Map Creation (v1.001)
---------------------

Should you wish to create your own maps for Waterloo, you need to
change or create a few things.  First off, decide upon a campaign #
for you map. The campaign numbers you should use are between 21 and 99
inclusive.  In your waterloo.ini file, you need to set the Campaign 
keyword to look at your campaign file.  For instance, if you want to
create campaign 47, then in your waterloo.ini under the heading
[Breakaway Games Waterloo], you should have the following entry:

Campaign=47

If at some later time you want to use the Waterloo campaign again,
reset this value to 1.  

Campaign=1


The other way to select a campaign is to setup a shortcut for the
executable which has:

-campaign #

where # is the campaign you wish to run.  When you run the 
executable in this manner, the ini file will be changed to
reflect the new campaign selection.


Now that you've selected a campaign, you must create a configuration
file for your campaign.  In the MapData subdirectory, create a file
called Config##.cfg where ## is the 2-digit, zero-leading number of
your campaign.  For the above example, the file should be called 
Config47.cfg.

The inside of this configuration file should look something like this:

[map]
GameMapX=77
GameMapY=73
GameElevScale=75
OBNonFrench=AlliedOB.txt
OBFrench=FrenchOB.txt
TerrainFile=NapTerrain47.txt
ElevFile=NapElev47.txt
BuildFile=NapBuild47.txt
NamesFile=NapNames47.txt
RoadsFile=NapRoads47.txt
LOSFile=NotAvailable
JumpMapFile=JumpMap47.bm2

Under the [map] heading, there are several keywords which help describe
the map.

GameMapX & GameMapY indicate the width & height dimensions of the map
you wish to create.  The max dimension for any map is 256 x 256.  

It is IMPERATIVE that until we send out a real editor that the dimensions
specified here are used for all other files in the campaign. 


GameElevScale is the height difference per unit of elevation used inside
the game.  The default value is 15, but the elevation can drop down to 4 
or up to 100.  4 is very subtle differences in elevation while 100 is
much more extreme differences in elevation.

All of the files, with the exception of the Jump Map file and the order
of battle files, should be in the MapData directory.  The Jump Map file 
should be in the graphics directory, and the Order of Battle files should
be in the game's root directory.

OBNonFrench & OBFrench are used to indicate what files you wish to use
for the order of battle for both sides.  They should follow the same
design as the order of battle files, oba.txt and obf.txt respectively.


TerrainFile indicates the name of the file you wish to use to indicate
different terrain types on the map.The map is laid out in a grid as per the
dimensions you have specified in the configuration file.
The following are codes for use in the TerrainFile:
'a'	:	stream
'A'	:	stream
'b'	:	stream with woods
'B'	:	stream with woods
'f'	:	Mustard
'g'	:	Clover
'H'	:	hilltop (visual effect only)
'N'	:	broken
'O'	:	orchard
'p'	:	Rye
'q'	:	quarry
'W'	:	Woods
'z'	:	Plowed field
'.'	:	Clear



ElevFile indicates the name of the file you wish to use to indicate the
elevation changes of the map.The map is laid out in a grid as per the
dimensions you have specified in the configuration file.  The
elevation file has values from '0' through 'f' - hexidecimal.  '0' is
the lowest elevation while 'f' is the highest.

BuildFile indicates the name of the file you wish to use to indicate
buildings or towns on the map.  The map is laid out in a grid as per the
dimensions you have specified in the configuration file.
The following are codes for use in the BuildFile:
'A'	:	Abatis
'C'	:	Fortified Church (*)
'F'	:	Farm house
'H'	:	House
'I'	:	Town
'M'	:	Manor House
'P'	:	Chapel
'S'	:	Fortified Farm (*)
'T'	:	Town
'a'	:	First entry in the Specials1.bmp File
'b'	:	Second entry in the Specials1.bmp File
'c'	:	Third entry in the Specials1.bmp File (#)
'd'	:	Fourth entry in the Specials1.bmp File
'e'	:	First entry in the Specials2.bmp File
'f'	:	Second entry in the Specials2.bmp File
'g'	:	Third entry in the Specials2.bmp File 
'h'	:	Fourth entry in the Specials2.bmp File
'i'	:	First entry in the Specials3.bmp File
'j'	:	Second entry in the Specials3.bmp File
'k'	:	Third entry in the Specials3.bmp File 
'l'	:	Fourth entry in the Specials3.bmp File
'm'	:	First entry in the Specials4.bmp File
'n'	:	Second entry in the Specials4.bmp File
'o'	:	Third entry in the Specials4.bmp File 
'p'	:	Fourth entry in the Specials4.bmp File
[and so on up to 'z']
'1'	:	Fortified House (*)
'2'	:	Fortified House (*)
'3'	:	Fortified House (*)
'4'	:	Fortified House (*)
'5'	:	Fortified House (*)
'6'	:	Fortified House (*)
'7'	:	Fortified House (*)
'8'	:	Fortified House (*)
'9'	:	Fortified House (*)

(*) Indicates that the building will be occupiable
(#) Indicates that the building has increased defense around it


NamesFile indicates the name of the file you wish to use to indicate
place names on the map.  The map is laid out in a grid as per the
dimensions you have specified in the configuration file.  There are 
130 different keys you can use to show a name on the map.  On the map
at the top of the file are the keys placed on the map.  Below this
grid are all of the keys from A through Z4 with their corresponding
label.

RoadsFile indicates the name of the file you wish to use to indicate
roads or hedges on the map.  The map is laid out in a grid as per the
dimensions you have specified in the configuration file.
The following are codes for the RoadsFile:
'.'	:	Nothing in particular
'h'	:	Hedge
'i'	:	Hedge & Tree-lined
'o'	:	Sunken Road with tree-line
'p'	:	Sunken Road with hedge
'r'	:	Road
's'	:	Sunken Road
't'	:	Trail
'u'	:	Trail with tree-line
'z'	:	Pike with hedge
'H'	:	Road with hedge
'P'	:	Pike
'T'	:	Tree-line


LOSFile indicates the name of the file you wish to use for quick
LOS data of the map you created with the ElevFile.  Normally, you
should have nothing here or the name of some file that does not
exist.  The LOS file is not necessary to create your own campaign
but having one created for you will speed up LOS calculations for
your map.  You can create an LOS data file by doing the following:
In your config file, set LOSFile to a the name of the los file
you wish to create.  Then in your waterloo.ini file under the
[Breakaway Games Waterloo] heading, set the following:

CreateLOSData=1

SUPER IMPORTANT NOTE!!!!!!!!!!!  This is a very nasty thing to do
because the process of creating the LOS data takes a VERY LONG
TIME, potentially DAYS, so this is probably something you want to
do after you are very happy with the map that you've created and
you don't want to use your machine for 16 or more hours.


JumpMapFile indicates the name of the file you wish to use should
you wish to replace the image of the Jump Map.  The Jump Map file
should be 187x150 in 16-bit color.  The top 48 lines of the image
should be transparent followed by the jump map image you desire.
The image should be converted from 24-bit bmp to a 16-bit bm2 file
with the Bmp2Condensed.exe utility.

In general, the JumpMap image is not necessary.  A simplistic version
of the new campaign will show up instead indicating the roads & pikes
present in the new map.  If you need something further, then a jump map
image is suggested.


IMPORTANT NOTE ON SCENARIOS:  When creating scenarios for your campaign,
make sure that the name of the files which you are using for the scenarios
follow the following model:
	Scen##s??.scn
## refers to the two-digit, zero-leading campaign number you wish to use.
?? refers to the scenario number which can be anything from 00 to 99.

