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.
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.
