Sounds like good stuff!

You're smart to watchout for that common pitfall. [size=9px](I think it's common anyhow. At least when I was working on my older level editors I fell into it. )[/size] It can really take time away from the engine.

I think I know what you mean. Basically extending the limitations of the load/save routines so that it'll have more breathing space for both expanding the object total and size limits, etc... plus if we want to add more triggers and types of objects, we'll be able to do so with no change to the load/save routines. Very smart move.

I can't wait to dig into it and start designing missions. Hmm... maybe a level design assistant would help speed things up too? Hmm.. [size=9px](*hint hint* anyone? * *)[/size] :lol: