is a complete listing of all options/settings and their relevant usage. There are tutorials, which go through
step by step how to actually create different types of missions. Finally, a helpful mini FAQ is provided that
may assist if you become stuck. As with most things though, the best way to learn is by experimenting.

It is recommended to read through this document fully, and then have a go at the tutorials. Once you are
familiar with the editor, have a go at making your own mission using the process detailed below. You can
have this document open on screen (or print it out) while you create your missions and refer to it as
required. For reference, tool tips are available for the majority of the functions available in the editor, simply
hold the mouse pointer over individual buttons or sections to receive helpful comments. So grab a mug of
your favourite tipple, turn the TV off, close the curtains and let’s make some missions!

2 How missions work


An overall view of how missions in Worms World Party work is useful so we’ll establish this first. In basic
form missions use a list of options and settings. These govern what occurs at the start, during and end of a
mission. In addition to settings you can have what we call conditions; these allow you to change what
happens as the mission is playing out. Conditions give much greater control on how you want the mission to
play and change throughout. These settings can be separated into six basic areas:

 Win: these conditions are how missions end, when the enemy has been killed, when a crate is
collected etc.

 Terrain: establishes which landscape (bmp) the mission uses.

 Options: include turn/game time, environment settings such as wind, and game settings like
retreat time etc.

 Teams: establishes which teams are human, how many Worms, are any vital, what weapons the
team has etc.

 Events: place mines/drums initially or on specific turns, drop crates, display messages or wait for
actions etc.

 Sequences are similar to events but these can be triggered in real time i.e. during a turn, useful for
training missions. There are also two sets of sequences that can occur at the same time allowing
the mission designer (you!) more flexibility when making cool stuff!

With these aforementioned types of settings many different types of missions can be created. Every
mission, time attack, training etc. in Worms World Party has been created using these simple rules. Once

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you have a mission put it in your Worms World Party User\missions folder if you’ve downloaded it. If you’ve
created it yourself, just click on the Export button (the mission file will be placed in the correct folder
automatically). To play a mission in Worms World Party, load the game and then depending on mission type
go to the relevant section e.g. single player, training etc. Once at the screen click on the mission type button
(above the tick) until you get to user mission. You will see that your mission has now appeared – including
the mission briefing if you have entered one! Now enter your teams and click start to play it.

Where to start?
Phase 1: When designing a mission, don’t just jump into the editor, plan it out first. On starting out, fire up
your favourite paint package (which handles .BMP format. The size of the landscape is 1920x696 pixels so
make sure you set your canvas (picture size) to this. Draw the type of landscape you plan to use. Also mark
on where the various items are (Worms, crates, mines etc.). Having yourself a goal to aim for in your
mission design will help you in the long run!

Write down what’s going to happen and note any special events. Using this method, try to imagine and play
the mission through in your head. This will help you identify and be able to correct any snags or problems
you think may possibly occur throughout.

Once you’re happy move on to Phase 2. Don’t forget to go ‘back to the drawing board’ if you hit any
problems though.

Phase 2: Remember; the size of the landscape is 1920x696 pixels so make sure you set your canvas
(picture size) to this. Also remember that the editor will take ‘total black’ (RGB value 0, 0, 0) as your
transparent background colour, so it’s probably best to fill all the canvas with black initially.

Don’t forget unless the landscape is in a cavern you’ll be able to see past the edges and it may look odd if
you’ve drawn right up to them. When it looks OK, save it and then load the editor.

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Phase 3: Go through the editor page by page and add in all details you wrote down on paper. Don’t worry
about the briefing text just yet; you can add this later when the mission is final. Once everything is in, go to
the Export Mission tab and click on the Test Mission button. If there are obvious errors they will show
here, when indicated go back and amend them. When errors are not shown, save and launch Worms World
Party (save usable file for Worms World Party by clicking the Export button).

Phase 4: Play the mission noting down any errors that occur. You may need to go back to the editor to fix
any major bugs. The landscape may need a little tweak or some changing, if so use your paint package to
correct it. Once you can play from start to finish, try looking for ways to ‘break’ your mission. Try doing things
you’re not supposed to and complete the mission in different ways. It is recommended to get a friend to try
it out, watch their method of play and how they approach it. This will help you judge the difficulty level also.
If problems still occur, go back to the editor to correct them and run it again. Once you’re satisfied that
everything is OK go to Phase 5.

Phase 5: Now that the mission is working as you want it’s time to finish the landscape. Using your art
package add detail and colour to it. Once finished, recheck to make sure you haven’t accidentally altered
the shape. Also complete your briefing and any incidental mission commentary text.

Note: Don’t be afraid to let your design change as you go along – for example you might want to alter
positions of various items or health values of Worms. Perhaps you would also like to extend sections of
landscape to improve playability. First and foremost; Gameplay is important… But once you have this bit
nailed down – why not make your level look as beautiful as you possibly can?

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3 Main Menu

 Create Single Player Mission: Creates a new single player mission.


 Create Multi Player Mission: Creates a multi-player mission (single / network).
 Create Training Mission: Creates a training mission.
 Create Time Attack Mission: Creates a time attack mission.
 Delete: Deletes the currently highlighted mission.

Mission Details

 Mission Name: Simply the name of your mission (include a version number if you
wish).

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 Notes: Here you can include your name, time to complete etc.
 Mission Instructions: This is for you to include a briefing for your mission.
 Win Condition: Remove all opponents - Kill all enemy worms.
Destroy vital crate or vital team - You must destroy the ‘Vital’
flag crate or team (see events).
Survive until mission ends - You must have at least one Worm
alive at sudden death.
Mission must be terminated - The mission must be terminated
(see events).
 Multi Win Condition: Co-operative Multiplayer - Kill all the CPU teams to win.
Competitive Multiplayer - You must kill everyone else to win (if
everyone dies it is a draw).
 Fastest: Completing the mission quickly is best.
 Longest: The longer you can play is best.

Terrain

 Load Terrain: Load a .BMP as the landscape for your mission. 1920 by
696 pixels in 256 colours.
 View terrain without background: This allows you to check that you have the correct
background colour.
 Indestructible Border: Enable landscape border, which is indestructible.
 Indestructible Terrain: A check here means the landscape cannot be destroyed.
 Cavern: This means the mission will take place within a cavern.

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Options

 Fixed Wind: Locks the wind so that it will only blow in one direction all the time
(used in conjunction with the wind slider below).
 Wind: This slider controls the max strength of the wind and it will never
go above this setting. If the above setting is checked you can set which direction (left or right) and at
what strength the wind will blow throughout the whole mission.
 Friction: This sets how much Worms slide about on the landscape.
 Random Crate Drops: These three options allow the user to alter the frequency of
random crate drops for Weapon Crates, Health Crates and Utility Crates.
 Health Crate Energy: Set health amount that health crate supplies (used with random
crate drops).
 Weapons Don’t End Turn: Normally when a weapon is fired your turn will end. This ensures it
won’t, allowing you to fire more than once – great for creating Time Attack missions!
 Loss of Control Ends Turn: Normally if a Worm takes damage (falling a large distance) its turn
will end. If you uncheck this box it will ensure it doesn’t lose the turn.
 Sheep In All Crates: If set, when a crate is destroyed, a sheep will be fired out.
 Pause Timer While Firing: Set whether the timer stops counting down while you are
powering up (whilst holding fire down) your weapon.
 Super Weapons: Allows super weapons in this mission.
 Random Fuse: Simply sets that mines have a random fuse time (0-3).
 Mine Fuse: Set the delay from a mine being activated to it blowing up.
 Smart Mines: Set so coloured mines will not arm when touched by Worm of
same team colour.
 S. Death Finishes Game: If game time ends (or sudden death is triggered) the mission will
end.
 S. Death Triggers a Nuke: If game time ends (or sudden death is triggered) a nuclear bomb
will be dropped.
 S. Death Water rise: This slider controls how fast the water rises when the game time
runs out (or sudden death is triggered).
 S. Death Worm Damage: This sets how much damage Worms will take per turn after the
game time runs out (or sudden death is triggered).

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 Disable Tracking: This stops the camera following every action on screen when
playing, useful if you have lots of targets and explosions occurring in your mission.
 Sort Allies By Score: Sort by score rather than health (used with targets etc. that have
score settings).
 Turn end Finishes Mission: The mission will end after a Worm finishes its turn.
 Action Replays: Set whether or not action replays will be allowed.
 God Mode: Makes all Worms invincible
 Worm Select: So teams can ‘tab’ between Worms.
 Show Score: Set so the score is shown (used with targets etc. that have a score
setting).
 Rope Nudging: Allows the nudging of Worms whilst on a rope.
 Fall Damage: Set how much damage Worms receive when falling from great
heights.
 Girder Radius: Set how far away from a Worm you can place a girder (in pixels).
 Jet Pack Fuel: Set how much fuel a Jet Pack has.
 Game time: How long the game will last before sudden death begins.
 Turn Time: How long each turn is.
 Pause Between Turns: How long the hot seat delay is.
 Land Retreat Time: How many seconds you get to retreat after using most weapons.
 Rope Retreat Time: How many seconds you get to retreat after using weapon on a
Ninja Rope or Jet Pack.
 Display Round Time: Set whether or not the round time will be displayed.

Teams

 Add Team: This adds another team if there is room.


 Add Worm: This adds a Worm to the team currently highlighted.
 First group to take turn: Set which team colour will go first on start of the mission.
 Terrain Thumbnail: Allows you to take a closer look at the landscape you have chosen.
 Available: Simply shows the amount of Worms left that you can put into teams.

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 Team Tab: Allows you to click on the team you wish to edit, also shows their current colour.
 Delete Team: Deletes the currently highlighted team (you can’t delete the first
team).
 Team Name: Let’s you change the name of the CPU team currently selected.
Note that you can’t change a human team name as that is taken from the team that you enter when
playing the mission.
 Team Must Survive: If this team dies then all teams of that colour group will lose.
 Change Group: Changes the colour group of the currently selected team.
 Brains: Sets the intelligence of the CPU team (higher is intelligence).
 Worm Tab: Allows you to select the Worm you wish to edit.
 Delete Worm: Removes Worm from the highlighted team (you can’t delete last
Worm in team).
 Worm Name: Change name of CPU Worm currently selected. Note that you
can’t change a human Worm name as it is taken from the team name entered when playing.
 Health Icon: Change the amount of health that the currently selected Worm will
start with.
 Sick icon: Change the amount Worm will lose when sick.
 Sight Radius: How far the CPU Worm can see, highly temperamental, requires a
lot of patience to implement. Should be used to try and make CPU worms attack enemies that are
near (if a low amount is used).
 Vital Team: Is a team vital? If so all Worms will wear hats. Hat colour matches
team colour.
 Artillery Mode: Set if the Worm can move or not.
 Set Weapon: Limits that particular CPU Worm to one weapon. Make sure the
weapon is in the weapon list for that team.
 Vital Worm: If this Worm dies, allied Worms die too.
 Position: Sets the position of that particular Worm.
 God Worm: God Worms are very hard to kill.
 + Weapon: This opens the Weapon Select Panel, pick the weapon you want
the team to have. You can then choose ammo amount and the delay in turns. If you’ve made a
mistake and don’t really want these weapons simply pick 0 as the ammo amount.

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Events

Main Events Window: Here we list all events. You can click on an event/turn to see more details.
It works in a similar fashion to a file tree in Explorer. All the events have an
individual icon and also display the turn number.
Add Event: Opens the Event Details window and allows selection of an event and
settings.
Edit Event: Allows you to edit a previously added event. Highlight an event and click
button.
Delete Event: Allows deletion of a previously added event. Highlight an event and click
button.

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Event Details Window

 Edit Events Window: This window allows you to select an event and its settings.
 Which Turn: Defines on which turn the event will occur.
 Place Mine: Places a mine according to the detail below.
 Position on Terrain: Clicking here lets you pick an X, Y coordinate on your landscape.
 Snap to Ground: If checked mine will appear on the ground rather than falling if not
checked.
 Smart Mine: If checked mine will not activate when touched by team colour
selected below it.
 Place Oil Drum: Places a drum according to the detail below.
 Position on Terrain: Clicking here lets you pick an X, Y coordinate on your landscape.
 Snap to Ground: If checked oil drum will appear on the ground rather than falling if
not checked.
 Place Weapon Crate: Places a crate according to the detail below.
 Weapon: Allows you to select what weapon is in this crate.
 Ammo: The amount of the weapon above.
 Position on Terrain: Clicking here lets you pick an X, Y coordinate on your landscape.
 Snap to Ground: If checked it will appear on the ground rather than falling if not
checked.
 UXB: If checked crate will be a Bomb and will explode on contact.
 Smart Collection: If checked crate can only be collected by team colour indicated
below it.
 Vital Crate: If checked team that destroys it is the loser.
 Marked Crate: If checked crate has a marked flag (see events/sequences).
 Indestructible: If checked crate cannot be blown up, only collected.
 Smart Destruction: If checked crate can only be blown up by team colour indicated
below it.
 Bonus Points: The amount of points added/subtracted from the teams score.
 Bonus Seconds: The amount of seconds added/subtracted from the teams’ time.
 Place Health Crate: Places a health crate according to the detail below.
 Health: The amount of health in this crate.
 Position on Terrain: Clicking here lets you pick an X, Y coordinate on your landscape.
 Snap to Ground: If checked crate will appear on the ground rather than falling if not

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checked.
 UXB: If checked the health crate will be a Bomb and explode on contact.
 Smart Collection: If checked crate can only be collected by team colour indicated
below it.
 Vital Crate: If checked team that destroys it is the loser.
 Marked Crate: If checked crate has a marked flag (see events/sequences).
 Indestructible: If checked crate cannot be blown up, only collected.
 Smart Destruction: If checked the crate can only be blown up by team colour
indicated below it.
 Bonus Points: The amount of points added/subtracted from the teams score.
 Bonus Seconds: The amount of seconds added/subtracted from the team’s time.
 Place Target: Places a target according to the detail below.
 Target Type: Choose target appearance from Normal, Old Woman and
Invisible.
 Fall Speed: How fast the target will fall.
 Position on Terrain: Clicking here lets you pick an X, Y coordinate on your landscape.
 Smart Destruction: If checked target can only be blown up by team colour indicated
below it.
 Bonus Points: The amount of points added/subtracted from the teams score.
 Bonus Seconds: The amount of seconds added/subtracted from the teams’ time.
 Fake UXB: Make the target look like a UXB but without the explosion.
 Marked Target: If checked target has a marked flag (see events/sequences).
 Terminate mission: Will end the mission and sets the terminate flag.
 Display Text Message: Displays a limited length text message.
 Message: Enter your message here.
 Trigger Nuke: Activates the Indian Nuclear Test weapon.
 Trigger Earthquake: Activates the Earthquake weapon.
 Trigger Armageddon: Activates the Armageddon weapon.
 Sudden Death: Activates Sudden Death.
 Set next turn Number: Makes the game think the next turn is turn X.
 Turn No: Enter the turn number you want here.
 Pause Red Sequence: Will pause the red sequences until told not to.
 Resume Red Sequences: Starts the red sequences going again.
 Pause Blue Sequence: Will pause the blue sequences until told not to.
 Resume Blue Sequences: Starts the blue sequences going again.

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Sequences

 Sequence Windows: Sequences are separated in two sets. Red and Blue; both of
these occur at the same time. If both the sequences are waiting for a marked crate then when it
deploys both sequences will continue. Each sequence has its own set of buttons explained below.
 Add: This button opens the Sequence Details window and allows you to
select a sequence event and its settings.
 Insert: This button acts in the same way as add but rather than adding it
to the end of the list it will add it before the sequence event currently highlighted.
 Edit Sequence: Allows you to edit a previously added event. Select the event you
wish to edit and click the Edit button.
 Delete Sequence: Allows you to delete a previously added event. Select the event
you wish to edit and click the Delete button.

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Sequenced Event Details Window

 Place Mine: Places a mine according to the detail below.


 Position on Terrain: Clicking here lets you pick an X, Y coordinate on your landscape.
 Snap to Ground: If checked mine will appear on the ground rather than falling if not
checked.
 Smart Mine: If checked mine will not activate when touched by team colour
selected below it.
 Place Oil Drum: Places an oil drum according to the detail below.
 Position on Terrain: Clicking here lets you pick an X, Y coordinate on your landscape.
 Snap to Ground: If checked oil drum will appear on the ground rather than falling if
not checked.
 Place Weapon Crate: Places a crate according to the detail below.
 Weapon: Allows you to pick what weapon is in this crate.
 Ammo: The amount of the weapon above.
 Position on Terrain: Clicking here lets you pick an X, Y coordinate on your landscape.
 Snap to Ground: If checked crate will appear on the ground rather than falling if not
checked.
 UXB: If checked crate will be a Bomb and explode on contact.
 Smart Collection: If checked crate can only be collected by the colour of the team
indicated below.
 Vital Crate: If checked team that destroys it is the loser.
 Marked Crate: If checked crate has a marked flag (see events/sequences).
 Indestructible: If checked crate cannot be blown up, only collected.
 Smart Destruction: If checked crate can only be blown up by the team colour
indicated below it.
 Bonus Points: The amount of points added/subtracted from the teams score.
 Bonus Seconds: The amount of seconds added/subtracted from the teams’ time.
 Place Health Crate: Places a health crate according to the detail below.
 Health: The amount of health in this crate.
 Position on Terrain: Clicking here lets you pick an X, Y coordinate on your landscape.
 Snap to Ground: If checked crate will appear on the ground rather than falling if not

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checked.
 UXB: If checked health crate will be a Bomb and explode on contact.
 Smart Collection: If checked crate can only be collected by the team colour
indicated below it.
 Vital Crate: If checked the team that destroys it is the loser.
 Marked Crate: If checked crate has a marked flag (see events/sequences).
 Indestructible: If checked crate cannot be blown up, only collected.
 Smart Destruction: If checked crate can only be blown up by the team colour
indicated below it.
 Bonus Points: The amount of points added/subtracted from the teams score.
 Bonus Seconds: The amount of seconds added/subtracted from the teams’ time.
 Place Target: Places a target according to the detail below.
 Target Type: Allows you to choose what the target will look like.
 Fall Speed: How fast the target will fall.
 Position on Terrain: Clicking here lets you pick an X, Y coordinate on your landscape.
 Smart Destruction: If checked the target can only be blown up by the team colour
indicated below it.
 Bonus Points: The amount of points added/subtracted from the teams score.
 Bonus Seconds: The amount of seconds added/subtracted from the teams’ time.
 Fake UXB: Make the target look like a UXB but without the explosion.
 Marked Target: If checked target has a marked flag (see events/sequences).
 Terminate mission: Will end the mission and sets the terminate flag.
 Display Text Message: Displays a text message.
 Message: Enter your message here.
 Wait until no marked crates: Pause the sequence while there are marked crates within the
mission.
 Wait until no marked targets: Pause the sequence while there are marked targets in game.
 Restart from top: Sets the sequences going from the beginning.
 Pause for n10ths sec: Pause the sequence for a desired amount in tenths of a second.

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Export Mission

 Display Window: Displays errors (if error is serious enough you will be unable to
save the mission).
 Test Mission: Checks for obvious errors in your mission (note that missions can
still be exported with warnings present).
 Export Mission: Saves the mission out as a file Worms World Party can read.

4 Mission Tutorials
These tutorials go through building a mission from the very beginning. Later on in this section the tutorials
cover more advanced mission types.

Beginner
The first type of mission that we are going to create is a simple one on one battle against a CPU opponent.
First we need to decide what win condition we use, in this case we require the ‘Remove all opponents’ win
condition this condition is within the ‘mission details’ tab and should automatically be selected. While we’re
here in this tab we can also fill in the various details regarding the mission instructions, what the mission is
called and also the name of the author (that’s you!).

The next thing that we need to do is load in the terrain landscape that will be used to create the mission. To
achieve this click on the ‘Terrain’ tab and click the button that says ‘Load Terrain’. Here you will select the
castle landscape, as that is what we shall be using in this case.

Next, click on the ‘Teams’ tab, this is where we will place the Worms on the landscape, add the weaponry,
and name our teams, and so on. First of all, click the white box that is situated next to the text that says
‘position’. This will take you to a screen where the castle landscape is apparent and here you can click on
the landscape to position where the Worm that you will control will be positioned. For this mission, we are
going to position our Worm on top of the mortar shell that is in the centre of the landscape.

In the bottom left hand side of the screen you will see a reading that informs you of the position on the
mission landscape for a much more accurate reading. In this case we will place our Worm at ‘782.571’,

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once you have found this position with your mouse cursor, click with your mouse to confirm the co-ordinates
and you will be returned to the ‘Teams’ tab on selecting ‘OK’ with your choice accepted. See how next to
the word ‘Position’ that the numbers ‘782.571’ are now present. Now what we’ll do is give this Worm energy,
to do this we click on the white text box next to the small health crate graphic. Delete what is there and then
type ‘150’ to give our Worm that energy amount.

What we shall do now is give our Worm some weaponry to help defeat the enemy, to do this we click on the
button box beneath where it says ‘Weapon’. We will now be faced with a full list of available weapons that
we can give to the Worm and also the amounts that we can supply also. For this mission we are going to
click on the Bazooka weapon and then select ‘ammo’ as 10. This means we are giving the Worm 10
Bazookas in this mission. Click on the ‘OK’ button to accept this and then you will see that this weapon gets
added to the white list beneath the word ‘Weapon’.

Next we will add the enemy team, to do this we click the ‘Add team’ box (still under the teams tab) you will
see that another team has been added and so we have two team tabs in this screen. Next, click on the tab
that says ‘No Name’ and now we shall create our computer opponent. To change this team into opposition
click on the ‘Change group’ box and then click the blue colour box. You can use any colour apart from the
same one as yours if you wish them to be opposition. You will now see that the colour tab next to ‘No Name’
will change to blue. We can also name our team and the Worm member in this team by clicking the ‘Worm
name’ box and then typing in your preferred name. We can also click on the ‘team name’ box and change
that also.

Now we need to place on the terrain where this Worm will be positioned, click on the white box next to the
word ‘position’ and this will take us to the terrain landscape screen again and here we will click at position
‘1109.447’. Note that co-ordinate positions may also be typed in manually. This will place the computer
Worm on the mortar shell opposite to where your Worm is placed. Clicking ‘OK’ will take us back to the
‘Teams’ tab again and now we shall provide the computer Worm with weapons. We do this by clicking the
button box beneath where it says ‘Weapon’. Here we shall provide the computer worm with a low powered
weapon, let’s say the Handgun, next we select the amount of ammo for this weapon and then we click on
the ‘OK’ box to accept our changes.

Finally, set the variants for the round time and also the turn time. First we need to access the screen that will
allow us to do this, click on the ‘options’ tab. Here we find in the bottom right the two options for ‘turn time’
and ‘round time’ clicking on the white boxes next to each option will make the option times appear. Click on
the box which you wish to alter. So in this case we will set the round time to five minutes and the turn time to
thirty seconds. Press the ‘Export Mission’ tab followed by the ‘Export Mission’ button then click on the ‘X’
button to accept and exit the program.

Congratulations! You’ve only gone and created your first mission!

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Intermediate
What we will do now is add various objects to our mission such as Weapon Crates, Health Crates, Oil
Drums and Mines. First we will need to load in this mission to start with into your mission editor. Once
loaded in, our next task is to add these various objects into the mission. These are called ‘events’. In order
to access the ‘events’ section of the mission editor; simply click the ‘Events’ tab. When we’re on this screen,
click on the ‘Add Event’ box, which will show a series of events that we can add to the mission. First we are
going to add a Mine, so click on the ‘Place mine’ box and then click on the ‘Position’ white box. This will
now take you to the terrain landscape screen again which works exactly the same way as placing Worms on
the landscape. We will place the Mine to the right of where our human controlled Worm is situated. The
co-ordinates for this are ‘829.602’, so click on this position and the decision will be finalised. Click the
mouse on the ‘OK’ box to return to the events screen.

For our next event we shall add a Weapon Crate to the mission. So again, we click ‘Add event’, but this
time we click on the ‘Place Weapon Crate’ box, which opens up at the bottom of this screen various options
such as what we will place in this crate. In this case we are going to have something fun in the crate, so let’s
select the Concrete Donkey weapon. To do this, click on the ‘Weapon’ white box and scroll down until you
reach the Concrete Donkey then select it. Now we will place where it will appear on the map, click on the
‘position’ box, which again takes us to the terrain landscape screen. Here we will place the Weapon Crate
just to the left of where our human controlled Worm is placed. The co-ordinates for this are ‘713.577’, so we
click this location on the terrain and then click on the ‘OK’ button to finalise the decision.

Right, let’s add an Oil Drum to the mission. Click on the ‘Add event’ box, then click on the ‘Place Oil Drum’
box and click the ‘position’ box to take us to the terrain screen. Let’s place the Oil Drum inside the blue and
red bouncy castle. The position to click will be ‘1330.427’ and then click on the ‘OK’ button to finalise.

Finally we are going to place a Health Crate in the mission. To achieve this; click ‘Add event’ followed by a
click on ‘Place Health Crate’. Notice how new options have appeared beneath where you can alter the
amount of health that is contained within the crate. Now we click on the ‘Position’ box and on the terrain
screen place the Health Crate at position ‘638.430’ (just left of the Weapon Crate). Let’s try altering the
amount of health in the crate to 50, to do this we click in the white box next to the word ‘Health’ and delete
the numbers that are there. Then replace them with the numbers 5 and 0 to symbolize fifty and click ‘OK’.

Well done! You have successfully created a mission containing objects on the landscape!

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Advanced
OK, for the advanced tutorial we shall be creating a mission where you will have to have to collect a specific
crate on the landscape. First load in the castle mission that we have created so far and then change the win
condition to ‘Destroy Vital Crate or Vital Team’.

We now need to alter the current weapons sets in order to allow the mission to play properly. So first of all
remove the Bazooka weapon from the human controlled team and insert 5 Girders. Then for the computer
team, remove the Uzi weapon and add 5 Air Strikes but on a delay of 6 turns. This means that you will have
three turns and so will the computer team before they are able to use the Air Strike (this should be more
than enough time for you to collect the mission specific crate).

Next we move onto the sequences section and under red sequences we will click ‘Add’. Then click ‘Place
Weapon Crate’ and tick the box next to the ‘Marked Crate’ text. Also tick the box next to the ‘Vital Crate’
text. Click on the position box and place this crate at the position of ‘1184.240’ and select ‘OK’. This means
the crate will be positioned on top of the first blue point atop the bouncy castle. In the sequences we then
need to add the ‘Wait until no more marked crates’ command. And finally we need to add the ‘Survive
Until Mission Ends’ command; which means that when the marked crate is collected by you the mission
will end with the ‘Successful’ message.

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Training tutorial with sequences
First of all click the option ‘Create Training Mission’ from the mission editor main screen. You will need to
decide which landscape you wish to use for this training mission. To start with a more simple landscape is
preferable so in this case we will use the boat landscape. After loading the landscape let’s position where
our Worm will start (1006.424) which is atop the boat. Next we will add what weaponry is required; in this
case we’ll use the Uzi with infinite ammunition. Now we will add the targets to the level and where they will
appear. So we go to the sequences section and let’s say we wish to have a simple three target training
mission, where targets appear one after another and when the third target is destroyed training is complete.

Initially we will need to add a marked target to the sequences list, and then we will plot this onto the
landscape, let’s say at position ‘1196.124’. Then we will click ‘Add’ after and have the ‘Wait until no more
marked targets’ command in here. After these we will revert to adding another target so we will add the
target at position ‘620.159’. Remember after this event we will need to add the ‘Wait until no more marked
targets’ command in. What this basically means is that no more targets will fall until the one currently
available is destroyed. Now we will add one more target at position ‘716.527’ and then add the ‘Wait until
no more marked targets’ command once more. Finally we will add the ‘Terminate Mission’ command,
which will ensure that the training ends correctly.

Complex: Falling mines


If you’ve played through Worms World Party you will know that some of the missions differ from the usual
turn based strategy of Worms and adopt a more action oriented real time approach. In Worms World Party
single player missions such as ‘Shell Shock’ and even more so missions like ‘Apple of your Eye’ and ‘Pole
to Pole’ all occur in one single turn. You can use as many weapons as you like and don’t have to worry
about enemy Worms controlled by the CPU. (Note: It is possible to have the CPU Worms take a turn in
multi-player missions, but for the purpose of this tutorial we’ll start with some very basic missions and start
with no CPU Worms on the landscape.). Once you’ve mastered a few of these techniques you can put them
together and ultimately build some really cool missions with lots of crazy stuff going on!

When you figure out what’s going on you’ll probably work out a few new tricks to make your missions more
diverse. You can make things happen continually in the background, such as having guns fire mines across
the landscape automatically, having mines drop from the sky – and some other cool features.

Firstly, look at the example provided. It’s a cut down version of the mission ‘Apple of your Eye’ – you must
jump your Worm across the little gaps, avoiding the mines as they fall down. Your objective is to collect the
crate on the right hand side of the landscape. The aim is to try and replicate the provided example.

To begin with select ‘Create Single Player Mission’ from the main editor screen and then select the first
tab named ‘Mission Details’ and give your mission a suitable name. Choose the third win condition; this
means that the mission will only end when you tell it to by way of using the sequences, such as ‘collect the
marked crate’ (which is exactly what we’re going to be doing).

Load in your terrain bitmap which we have kindly supplied; advance.bmp. Select the ‘Terrain’ tab, and load
in the file. You don’t need to make the terrain indestructible, or do anything else on this screen except for
load in the file.

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Now you need to configure your mission options, select the tab marked ‘Options’. Firstly tick the box
marked ‘Disable camera tracking’ – this will make the in game camera follow only the actions of your
Worm, and nothing else you might have going on. If this box were not marked the camera would constantly
move back and forth as it changed between following your Worm and the mines dropping from the sky. Set
both your Game Time and your Turn Time to a single minute (you’ll have a single minute in which to
complete the mission). Set your Mine Fuse time to 0 seconds. The rest of the options should be left as
default, as they don’t really affect the rest of the mission.

Now you’ll want to configure your teams. Hit the ‘Teams’ tab at the top of the editor window. You need a
single human team with a single Worm; this will already be set as default. Give the Worm 20 health (so if
hitting a mine it will die), and Artillery mode needs to be set to ‘Can Move’. Position the Worm by clicking the
box titled ‘Position’, which will be set to ‘Random’ by default. Put the Worm on the first block on the left,
marked ‘1’ by clicking just above it. Don’t place the Worm too close to the edge, as it will be hit by a falling
mine straight away. You don’t need to equip any weapons just yet.

Next up, add the necessary events. You only need one event for this mission and that event is used to place
the Crate that you are required to collect in order to complete the mission successfully. Select the ‘Events’
tab and click the ‘Add Event’ button. Choose the ‘Place Weapon Crate’ icon, and set the crate to ‘Marked
Crate’. Position the Crate on the landscape by clicking the ‘Position’ box that will currently be marked
‘Random’. Position the Crate so that it lands on the fifth platform along (marked ‘5’) – the co-ordinates are
roughly 1355, 430. Finally tick the box marked ‘Snap to Ground’ and click ‘OK’ to confirm the event.

Select the ‘Sequences’ tab. For the first set of sequences use the red sequence box, situated on the
left-hand side of the editor. The first sequence needs to place a marked target. Click the ‘Add’ button (on
the left) and click on the ‘Place Target’ icon that pops up in the window. Make the target invisible by
selecting the ‘Target Type’ list and choosing ‘Invisible’. Now click the box labelled ‘Marked Target’ and
click on the ‘Position’ button (which will be currently set to Random) to place it on the landscape. Bear in
mind that the target needs to sink, you need a position where nothing is below the target. A position of
around 150, 550 should be fine. The next sequence in line needs to be set to ‘Wait until no more marked
targets’ – after this sequence you need to place the Mines that are going to drop from the sky.

Each of the Mines should be placed at roughly the same height – as high as you can get them! The X
co-ordinate of the mines needs to relate to where the gaps are between the five blocks; in total you should
be placing four Mines. The Mines need to be placed high enough so that they drop down through the gaps
and into the water. The co-ordinates of each Mine should be roughly (starting from left to right) 631, 0 – 852,
10 – 1070, 20 – 1290, 30. You will notice that the height of each Mine placed changes by ten pixels, the
Mines are in steps; this is so they don’t all hit the water at the same time and don’t make such a loud splash
sound.

Once you have placed all the Mines all you need to do is cap it off with is a sequence that tells this to loop.
Hit the button titled ‘Add’ and choose ‘Restart from Top’ – this makes your sequences loop around from
the first command. All that remains to add is the second set of sequences (the blue sequences). Use the set

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of buttons positioned on the right hand side of the editor window, above the blue box. You need to add a
sequence to stop the game from ending until the marked crate has been collected (remember the marked
crate that we added in the events?). Add the sequence named ‘Wait until no more marked crates’. Below
this sequence add one titled ‘Terminate Mission’. These two sequences check if the Crate is still on the
landscape, and if not ends the game successfully. The mission is complete, go on and give it a try!

How does it work?


It’s quite easy to see what is happening to give the mission a real time approach. Because it all takes place
in one turn (unless you force a skip go) you lose the turn-based element. Mines are constantly dropping and
you have to time your jumps from platform to platform, making the game play more like a platform style
game than Worms!

The red sequences are the ones that make the mines continually drop, and the target sinking is what gives
you the nice pause; giving you enough time to jump the gaps while avoiding the falling mines. Because the
target is being dropped into the water it is being destroyed each time it sinks, bypassing the sequence that
waits for no more marked targets, it then replacing the Mines and restarts the sequences from the
beginning. The target is also invisible – out of sight, out of mind!

Tweaking; Missions improve with tweaking!


Have a little play with this mission before attempting the next tutorial. Is the pause in-between the mines
falling too little or too great? Try changing the position of the target, only on the Y-axis. The greater the
distance between the target and water the farther it has to fall. If you increase the Y-axis (by placing the
target closer to the water) then the target will sink quicker, and Mines will rain down in shorter pauses. Of
course, if you place the target higher; this means the interval between the Mines falling will be greater. You
can simply change this interval by tweaking one value, the Y-axis of the target – the higher the value the
quicker the Mines fall, and vice versa.

Complex: Automated guns


Guns are a bit more complicated, but work on the same principal of having a target fall in the water to then
teleport in Mines. For a start, guns have to be drawn onto the landscape (there are example bitmaps
provided) and each gun requires a CPU Worm to sit there in the gun and blast Mines across the landscape.

Guns work by having two sets of Mines teleport in. One of the Mines is the missile, and this is placed in the
barrel of the gun. The other set of Mines are teleported into a hole in the gun next to the CPU Worm, the
CPU Worm sets off these Mines and the resulting blast blows the missile mine from the barrel of the gun
and across the landscape. You can of course place more than one Mine on top of one another, the more
Mines you place in the gun the further the missile will fly – and the more mines you place in the barrel the
more damaging the missile will be if it hits a Worm. Firstly we won’t build a fully-fledged mission; we’ll just
make a gun that will fire.

Taking it from the top, create a single player mission and name your mission by selecting the ‘Mission
Details’ tab and typing it in. Set your win condition to the second one down, the one titled ‘Destroy Vital
Crate or Vital Team’. Load in the landscape provided, this time it’s called advance2.bmp. Move on to the
options screen and set basically the same settings as before.

Lastly, remember to set the landscape to ‘indestructible’ otherwise your guns will only fire once!

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Click the box marked ‘Disable camera tracking’. Set your game time to something more appropriate like
five minutes, and your turn time to a minute. Set your Mine fuse time setting to 0 seconds and click on the
box marked ‘Pause timer while firing’ to unmark it. The rest of the options can be left to their default
settings.

Now create your teams. You need to have a human team with a single Worm, and a CPU team with a single
Worm. You can put any values you like in for the human controlled Worm, as long as it doesn’t wear a hat
(Worms which have been set as ‘Vital Worm’ in the Teams tab will forcibly wear a hat) and it is able to
move around the landscape. Equip it with some weapons too; arm the Worm with a Shotgun set to have
infinite ammunition and no weapons delay. Position the Worm on the landscape atop of the third block, the
raised one and place it to the left-hand edge of this block, the co-ordinates are roughly 900, 200. The CPU
Worm needs to have an infinite amount of health and wear a hat. If it wears a hat it doesn’t get to take a turn,
which is good because his only purpose is to set off the Mines that you teleport in. Place the CPU Worm in
the tank on the left hand side of the screen marked ‘A’. You need to put it in the rectangular hole cut out
especially for it – the hole is cut small enough so that the Worm can’t slide around. The co-ordinates for the
Worm are 177, 508 and they need to be precise. Before moving on to the next section, ensure that you’ve
made the Human and CPU teams belong to different coloured allied groups (click on change group button
to do so). No events need to be added for this mission; you can now skip on to the sequence section.

Use only the red sequences for this example. Add your first sequence and place a target on the landscape,
make the target marked. Place the target again on the third raised block, the co-ordinates are roughly 1000,
190 – also tick the box titled ‘Snap to ground’. This target will appear next to your Worm and the next
sequence that needs adding to the list is the one titled ‘Wait until no more marked targets’ – after this you
need a sequence to add the Mines. Start by adding one mine to the barrel of the gun – its co-ordinate has to
be precisely 221, 493. Next add three Mines to the small circular hole cut in the gun (the one next to the
Worm) place all the Mines on top of each other all of their co-ordinates need to be precisely 208, 510. All of
the Mines placed need to have the ‘Snap to ground’ box ticked. Finally add the ‘Restart from top’
sequence. Run the mission, and see how each time you destroy this target the gun should fire.

Notes on the guns


The example is built like this because the more complex missions that contain guns are built in stages, this
example being the first stage. It’s easier to get things like this out of the way first instead of putting it all in
one go, expecting it to work and finding that it doesn’t. The hardest part is working out the co-ordinates that
the mines are to be placed at. It can take a lot of tweaking to make the mine fire out at the correct trajectory,
instead of having it just rattle around inside the gun barrel.

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To try and prevent this from happening with your missions we’ve provided two examples of the gun graphics
with this tutorial and brushes that you can overlay on top of the graphics to work out where the Mines should
be placed. Line up the red blocks with the circle cut into the gun and the two yellow pixels relate exactly to
where the Mines should be placed. Use any decent paint package to get the co-ordinates, even Microsoft
Paint (supplied free with Windows) shows the X and Y co-ordinates at the bottom of the Window.

The guns themselves can also be any shape – you can make their graphics into pretty much anything you
like (in this example they vaguely resemble tanks). The only things you need to keep precise are the holes
used to keep the Worm and the Mines, and the barrel. Always remember to have a mission such as this the
landscape always has to be set to indestructible; if it wasn’t then the guns would only fire once, as the tank
would be destroyed from the Mine explosion. Another handy tip to be known is that it’s best to work with
Mines that are always ‘snapped to ground’ because you know that as soon as they’re put in the game that
they’ll snap straight to the surface instead of falling any distance.

Tweaking
The thing to remember is once you’ve worked out Mine co-ordinates most of the work is done. The target
was kept on the landscape before so that you could test the gun at your leisure, now if you place that target
so that it’ll sink into the water the gun will automatically fire at an interval. If you add more Mines to the gun
you can make it fire faster and farther. If you add an extra sequence to collect a crate and place that crate in
the path of the missile then you have a mission! This small section accompanies the graphic ‘guns.gif’.
This can be viewed just below on the next page.

The picture gives the level designer some template examples to work with if they want to build firing guns
into their missions.

The first row gives examples of how the Team17 designers first drew the simple guns (look at single player
mission 4 – Shell Shock for a nice example of how a gun can be drawn).

The second row shows the bare minimum graphics needed on the landscape to fire a functioning gun.

The final row is probably the most important, if you use either of these templates to make your own guns

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you will need to use these graphics to find your co-ordinates for the mines. Using a paint package cut this
out as a brush then put it over the top of the gun graphic – lining the red marks up so that they fit inside the
circle. The two yellow pixels relate precisely to where the Mine co-ordinates are.

5 Where to go from here?


The best place to look for ideas and inspiration are the Worms World Party single player missions. The
following missions in particular:

04. Shell Shock


05. It’s Raining Mines, Hallelujah!
11. Apple of your Eye
18. Pole to Pole
33. Have no fear, Old Dear
37. Take ‘em Down
45. Invertebrate Invaders

Each of these missions utilise some very clever ideas on the same basic mechanics outlined above to make
some very interesting and diverse missions. Looking at any of these missions should give you fresh ideas in
which to vest your newly acquired mission building skill. Other ideas can be found by looking at retro games
and these can usually be recreated in Worms World Party in some form just like Invertebrate Invaders!

6 Frequently Asked Questions


Q. Why does the Worms World Party editor save 2 different types of file?
A. There are two file types, a compiled version without an underscore in the extension for use with Worms
World Party and an un-compiled version with an underscore in the extension for use with the editor. This is
so you can distribute the mission without fear of somebody ripping off your work. If you don’t mind, distribute
both files.

Q. Whenever I add a Weapons Crate to my mission, the Crate appears to change its location each time I
load the mission, what’s wrong?
A. The problem here is that when you have added the Weapons Crate to your mission, the position of the
Crate is set to ‘random’. Simply click the ‘random’ box and then position where you want your Crate to
appear on the terrain. This also applies for, all the other objects that can be placed on the landscape.

Q. I have created a mission so when collecting a Crate the mission ends. However, it doesn’t. What’s up?
A. Firstly ensure that you have set the mission to win condition 3 (collect the Crate with the marked flag).
Secondly you must make sure that you have given the Crate that you wish to be the mission completed
Crate a ‘marked flag’. This is done when you first add the crate. And finally, in the sequences section you
need a ‘Wait until no more marked crates’ command, followed by a ‘Terminate Mission’ command, to
complete the sequence. Basically what this means is that the mission will not complete until the marked
Crate is collected.

Q. I have noticed when playing the missions that there are some ‘super mines’ in there, which are extremely
powerful. Where are these hidden?
A. The ‘super mines’ are created by placing multiple mines in *exactly* the same position on the terrain.
This will certainly give your mines the ‘super’ they require.

Q. Is it possible to have more than one hat Worm on the terrain in the same mission?
A. Yes, all kinds of these variables are best explored. By doing this you will fully understand how the
mission scripting works and get the most out of it.

Q. I am trying to create a training mission, which should be infinite. However, once all the targets are
destroyed the mission ends. What am I doing wrong?

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A. Don’t panic! The problem here is that in the sequences section after you have placed all of your targets,
you need the ‘Restart from top’ command. This means that once all the targets are destroyed, the loop will
begin again from the placing of the first placed target.

Q. I’ve given a certain team some weaponry and now I don’t know how to remove what I’ve given them.
What have I done wrong?
A. All that you need to do to remove the weapons from the decided team is to click on where the weapon is
situated on the weapons list in the teams screen. Then set the amount of ammunition to zero. This will
remove the weapon from the weapon list.

Q. Whilst playing Worms World Party, I have noticed that you can give tips and hints that appear at the top
of the screen. I want to be able display my own text in the game. Is this possible?
A. Yes it certainly is, first of all place some text as an event or in the sequences section and then using the
white box next to where it says ‘Text’ which you can click on and then edit manually.

Q. In my mission I am trying to create, I would like a Crate to drop later in the mission and not immediately
when the mission starts. How can I correct this?
A. You need to find out exactly at what turn you would like the crate to drop and then in the ‘event details’
section you will need to alter the ‘which turn’ section to your requirements.

Q. What are Smart Mines and how do they work?


A. Smart Mines are Mines that when placed by the red team for example will not arm when any of the red
teams Worms go near the mine. The mine will arm then explode as normal when any other of the teams
comes near the Mine and also the Mine will also be the colour of the team that dropped it.

Q. There seems to be an option when placing a crate that it can be booby-trapped (UXB). Is this something
that has been brought back especially for Worms World Party? How does this work?
A. We thought that booby-trapped crates with the random factor were slightly too unfair so instead we made
it clear that you would be in fact dealing with a booby-trap so therefore created a new graphic for the
booby-trap so you would be able to identify what it was and also will make good use of when creating
missions.

Q. When my game time runs out the game ends, how can I change this?
A. In this options section you need to un-tick the box in the ‘Sudden death’ section that says ‘Finishes
Mission’. This will then allow you to set the parameters for how you want your mission to end such as
changing the water rise speed and other such variables.

Q. I want to place objects into an actual hole that I have in the landscape but instead, the objects appear
above the actual land over the hole that I wish the objects to be in. What's happening here?
A. This can be rectified in most cases by setting the objects to 'snap to ground' so that the objects appear
straight away rather than falling in, to the place set on the landscape.

Q. Is there a limit to how many mines I can place on the landscape?


A. Yes there is. The maximum amount of Mines you can have on the landscape is twenty-five.

Q. On some of the missions in Worms World Party, there are Mines falling from the sky repeatedly. How is
this achieved?
A. On information regarding falling Mines and such, this is explained in depth throughout the tutorials
provided as well as much, much more.

Q. Using the method of sinking targets to allow my mines to spawn in, the target is clearly visible and is
slightly off putting. Is there any way around this?
A. Yes! The way around it is to change the type of the target so that the target itself becomes invisible. This
is done when the target is added in the events/sequences section.

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