Yes, the only problem is I'm getting the error message when trying to launch the game.

Good fucking lord, what is the error message? Is it BYOND error: Corrupt map data in world file?

This would have been relevant information many, many posts ago.
BYOND Error: corrupt map data in world file
Send me a current copy of your project via PM. I'll download and run some tests to determine whether this is a BYOND bug.
Okay, I just temporarily removed all those mission objects I mentioned above, it was well over 20k-30k of them. And my project is now runnable.
https://en.wikipedia.org/wiki/Binary_space_partitioning

That's your best bet for a replacement.

TL;DR: Place two objects on the map, one representing the lower-left corner of the quest area, one representing the top-right corner of the quest area.

on mob move: get the node the player has moved into. foreach trigger region contained within the region, test the bounds of the user against the trigger region's bounds.

BSP is a required optimization to remove unnecessary checks for trigger regions not within the same map chunks as the player.

You can also try a single object with a massively oversized bounding box, but I don't recommend this. EDIT: My tests of a single stationary object with a massively oversized bounding box don't seem to actually cause a CPU bump.
Before removing the mission objects, the tile pop was at 2434 now its at 2022. Chances are if I do continue to add more maps reaching the pop limit is inevitable. Do these numbers seems abnormally high, do you suggest I attempt to lowering this count? Also, an edited/new object instance doesn't create unique tile pop?
New instances are compiled into the object tree at runtime as types. It's the same as hard-coding them, more or less, but it forces you to be more flexible with your prototype creation. The only issue is that it bloats your DMM size a bit.

And 2K tile pops is not unheard of for maps spanning 2-3 z layers.

As for lowering the count, that's hard to say without a lot of information about what you are actually doing.
At only 2434 pops, I don't think that number was your problem; it's nowhere near the limit, and sounds pretty normal. I think the sheer size of your map may have had a bigger impact here.
Well, the size of the map is the exactly the same. Regardless though, I'm very happy I removed all them objects, my game launches and reboots exponentially faster.
Page: 1 2