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authorDavid Ploog <dploog@users.sourceforge.net>2009-11-08 06:23:50 +0100
committerDavid Ploog <dploog@users.sourceforge.net>2009-11-08 06:25:44 +0100
commit227c7f40fc0ba8f2a15af767c30976d14f9e4ad6 (patch)
tree8ce072cc6e07182053059f44aed1c586f3fbd648 /crawl-ref/README.txt
parent1c0a611a9e00fc789a8e71f1423e48bec7dd5020 (diff)
downloadcrawl-ref-227c7f40fc0ba8f2a15af767c30976d14f9e4ad6.tar.gz
crawl-ref-227c7f40fc0ba8f2a15af767c30976d14f9e4ad6.zip
Split up level_design.txt into smaller files.
Namely introduction.txt, syntax.txt, advanced.txt all inside of docs/develop/levels.
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diff --git a/crawl-ref/README.txt b/crawl-ref/README.txt
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@@ -125,8 +125,8 @@ them at the homepage, http://crawl-ref.sourceforge.net.
Crawl uses many hand-drawn (but often randomised) maps. Making them is fun and
easy. It's best to start with simple entry vaults (glance through
dat/entry.des for a first impression). Later, you may want to read
-docs/level_design.txt for the full power. If you're ambitious, new maps for
-branch ends are possible, as well.
+docs/develop/levels/introduction.txt. If you're ambitious, new maps for branch
+ends are possible, as well.
If you've made some maps, you can test them on your system (no compiling
needed) and then just mail them to the mailing list.