**** UPDATE ****
found an easier way to do this!... however i dont know if there is any implications on how DBP will be affected (performance wise)
-make the geometry of you level, steer away from attach OR boolean operations, as the larger the object is, the quality of your texture will decrease!
-apply textures, UVW maps and lighting until you have it looking like you want it
-render to texture all the seperate objects using complete map
-re-apply newly created textures
-DELETE any UVW map modifiers (unless you have a "unwrap uvw", then skip next step)
-add "Unwrap UVW" modifier
-under the "Unwrap UVW" modifier, "Parameters", click "Edit"
-in editor window, ensure there is nothing selected... then go to "Mapping", "Flatten Mapping" default values are actually messed up! "Spacing" is 0.03, this needs to be 0.02 (value in render to texture)
-now all objects should be correctly mapped and look right... select ALL the objects (ones you want to be your level)... export to a .x file using pandasofts exporter (config below)
-Pandasoft Exporter Config:
http://members.lycos.co.uk/mrdarclyte
only thing you need to change is... under "3DS Max Objects", "Output Options"... "Include Animation" (select this if you have animation, if you dont, make sure its unselected!)
DONE! this will create ONE object that uses multiple textures... i tested the .x animation, rotation, and movement... and it all worked... these are actually the identical steps i used to make a test! so this should work!