The map reset logic is fundamentally a kludge. The intent is to have maps reset so they can be played again while allowing a player deep in a dungeon get out without facing fresh maps. The kludge is to extend the reset time whenever a map is visited and to have the map reset timeout longer than what it'd take to complete the dungeon. A better scheme for resetting maps would be to note what maps are part of a connected set of maps. Then the map reset logic could decline to reset any of the connected maps if a player is on any of the maps (letting a player in a dungeon get out) and set a relatively short reset timeout if the maps are unoccupied. As for the current kludge, it could be further kludged to extend the map reset timeout only after a character makes some number of moves in the map. That'd allow a player to see that a map is unchanged and immediately leave without changing the map reset timeout. > Introduce a new archetype for exits, which would change faces depending on > whether the target map is currently in memory (or swapped out) or if it > has been reset. Absolutely a terrible idea. The map reset logic should be utterly invisible to players. Players should only know that maps with dead monsters and so on means another player was there recently.