# TileUntil

**URL:** <https://forum.makecode.com/t/tileuntil/32388>\
**Category:** Help\
**Tags:** game, extension\
**Created:** [December 11, 2024, 6:20pm UTC](https://forum.makecode.com/t/tileuntil/32388 "2024-12-11T18:20:21Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Holderify](https://avatars.discourse-cdn.com/v4/letter/h/9fc348/32.png) [@Holderify](https://forum.makecode.com/u/Holderify)\
**Post date:** [December 11, 2024, 6:20pm UTC](https://forum.makecode.com/t/tileuntil/32388/1 "2024-12-11T18:20:21Z")

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Is there a way to use tileuntil to make many levels in a game? If there is, how do you do it?

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**Author:** ![a012](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/a012/32/24099_2.png) [@a012](https://forum.makecode.com/u/a012)\
**Post date:** [August 27, 2025, 4:58am UTC](https://forum.makecode.com/t/tileuntil/32388/3 "2025-08-27T04:58:48Z")

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Yes! TileUntil is actually designed for **dynamically loading and unloading tilemaps** , which is perfect for making multiple levels. The general idea is:

1. **Create separate tilemaps** for each level.
2. Use **TileUntil blocks** to set conditions for when a tilemap should load or unload (for example, when the player reaches the end of a level).
3. TileUntil will **automatically unload the previous tilemap** and load the next one, so you don’t have to manually stack them.

Basically, instead of connecting tilemaps yourself, TileUntil handles the **level transitions automatically**. You just set the “until” condition for each tilemap and it will swap them as needed.
