Not really, its a very confusing process that I only discovered through a lot of trial and error.
Basically Build each level as a seperate exe, at the build game screen number each exe as you build. Example:
Select build game, add a single level (the first level) Name the Exe Level 1 and Click build game, once the game has finished building that first level as a stand alone exe, repeat for all the levels in your game.
So at the end of it in your my games folder you have 'x' number of games, each one corresponding to a level from your intended final game (Level1,Level2,Level3)
So Rename the 'Level1' Built game folder to the name of your game, this will be the games main directory, open up the directory and open the 'files' folder, in that folder you will see a folder labelled 'levelbank' open it up and you will see a zip file titled level1.zip (these folders contain the level geometry data and lightmap data as far as I can tell)
So level one is in the game directory already along with all the assets needed to run it, but the rest of the levels arent yet. So open up the level 2 built game from your my games folder in a seperate window, navigate to the levelbank and open it up, again you will see a 'level1'zip file, However this isnt your inteded level 1, this is the data for your games level 2(since you build each level 1 at a time as a standalone exe then each level zip folder will always be called level 1 since the game names them based on their order not their individual level names), so rename it to level 2 and copy it into the level bank folder of your game directory.
So in the Game Directory's levelbank folder you now have level1.zip, and level2.zip, next you need the assets required for the levels to work.
So you need to copy over any asset folders from the 'level 2' built games file folder over to the level 1 built games file folder, scriptbank, entitybank, texturebank, audiobank, videobank, imagebank, any and all folders and files needed for that second level.
Once thats done you need to open the setup ini, scroll down to where the levelmax=1 is and change it to levelmax=2, copy the fpi and fpm locations underneath, paste them in and replace the 1's with 2's so you now have 4 lines, level1fpm, level1loading page, level 2 fpm, level2loading page, replace the name of the second level with the name of the actual second level as saved in your mapbank folder, save everything and run the game.
If you did everything correctly you should be able to play both the levels as though the game had been compiled with them both to begin with.
Its not a process that everybody will want to go through but for me it offers way more flexibility, everychange to my WIP game has been made to the built game, I built it once around a month and a half ago and have made all changes directly to the compiled game this way, I much prefer working on the compiled game as small but crucial changes can be implemented and updated immediately rather than load fpsc, change the level, wait for the entire game to be compiled, go into the folders and change all the set uplevel, titlepage, loading pages etc back to what they were in the previous game all for the sake of maybe moving a box or a crate or something, horribly inefficient, this way you can simply load the level that needs changing, make the change, compile JUST THAT LEVEL then slot it into the built game as though it was there all along, you just have to make sure any assets the level needs to function correctly are ported over too.
If thats not any clearer I dont know how Much clearer I can be, its a complicated process to learn but once you have it down its great.
If theres enough interest in developing this way I'll set up a tut at somepoint maybe but Im sure Im not the only one who builds this way... AM I? If Im not maybe one of the other experienced FPSC'rs can way in and maybe explain it a bit better
smoke em if you got em