I would suggest you take a look at the scripts from the newest demo I did, and from Demo #7 on our site that deals with weapons.
Let's look at this one- the script that takes you from level 1 to level 3 as an example.
;Artificial Intelligence Script
;Header
desc = in level 1 and go to next level #3
;Triggers
:state=0:state=1
:state=1,plrdistwithin=50:rpg_showquicktext=m-30 Should go to level #3 (Left-mouse-click to continue)!,rpg_wait4mouseclick,state=3
:state=3:rpg_setnextlevel=3,timerstart,state=10
:state=10:globalvar=3
:state=10,varequal=3:state=100
:state=10,timergreater=250:setvar=3,rpg_savecurrentlevel=30,rpg_gotosetlevel,state=12
:state=12:none
:state=100:rpg_restorerpgdata,timerstart,state=110
:state=110,timergreater=150:destroy
;End of Script
Notice that the last line of the script has :destroy, meaning the script stops when it reaches that state. Therefore, you would have to tweak the script to do its thing, then go back to the beginning.
Yes, you can collect a key from level 6 to bring back to a previous level. Yes, you can carry health to use later on.
Which save point script are you referring to? If you are meaning how the mod saves that point when you go to the level, then returns, again look at the scripts.
Could you give a bit more of an explanation when you need help with a feature. Your game structure will be different than mine, so unless I see your scripts or can read them telepathically, I am unclear to your issues. And you don't need to make duplicate levels for this to work.
**ADDITION**
As far as the weapons, or flashlight, make sure you look at the scripts that demo used to allow us to collect a weapon and traverse back. You can't give the player the weapon on the start and have them carry it to and from levels. You have to have the player pick the weapon up, and the weapon script must contain the RPG commands to allow it to move back and forth levels.
- BlackFox
RPG Mod- Create a world full of adventure