I don't see it being a problem in the toolset having that ability further down the line. I mean, I could crunch it into the first release, but I'm not. The feature deadline was hit a while back to save me from finding myself not being able to make the public deadline.

There exists a problem with having custom functions\globals, and thats versioning. See, the current scripting system only replaces unused elements in the functions\globals, instead of say actually adding more to the list of functions\globals (it's possible to do such a thing, but the time and effort to deal with all the code references doesn't make it worth it).

So, I have to develop a system where one person's map thats scripted to be used for one yelo isn't ran with another. Sure, there exist ways to deal with this via the project_yellow tag, or just limiting them to campaign only maps. Another problem arises when someone tries to run a yelo scripted map in a regular build of Halo. I have ideas how to address this too, but I really want more time to address this to get solid solutions which won't confuse or bother end-users of Yelo who just want to play with the game enhancements.

Which then leaves me with trying to make sure I figure out how future conflicting yelo builds from multiple people are handled. If none of this is done properly, you can get yet another big split in the community like when CE first came out and PC players barely came over.