Well, that's what I was hoping the interactive files for each map would help with. The script would store the current values, and on portal contact, the current values are written to the auto-executing interactive file for the next map, which is then executed. The auto-executed interactive files would just assign certain variables that the save takes into account foremost. (Pardon my brainless pseudocode) Say something like "sv_health 50%", "sv_sneak_attribute 9", etc. Likely, the interactive auto-executed files would be stored in a similar format as the save files, but I don't think cheating is that big of a worry in a single-player game. The loading time really doesn't bother me much. Even many modern games have long loading screens, and older ones had plenty long ones too. It's an acceptable mechanic, as "Teleportation Time". As for the video, you can just add a [Continue...] button that you can press any time after the loading is done. Wait if you want to watch, or skip it and go. That's how I've seen it solved in many games. But yeah, overall, this does still sound like a lot of coding even at minimal, and all the pretended/illusion workarounds.