Quote: "Custom map editor sizes ? how it works"
When you download the mod, place the FPSC-Mod.ini in your FPS Creator directory (where FPSC-MapEditor.exe and FPSC-Game.exe reside).
Before you open FPSC, edit the FPSC-Mod.ini file and adjust the fields to your liking. Save the file, then open FPSC. The grid should construct to the number you specify. This INI file is only required when you are developing- it does not need to be in the final build. We ran a test last night with two outdoor levels- one was a standard 40x40x20 grid, the other an 80x80x20 grid. They ran fine for us in v1.20. It was nice to have just that "little extra space" to add a bit more.
I have tested this out and have submitted some results to TZK to look at. First, we could not set the grid to 38x38 or lower, meaning that the X/Y minimum is 39. We have tested with a 60x60x20, 80x80x20, and 100x100x20 grid layout with no major problems. If the INI is missing, it defaults to 40x40x20.
Second, the bigger the grid, the longer it takes when either testing/building. It seems to take longer on the "[240] Building portals..." part while constructing the universe, but it does get through. An 80x80x20 grid took 2 minutes just on that part alone, so if you do make a larger grid, allow it the time to construct.
Third, if you construct a level in the default 40x40x20, but you set your INI file to 80x80x20 and then open that map level, it will remain in the 40x40x20. If you set your INI to 80x80x20, open FPSC, make a level, save and then change the INI to 60x60x20; open FPSC, load that 80x80 level, the grid remains in 80x80. Whatever the level was constructed in- that is what the grid will be.
It is pretty easy to get the hang of it.

There's no problem that can't be solved without applying a little scripting.