Define order:
Item
Feature
Monster
Tile
Map
World

<MAP=xxx>		//start, number
HEIGHT=xx		//height
WIDTH=xx		//width
BASE=xx			//tile used for the map
FEAT x=n		//feature number, designation
MAP=			//feature layout below for HEIGHT lines, WIDTH columns
......
......
......			//feature definition
etc...

TILE=xx,yy,val		//tile at xx, yy is not base tile, is instead val
TFLAG=xx,yy,nn,val	//flag nn for tile at xx, yy is set to val
FFLAG=xx,yy,nn,val	//flag nn for feature at xx, yy is set to val
</MAP>			//end of map

<WORLD=001>
HEIGHT=1		//height
WIDTH=1			//width
STARTX=1		//unless told otherwise, monsters sent here will be placed
STARTY=1		//in the map at STARTX, STARTY
GEN=DEF			//DEF looks for WORLD=, nnn will generate a world using algorithm nnn
MAP !=001		//predefined map 001 will be at char !
WORLD=
......
......
......			//map definition
etc...

DGN=xxx,yyy,val		//random map at xxx,yyy has entrance to dungeon val

</WORLD>		//end of world