Here.
Notice how it's made. All GMAPs have to start with "GRMAP001;" followed by the Width of the GMAP (in levels), then the height. Following is "LEVELNAMES," then the names of all the levels,
in the order that you want them to appear in the gmap. Meaning that The very first level you list (going left to right) will be the top-left corner level in the actual GMAP. The very last level you list will be the bottom-right level of the GMAP.
Also, make sure that you have the levels spelled correctly, or else you'll screw up the levels when you go to edit them after loading the gmap.
After all of your levels are listed, put "LEVELNAMESEND" to finish the gmap.
To load the gmap in the editor, you need to create an NPC with "load map mapname" in the script (this is using GS1, and I only bothered to learn very little of GS1, so don't bite my head off). Something like:
NPC Code:
// NPC made by Cor
if (playerenters) {
loadmap gmapname
}
NOTE: When specifying the gmap name, do not use the ".gmap" extension in the script, or it will not work.
The NPC should be placed in the first level of the GMAP the player would enter; or, you could place a similar NPC in every level of the gmap.