- object id' which exceed the maximum of 15
Definitely a good warning, and I'm sure LemEdit will probably throw a fit. However, I think you can actually get CustLemm to accept higher object IDs. You can do this on a custom graphics set by using some of the bytes in groundXo normally reserved for terrain metadata to instead hold the extra objects' metadata.
- (to be implemented) check for non-displayable characters in level name
This might be a good warning, but dare I suggest that once in a blue moon maybe a level designer would
want garbled characters in the title? As far as I know, while you will get garbage, non-displayable characters does not crash neither CustLemm nor LemEdit.
- (to be implemented) check for objects with the y coordinates below 0
I think what you really want to check is to see whether the object's activation area is outside the level boundaries. Oh, the same goes for steel areas too.
- (to be implemented) check for incorrect terrain and object modifers
Is there such a thing for terrain modifiers? If I recall all bits are used.
And as for interactive objects, I can tell you that although LemEdit doesn't support all of it, almost every bit in the modifier byte of the object is actually handled by the game (most aren't very interesting in case you're wondering), while the remaining are ignored and have no effect. I would suggest not doing the check.
- (to be implemented) check for graphics sets above 9
Don't, in case it becomes possible to create your own graphics sets in the future. Well, at most a warning, only because LemEdit might choke on it (haven't tested). CustLemm doesn't care.
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It also turns out that CustLemm has trouble if the terrain section of the LVL uses up all 400 slots. This might be something you want to check.
And then of course there are things like no working exits and # to save > # out. Oh yeah, and # out > 80 also tends to hang CustLemm.