I did not "spam load" my level. I'm not 100% sure what that means.

I don't know if you saw my comment about bmap_purge(), but it seems to be a good function that still works (in A7 anyway). It looks like it may have been replaced by ptr_remove, so that might work as well. But you will have to use these on the actual BMAP* image you want removed from memory. So, for instance, if your terrain has a BMAP* pointer for the texture you are using, you can bmap_purge it when you need to remove or change the terrain.

Also, if memory is an issue for you, consider switching to .dds textures if you are not already using them. In one afternoon I eliminated 264 mb of texture memory from my game. I plan to continue switching my textures over to .dds, but this has been a huge gain in my memory issue...