Ok so...
If I were to get rid of Event #5
For "Y" from 0 to 24
+For "X" from 0 to 36
->create object "tile" on layer1 at ((loopindex("X")*32),((loopindex("Y")*32)
->Tile: set 'x' to loopindex("X")
->Tile: set 'y' to loopindex("Y")
->Tile: set 'tile' to -1
and my events for scrolling the map...
+While
+Tile: X Less than ScrollXLeft -16
->Tile:set 'x' to 'x' + 37
->Tile:set X to .x +37*32
->Tile:set 'tile' to -1
+While
+Tile: X Greater than ScrollXRight + 16
->Tile:set 'x' to 'x' - 37
->Tile:set X to .x -37*32
->Tile:set 'tile' to -1
+While
+Tile: X Less than ScrollYTop - 16
->Tile:set 'x' to 'x' + 25
->Tile:set X to .x +25*32
->Tile:set 'tile' to -1
+While
+Tile: X Greater than ScrollYBottom+ 16
->Tile:set 'x' to 'x' - 25
->Tile:set X to .x -25*32
->Tile:set 'tile' to -1
then add in the event that r0johound suggested above...
+ System: For each tex
+ tile: Value 'tex' Equal to tex ('id')
-> TextureSetter: Give tile the texture from tex
It works fine! Unfortunately when I create a map as big as 200 x 200 tiles or bigger it gets incredibly bogged down, which is why these events are here in the first place. If I take them out, I need a way to clear the offscreen tiles without erasing the textures. I have tried a couple more things this evening, the last one being writing to an array all of the tiles I want drawn to the screen and changing them as I scroll. This did not seem to work.
It would be greatly appreciated if anyone could shine a light on this for me.