I think he means to store all data as a *.dcme file, and have a 'Compile to lvl file' in the menu, that way no unnecessary data is saved in the lvl file and allows easier storage of data (like dumping a struct to a file & back, with obvious version control included).   As for the lvz's, if i understand what you mean, then you'd like it to be like this: you import lvz's and tileset and handle them all as tiles, like a tileset from some rpg game map editor. Then afterwards 16x16 tiles that have been used could make up for the tileset and all the rest as lvz's, so for the map maker there wouldn't be a difference between tiles & lvzs (as that is only technical when saving to lvl & lvzs). I can see the use of a custom *.dcme file for that, but to implement such a thing it would mean another big overhaul of the entire map editor and its functions. Annnnnd i've pretty much neglected DCME for over a year and a half already.