Alright, so let me take the opportunity to turn that problem resolution thread into a "How-To" here. The issue I was experiencing evolved as we explored the options. This means we covered several areas in a mixed fashion. I'd just like to re-state things here so that they're clear for everyone. #1 - I wanted to update the Town Map Art for my rebuild of Shady Sands. This is the graphical screen that shows up when you are entering a town (after the first time you enter a location), so you can click on the entrance you want. To do this you need to create a new *.FRM graphic file approximately 450x450 in size. It can vary, but that's the size I aimed for. Because we were troubleshooting why I couldn't get the Town Map Art file to display; I made the choice to use the existing entries for NCR as the location to record my Shady Sands data. So the next step was to update CITY.TXT and MAPS.TXT files to convert from NCR to Shady Sands. In addition, I went into the file INTRFACE.LST in the Fallout 2 [My Mod]\data\art\intrface subdirectory and figured out which Town Map Art file was there for NCR. This turned out to be twnncr.frm. So that's what I named my Town Map Art file and dumped it into the intrface directory. In this process, @Lexx helped me realize that I'd misspelled the intrface subdirectory. It's important to note that almost all filenames and folders are limited to 8 characters. I should have realized the error earlier; but with his assistance we identified the issue and were successful in utilizing the new Town Map Art. #2 - @Lexx and I then needed to troubleshoot why the name Shady Sands was not appearing on the worldmap. This turned out to be another problem where the file MAP.MSG wasn't located in the correct subdirectory. Once moved to the correct location, the name changes I'd made showed up for both the world map and the automap. #3 - This was the tough one with a simple fix from @Lexx. I needed the entrance to "Shady Sands West" to show up on the Town Map Art screen when the player was entering the location. It turns out this is done in the Worldmap.msg file (something I hadn't touched before). It is here that all entrances are documented for all locations. By updating the correct entry in this file, we were able to make the correct entrance description appear. So this is where I am in my replacement mod project. I'm ensuring I have all location data correct in CITY.TXT, MAPS.TXT, MAP.MSG and WORLDMAP.MSG. In addition, I've been updating my maps for the various locations and putting in placeholder critters who will control the dialog for my quest(s). Once these tasks are complete, I'll move on to dialog scripts. In my first pass, I'll keep the language and choices very simple. Later, I'll go back and enhance the dialogs to make them more complex; but the intention is to get to a "playable" mod as quickly as possible. In parallel, I'll also begin working on my behavioral scripts; but that will be a second priority. Oh, one helpful note on testing changes to CITY.TXT, MAPS.TXT, MAP.MSG and WORLDMAP.MSG. All of these files are loaded when you start FO2. That means you need to completely exit and re-enter the program to test your changes. It's kind of a pain, but part of the process. I guess that's all for now. I'll share more lessons as I learn them and talk about my progress. @Lexx has been invaluable in getting me going. I can't thank him enough!