JURASSIC WAR - CUSTOM MAPS (v1.11E)

Save or copy your Map Studio .jwmap files into this folder.
Open Multiplayer Game > Skirmish > Custom maps, then press Refresh.
Choose a map, your tribe, computer opponents and difficulty, then Start.

For multiplayer, open TCP/IP and choose Classic or 2-to-8 players.
The host selects Custom maps. If you lack the exact content, the game offers
to download the map and required artwork/sounds from the host. Choose Download
to consent, then watch the progress bar. Not now returns to the lobby; Refresh
lets you try again. Ready/Continue is blocked until the content is verified.
Every player must run this same build, whose public name remains v1.11E.
Classic keeps its original tribe, battle settings, chat and spectator menu.

The included example is the first original multiplayer map exported as a
standalone custom map. It can be opened and changed in Map Studio.

A playable map needs living, normally owned starting units or buildings for
at least two tribes. Empty drafts remain visible, but cannot be started.
The usual skirmish starting-party and opponent-base rules still apply.
Custom maps use their authored tribe positions; Shuffle and Random AI starts
are disabled. Original maps keep those options.

Maps must reference the standard base content and a supported rules profile.
Current tribe production overrides use format 10 / native-1.19A; older supported
map formats remain readable. Skirmish, Classic and eight-player
multiplayer load standalone maps directly. Custom campaigns can also
reference these files; see CustomCampaigns/README.txt.

SAVE AND RESTART
Starting a map preserves that exact version in CustomMaps\Cache. Normal
save/load and Restart use this copy even if the source .jwmap is later edited
or removed. New saves identify the map by its content fingerprint rather
than relying on another computer's local cache number. Copy the exact source
.jwmap to the receiving computer before loading a transferred save. Missing
or different content produces a warning and leaves the current game intact.
Do not edit cache files. Keep the complete Cache folder as a backup.

Older 1.11C custom saves did not store a portable fingerprint. Those saves
still need the original Cache folder and index.bin; their map identity cannot
be independently verified across computers. Save again in 1.11D after
starting the original .jwmap to create a portable save.

Place maps directly in this folder. The arrow buttons browse pages of 20 maps
and continue into further catalog windows for libraries larger than 256 files.
Previous returns to earlier pages. Refresh after adding or changing map files. Invalid files remain visible with an error.
No original .TRC file or PWAR.EXE needs to be replaced.
