/usr/share/doc/liquidwar-data/html/userlevels.html is in liquidwar-data 5.6.4-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 | <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<HTML>
<HEAD>
<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=iso-8859-1">
<TITLE>User levels</TITLE>
</HEAD>
<BODY>
<CENTER>
<A HREF="index.html">Home</A> |
<A HREF="rules.html">Rules</A> |
<A HREF="authors.html">Authors</A> |
<A HREF="mailinglists.html">Mailing lists</A> |
<A HREF="fanfic.html">Fanfic</A> |
<A HREF="options.html">Menus and hot keys</A> |
<A HREF="network.html">Network game</A> |
<A HREF="parameters.html">Command line parameters</A> |
<A HREF="platforms.html">Platform specific issues</A> |
<A HREF="userlevels.html">User levels</A> |
<A HREF="algorithm.html">Core algorithm</A> |
<A HREF="source.html">Source code</A> |
<A HREF="bugs.html">Bugs</A> |
<A HREF="todo.html">To do</A> |
<A HREF="wip.html">WIP</A> |
<A HREF="copying.html">Copying</A>
</CENTER>
<HR>
<CENTER><H1>User levels</H1></CENTER>
<HR>
<H2>A piece of advice</H2>
<P>You can use your own levels whith Liquid War 5.
The only thing you have to do is to put your own 256-colors vbitmap files
in a special directory, and the program will use them.
Currently, BMP, LBM, PCX, and TGA files are supported.
It is a good thing to use 256 colors bitmaps,
for they waste less disk space than truecolor bitmaps,
and Liquid War 5 converts all bitmaps to 32 colors bitmaps.
Additionnally, truecolor bitmaps might cause the DOS version
to crash randomly...
2-color bitmaps will also cause the program to crash.
I warned you!</P>
<P>The best thing you can do to create your user levels
is to have a look at the few user files I put in the .zip file
and try at first to do something that looks about the same!</P>
<HR>
<H2>Maps</H2>
<P>Liquid War 5 does many checks on user levels
and is much safer than Liquid War 3.
Still, try and help the program not to crash, if possible.</P>
<P>Liquid War considers that dark colors are walls
and bright colors are associated to the playable area.
So you can draw your walls in black, dark blue, etc...
And the rest of the map can be of any bright color
such as white or yellow.</P>
<P>You can draw a small map on a big bitmap,
as long as you use a bright background color.
Liquid War will autodetect the range of your map
and add the border line if necessary.</P>
<P>Liquid War re-orders all the maps,
so that the smallest ones are on the left
and the most complicated ones on the right
when you choose them with the slider
in the "map" menu.
So if you can't find the map you just draw,
don't worry, it is probably just mixed with
the levels from the .dat file.</P>
<P>The default path for maps is "custom\map\" on windows, and
"/usr/local/share/games/liquidwar/map" on GNU/Linux.</P>
<HR>
<H2>Textures</H2>
<P>All you have to do is put a bitmap in the default directory
which is "custom\texture\" on windows, and
"/usr/local/share/games/liquidwar/texture" on GNU/Linux.</P>
<HR>
<H2>Textures</H2>
<P>As of Liquid War 5.6.x, it's possible to associate a map with
a texture. All you need is to call the maps with the same name
(case is important, lowercase recommendend...). Look at the
"meditate" custom map which is shipped with Liquid War for
instance.</P>
<P>This also works with internal builtin maps (those stored in
the datafile) so for instance if you name a custom texture
"world1.bmp" it will automatically be associated to the builtin
map world1 (to figure out internal names you have to unpack
the source distribution and look in the ./data directory).
This also works the other way, if you name a map "wood2.bmp"
it will be automatically associated with the builtin texture
wood2.</P>
<P>Associating a texture with a map requires more work than
designing a simple map, but the results is usually much
nicer. See the "Kasper - ..." series of maps for instance.</P>
<HR>
<H2>Send your levels</H2>
<P>Maybe you will find that the original levels are ugly and unplayable.
Well, if you have made user levels and think they are great,
just send them to the Liquid War user mailing list.
Please use only 256 colors bitmap and zip them before sending them,
or else they might be blocked by my provider...</P>
<P>As of today, dozens of user maps have already been included
in Liquid War, this is very nice for it happens that every
map designer has his own personnal tastes, so the maps all
look different.</P>
<P>Still, to be included in Liquid War's mainstream distribution,
your maps will need to be placed under the terms of the
GNU General Public License, or at least a compatible license.
You should have received a copy of this license with Liquid War
anyway. Read it 8-)</P>
<P>Of course, you can use *any* map when playing. You can even
play with a bitmap you got from a proprietary source - such a
proprietary game you bought for instance - but the point
is that I can't - and you can't either - distribute such a map
along with Liquid War.</P>
<P>However, this is enough legal boring stuff! What you should keep
in mind is that I'm always happy when I receive maps from
players, and it's a pleasure for me to include them in the
mainstream distribution.</P>
<HR>
<CENTER>
This documentation is also available on:
<A HREF="http://www.ufoot.org/liquidwar/v5">www.ufoot.org/liquidwar/v5</A>.
</CENTER>
</BODY>
</HTML>
|