A more complex method would be to create a loading script which contains a list of the files you want to load. Open the file, read the names, load the files, repeat until dones, close the script and carry on. This would allow you to add or subtract files as needed. You can make the script even more flexible by reading in the images IDs and other data as well. That way you're not locked into sequential file names, etc. Lots of room to play with that idea.
--
TAZ
As an example, you can really go off the deep end if you want. Here is an sample VirMin file. It's a combination of game setup and level loading script. It loads the maps, models, props, game data, custom dice, critical hit tables, etc. for a tactical space ship war game. Using a different script, the game engine could load in a dungeon crawl scenario or a game of chess.
BEGIN VMP FILE
# VirMin save file
#
# VERSION ver
VERSION 2.1
#PATH gamename
PATH CW1_MIKE
# BACK color [filename]
BACK 000000
# FOG color start end
#FOG 000000 0 2500
# RULER ground vertical ground_name vertical_name
RULER 26.7 26.7 light_seconds light_seconds
# LAND X Y Z facing scale filename
#LAND 0 -150 25 90 10000 terrain_01.X
# LIGHT type color X Y Z [range facing pitch]
#LIGHT DIRECTIONAL 101010 0 -10 0 0 0 0
#LIGHT SPOT 000099 100 -145 -20 3000 270 0
#LIGHT POINT 0000ff 100 -145 -20 3000 0 0
#LINE X1 Y1 Z1 X2 Y2 Z2 color style width
LINE 0 0 400.5 358.5 0 200.3 FF0000 solid 1
LINE 0 0 400.5 -358.5 0 200.3 00FF00 solid 1
LINE 0 0 -400.5 358.5 0 -200.3 0000FF solid 1
LINE 0 0 -400.5 -358.5 0 -200.3 FFFF00 solid 1
LINE 358.5 0 200.3 358.5 0 -200.3 000000 solid 1
LINE -358.5 0 200.3 -358.5 0 -200.3 000000 solid 1
# STACKING boolean
STACKING OFF
# SNAP facing pitch [X Y Z offset_x offset_y offset_z] [type]
SNAP 60 0
# MAP X Y Z facing filename [width height]
MAP -343.2 0 355.6 0 hexes512.png 256 256
MAP -343.2 0 114.6 0 hexes512.png 256 256
MAP -343.2 0 -126.4 0 hexes512.png 256 256
MAP -343.2 0 -367.4 0 hexes512.png 256 256
MAP -103.9 0 355.6 0 hexes512.png 256 256
MAP -103.9 0 114.6 0 hexes512.png 256 256
MAP -103.9 0 -126.4 0 hexes512.png 256 256
MAP -103.9 0 -367.4 0 hexes512.png 256 256
MAP 135.4 0 355.6 0 hexes512.png 256 256
MAP 135.4 0 114.6 0 hexes512.png 256 256
MAP 135.4 0 -126.4 0 hexes512.png 256 256
MAP 135.4 0 -367.4 0 hexes512.png 256 256
MAP 374.7 0 355.6 0 hexes512.png 256 256
MAP 374.7 0 114.6 0 hexes512.png 256 256
MAP 374.7 0 -126.4 0 hexes512.png 256 256
MAP 374.7 0 -367.4 0 hexes512.png 256 256
#MAP 0 20 -300 0 beowulf_mini.png 256 256
# THING X Y Z facing pitch scale filename RX RY RZ RA
THING 0 0 0 0 0 200000 inverted_sphere.x 0 0 0 0
# MODEL X Y Z F P scale filename move LX LY LZ owner ID comment
MODEL 0 10 0 0 15 2 hidden_poly.x fixed 0 10 0 0 0 Enemy Planet
MODEL 0 0 0 0 0 1500 planet.x slave 0 0 0 0 0 Enemy Planet
MODEL 0 10 0 0 0 1.5 claw_ftr.x hex 0 10 0 0 1 Claw Flight 1
MODEL 0 -10 0 0 0 1.5 hex_key_yellow.x slave 0 0 0 0 1 Claw Flight 1
MODEL 0 10 0 0 0 1.5 claw_ftr.x hex 0 10 0 0 2 Claw Flight 2
MODEL 0 -10 0 0 0 1.5 hex_key_yellow.x slave 0 0 0 0 2 Claw Flight 2
MODEL 0 10 0 0 0 1.5 claw_ftr.x hex 0 10 0 0 3 Claw Flight 3
MODEL 0 -10 0 0 0 1.5 hex_key_yellow.x slave 0 0 0 0 3 Claw Flight 3
MODEL 0 10 0 0 0 1.5 claw_ftr.x hex 0 10 0 0 4 Claw Flight 4
MODEL 0 -10 0 0 0 1.5 hex_key_yellow.x slave 0 0 0 0 4 Claw Flight 4
MODEL 0 10 0 0 0 1.5 claw_ftr.x hex 0 10 0 0 5 Claw Flight 5
MODEL 0 -10 0 0 0 1.5 hex_key_yellow.x slave 0 0 0 0 5 Claw Flight 5
MODEL 0 10 0 0 0 1.5 claw_ftr.x hex 0 10 0 0 6 Claw Flight 6
MODEL 0 -10 0 0 0 1.5 hex_key_yellow.x slave 0 0 0 0 6 Claw Flight 6
MODEL 0 10 0 0 0 1.5 claw_ftr.x hex 0 10 0 0 7 Claw Flight 7
MODEL 0 -10 0 0 0 1.5 hex_key_yellow.x slave 0 0 0 0 7 Claw Flight 7
MODEL 0 10 0 0 0 1.5 claw_ftr.x hex 0 10 0 0 8 Claw Flight 8
MODEL 0 -10 0 0 0 1.5 hex_key_yellow.x slave 0 0 0 0 8 Claw Flight 8
MODEL 0 10 -53.4 0 0 1.5 goru_striker.x hex 0 10 0 0 9 Goru Striker A
MODEL 0 -10 0 0 0 1.5 hex_key_green.x slave 0 0 0 0 9 Goru Striker A
MODEL 0 10 -80.1 0 0 1.5 goru_striker.x hex 0 10 0 0 10 Goru Striker B
MODEL 0 -10 0 0 0 1.5 hex_key_green.x slave 0 0 0 0 10 Goru Striker B
MODEL 0 10 -106.8 0 0 1.5 goru_striker.x hex 0 10 0 0 11 Goru Striker C
MODEL 0 -10 0 0 0 1.5 hex_key_green.x slave 0 0 0 0 11 Goru Striker C
#STEP XOFF YOFF ZOFF
STEP 23.9 0.0 26.7
#DATA ID width height filename
# used to load data cards for ships, mecha, warriors, etc.
DATA 1 735 647 claw_trilobite_DAT.PNG
DATA 2 735 647 claw_trilobite_DAT.PNG
DATA 3 735 647 claw_trilobite_DAT.PNG
DATA 4 735 647 claw_trilobite_DAT.PNG
DATA 5 735 647 claw_trilobite_DAT.PNG
DATA 6 735 647 claw_trilobite_DAT.PNG
DATA 7 735 647 claw_trilobite_DAT.PNG
DATA 8 735 647 claw_trilobite_DAT.PNG
DATA 9 735 647 goru_striker_DAT.png
DATA 10 735 647 goru_striker_DAT.png
DATA 11 735 647 goru_striker_DAT.png
DATA 12 735 647 man_of_war_DAT.PNG
DATA 13 735 647 man_of_war_DAT.PNG
# DICE num_dice num_sides modifier tablename comment
DICE 1 6 0 NONE 1d6
DICE 1 10 0 NONE 1d10
DICE 2 10 0 NONE 2d10
DICE 1 100 0 NONE 1d100
DICE 1 100 0 dis Disabling weapons
DICE 1 100 0 heat Thermal weapons
DICE 1 100 0 meson Meson weapons
DICE 1 100 0 vibro Vibrational weapons
# TABLE name weight result
TABLE dis 25 Drive systems fail next turn, no turning & decelerate by 3.
TABLE dis 25 Power systems fail next turn, no weapons except point defense.
TABLE dis 25 Shield generators go offline, shield rating of zero next turn.
TABLE dis 25 Main computer is offline for next turn.
TABLE heat 25 Coolant Leak, a random componentis filled with toxic gas.
TABLE heat 25 Fire: Level 1, one component is destroyed.
TABLE heat 25 Fire: Level 2, one component is destroyed plus adjacent.
TABLE heat 25 Fire: Level 3, one component is destroyed plus two adjacent.
TABLE meson 20 Random equipment component is destroyed.
TABLE meson 20 Random crew quarters or barracks is destroyed.
TABLE meson 40 Explosion amidships, one component is destroyed plus adjacent.
TABLE meson 20 Explosive chain reaction, one component is destroyed plus four adjacent.
TABLE vibro 25 Random power system or drive component is destroyed.
TABLE vibro 25 Hull Breach, random external component is destroyed.
TABLE vibro 25 Superstructure hit, one internal component is destroyed.
TABLE vibro 25 Structural Collapse, one component is destroyed plus three adjacent.
END VMP FILE