Is there any general consensus on whether the java editor is good enough to replace the Xt based crossedit program? Main reason I ask is I'm working on adding the map tiling feature to the server code, and in the process have redone the way the map object is handled (simply put, instead of having a map object which we load values into with various meanings, I just load that directly into the map structure itself). I don't really want to have to decipher the callbacks in the crossedit to get that working, especially if it is going to go away soon. I'm sure the the java editor will also need some modifications also, but hopefully it doesn't rely on using the same object structure quite as much (part of the change above was to also make the variables names in both the file and in the structure to have meaningful names. Of course, the server will still support using the old names. I do notice that the java editor does not have fields for some of these attributes right now in its map attribute window. For reference, this is what I have so far: The map variables now make some sense, and are only stored in the map structure itself. I still include the old value (the 'was') so if you are looking at old maps, you know what they mean. Generally speaking, the values in the map files themselves match the same element name in the map structure. 'width','height', was 'x','y': Size of the map. 'enter_x', 'enter_y', was ('hp','sp') = (x,y) of the destination on the new map. These are only used if the exit does not have a specific location set. 'reset_timeout', was 'weight': stores the number of seconds that need to elapse before this map will be reset. Ie, if 1800, it means this map expires after 30 minutes. This value is not modified once loaded - instead reset_time is used to track this. 'swap_time', was 'value': This controls how many ticks must elapse after the map has not been used before it gets swapped out. swapping out is different than reset, as a swapped out map will get loaded back into memory if someone re-visits it before it is due to reset. 'difficulty', was 'level' stores the map difficulty. If not set to anything, the server code will try to come up with some difficulty value. 'fixed_resettime', was 'stand_still': If nonzero, the map reset time will not be updated when someone enters/exits the map. Thus, once the map has been loaded, it will reset in 'reset time' no matter what access happen. This is useful for shops and towns, which are constantly accessed, but should be reset periodically. 'darkness', was 'invisible'. Light/darnkess of map (overall). If 0, all of map is fully bright. 'unique' - if set, this entire map is unique. Exactly unique to what will depend on how it was created (it could be a per player unique map, or maybe a common map that is just permanent for all the players.