You cannot see the result of a map change until you compile it and get in game. That makes the habit of demanding verification more valuable than the edit itself.
- Verify by count - if there are 28 bosses, the new trigger should appear 28 times.
- Verify in reverse - parse the values back out of the generated output and check them against the intent.
- Simulate - for anything with arithmetic, such as a save code, reproduce the same maths in a script and compare thousands of cases.
- Diff against the original - confirm the parts that should not have moved really did not.
- Check the build inputs - byte-compare the file the compiler actually read against the one you just edited. A stale copy compiles and still reports success.
Verify the artifact that shipped, not what the generator meant to produce. Re-running a generator silently drops hand edits, and a check that inspects the generator will not catch it. Read the file that is going out and check that.
And when a check fails, do not relax the check until it passes: at that moment it has stopped being a check. Decide first whether the expectation or the output is wrong, and if it was the expectation, write down beside the check why it was.
This kind of checking is impractical by hand and takes seconds as a script. Adding the step actually makes the work faster, because it removes the compile-and-come-back round trip.
