Originally Posted by JimJam
Interesting.
I'm actually working on a level editor that uses everything mentioned here in some degree.
The Level Editor uses an MMF CNC Array for flexibility and expandability, then runs a "Conversion Loop" that copies all of the data to Nifflas Binary Array object to save it as a workspace file. Then when building the stage in the engine, it reconverts to CNC Array (for speed and flexibility).
It has 6 layers: Background, Foreground, Sprites Objects, Object Banks, Collisions, and HUD.
Since its saved as a Compressed Workspace File, all of the games levels are stored in one file.
I could share an example file if anyone is interested.