Ah right, I didn't realise your levels would be quite that long as you are having so many of them. You're a braver man than me
Theres a fine line between bravery and Foolishness.

you could split the 4096x4096 image into 4 1024x1024 images and just have them display when you get either near, or in those zones? seems like a possibility? like a much larger tile engine (with bigger pics). Maybe you could make a combination of those tiles and have it so you can create any which type of level from a select few?
Yeh, thats what Fog was suggesting.
If my levels wern't so big, then i probably would use that technique. Although 1024 x 1024 is still really too big. ideally i would like to keep images down to around the 512 x 512 mark if i could.
Blitzmax is really a 3d engine that uses the 3d in 2d. Every image is in fact a texture map for a flat 2d plane. So, texture size restrictions apply if i want to be backward compatible with older systems.
So, image / texture size is a consideration.
Although much less so nowadays. It's still in the back of my mind.
Anyhoo, so far so good, its really making me get me programming boots on
Yeh, dev diaries are great motivators.

Update
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I've been coding all weekend.
I decided it was time to include the players.
So, drew some sprites, basic neon glow vector triangle types. And although really basic in design, suit the game quite well i think.
Even managed to create an alpha layer for them too. Which gets around the black border images, visible when sprites cross each other.
Also redrew my level background lines using the same technique.
So, i sat down ready to knock up some quick player code, which took a bit longer than i had planned.
In fact, it took alot longer. Alot lot longer. All weekend.

I ended up porting across my controls sub editor. Which is pretty big. And modified it to handle 4 players.
Now i can select the controls for any player via various sub editor options.
This allows for any action for the player to have any input assigned. A very flexible system.
Supports for keyboard, mouse and joystick ( single and twins ticks )
The player can choose any combination they want.
All was working well when during playtesting i realised, that i could control all 4 players myself if all 4 players were set up to use the same controls.

Obviously that would give the player a huge advantage. Increasing his fire power 4 fold.
So, i'm currently putting in some code that checks that no player has the same controls as another.
If a player wants to try and play a 4 player game by himself, he's going to have to try with different controls for each.
Probably post a screenshot or two tomorrow of the game in it's present early state.
TMC