Chad?
Yes - creating two levels and coding the level to return to the unpopulated version is possible, but if you make any future changes to the original level you'll have to do te same in the unpopulated version.
Another way would be to spawn the entities based on a variable.
At the start of your game you could create a variable called "Level01Complete" and set this to zero. Then when you complete that level you can set the variable to 1.
You could then make a generic level1appear.fpi script that destroys the entity if Level01Complete>0:
Quote: ":varequal=Level01Complete 1:destroy"
If you can only navigate you levels sequentially (i.e. you can only go up and down the levels), you could even make the appear script generic using two additional variables "HighestLevel" & "CurrentLevel". You would need to set the "HighestLevel" variable to the highest level reached by the player at the end of each level, i.e.
Level 3 example:
Quote: ":varless=HighestLevel 3:setvar=HighestLevel 3"
The "CurrentLevel" would need to be set at the start of each level:
Quote: ":levelequal=1:setvar=CurrentLevel 1
:levelequal=2:setvar=CurrentLevel 2
etc."
then your appear script modification would be:
Quote: ":varless=CurrentLevel %HighestLevel:destroy"
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