The text editor I mean is called 'notepad'
Although I don't know exactly what you mean by 'text rpg', I'm guessing it's something like a more dynamic text adventure - if that's the case then something like the following format could be used.
large clearing.txt
:short description
You are in a large grassy clearing surrounded by trees.
:long description
You are in a large grassing clearing in a forest.
The grass is high and is turning brown as summer nears its end and the treetops are waving gently in the soft breeze.
In the centre of the clearing you can see a large jet-black obelisk that seems to absorb the sunlight around it.
:links
north,castle pathway
east,brook - east bank
:objects
obelisk
brook - east bank.txt
:short description
You are on the east bank of a slowly running brook.
:long description
You are on the east bank of a slowly running brook.
In the shallow water ahead you can see many small minnows darting in and out of the rocks and stones.
There are stepping stones across to the west bank of the brook, and a pathway to a large clearing to the east.
:links
west,large clearing
east,brook - west bank
... and so on. Everything is simple to read and write, it's in plain language, with no special numbers to remember, and it's very simple to parse into your data structures.
All your compiler needs to do is verify that all required tags are present when it reads the file content, verify game specific information is valid (eg, object names are known and not duplicated), match the location names to the location id's you've allocated, and then write into a file the array containing the collected information of all locations.