i'm having a lot of fun with this at the moment. I've been working on a project for a while now and i've decided to code for long term adaptability and customisation, rather than short term attainability
The quickest way is to code it into your program. It will be seperate to the level itself, you'll have to write something like...
if level=1
load object "monster.x",1 : position object 1,50,32,50
load object "chest.x",2 : position object 2,50,32,80
endif
it's quite repetitive but it works. The issue is it's hard coded, if you change the level layout, or want to add more levels, you have to update your code. I opted for the script method, i've since expanded it drastically to have full mod support. I won't disclose my actual code yet but basic process is...
-scan folder for maps
-load corresponding configuration file
-load map objects
-configuration file determines names of available objectives, weapons, units etc as well as their positions
-load any relevant config files relating to units/weapons/etc
-fill arrays with relevant data. Unit health, damage, position etc
-position said objects within the map
This takes a lot more effort but allows you to modify or add new maps without recoding. And it allows you to write your own level designer which can export a configuration file for you. The problem is you need to write your own file format, which means an encoder and decoder.
I'm pretty sure there's actually some 3rd party programs that handle the encoding/decoding for you and cuts out a lot of the work. Have a look through the 'work in progress' and 'program announcement' forum sections.
That's about all the help I can give you at the moment. Ultimately you can't position units with the same map editor, you'll need to use something else, or just hard code them in.
I'll consider releasing my script engine later on as it's extremely diverse and adaptable, allowing user created mods. As well as 3rd party level designing programs to export to the format. But for now i'm keeping a lid on it