Hmmm. The only way I could see how to do this is just using the /levelshot command, which won't work well, as you may have 2 saves from the same level. Or, you can make a 'rigged' save game system that uses slots. In essence, you can only have a couple save slots that use the screenshot that was taken when it was saved (using a cfg or a wait 10;screenshot exec). Thus, the gfx for that save slot's picture would be like "screenshot/save#". I don't know if assets can be edited while the game is running, so if you override a screenshot, it may take a restart of the game for that asset to be reloaded? Not sure...