Installing custom maps to play can be annoying because you have to alter original level's CFG to point to the new level. There is a way to add new levels which has been known for a while, but never really explained much. What this tutorial will guide you through is adding a permanent custom map slot to LRR where you can just slap in CFG code and run the game and not worry about having to change it back after to the original code. This level always remains unlocked and it does not effect your save games. I will also give you some extra files to make it display nicely on your level screen. I've used a worm hole, as you can see below:
Setup
First, we will need to set up the level link so that it will display. Open your LEGO.CFG file and in the block Lego* > Main there is a property called "StartLevel" with the value "Levels::Level01". Change the value to " Levels::CustomLevel".
Lastly, go down to the Levels block. Above the "Tutorial01" sub-block paste in this:
CustomLevel {
; CUSTOM CONFIG BELOW
; NEVER REMOVE THE BELOW PROPERTIES!
MenuBMP InterfaceFrontEndCustomHi.bmp,InterfaceFrontEndCustom.bmp,InterfaceFrontEndCustomGrey.bmp
FrontEndX 72
FrontEndY 2
NextLevel Levels::Tutorial01
LevelLinks Levels::Tutorial01
}
This is pretty much a place holder until you put a level CFG in. The game will run fine like this. The properties under " ; NEVER REMOVE THE BELOW PROPERTIES!" Ensure that it will always show the wormhole correctly and that the levels stay linked.
If you would like the wormhole, Then download these images and put them in your "InterfaceFrontEnd" folder.
Thats it! The one and only problem is that the spoken level names when you hover are displaced by 1 level, but you don't really care about this
I would recommend for the sake of ease and consistency that modders creating levels package their level in the level's own folder, so that it does not actually replace default levels.